The weather today: Rolling wavy clouds
Tonight's moon: Waxing crescent
Landscape and flora
Creatures and Threats
Common Fauna in the Area
Monsters and others
Possible Monster Motives
- Guarding a secret
- Under a curse
- Protecting territory
- Protecting their home
- Enthralled by a magic item
Golden earrings in the shape of spears
Value: 2d6 gold
A bag of gold pieces
1d100 pieces of gold
A plain wooden chest
Filled with leather sacks, each containing gems. A sack contains one of the following:
- 2d100 malachite (worth 10gp each)
- 4d100 lapis lazuli (worth 10 gp each)
- 4d20 onyx (worth 50 gp each)
- 3d20 moonstone (worth 50 gp each)
- 2d8 amethyst (worth 100 gp each)
- 2d12 topaz (worth 100 gp each)
- 4d4 emeralds (worth 1000 gp each)
- 2d4 diamonds (worth 1,000 gp each)
Vial of Lilliputian Dust
Wondrous item, rare
One vial contains 1 dose of this dust which casts the Reduce spell on a target. The target’s size is reduced by one size (Large becomes Medium, Medium becomes Small, et cetera). This spell lasts for one hour unless the Enlarge spell is cast on the target.
Until the spell ends, the target also has disadvantage on Strength checks and Strength saving throws. The target’s weapons also shrink to match its new size. While these weapons are reduced, the target’s attacks with them deal 1d4 less damage (this can’t reduce the damage below 1).
Doses of the dust can be stacked. Two doses of the dust would reduce a target by two sizes, et cetera. If a dose is cast on a target of Tiny size, that target becomes “Miniscule” and can’t be restored by the Enlarge spell and won’t enlarge naturally after an hour. Find a powerful wizard.
4th-level divination Casting Time: 1 actionRange: SelfComponents: V, S, M (a bit of fur from a bloodhound)Duration: Concentration, up to 1 hour Describe or name a creature that is familiar to you. You sense the direction to the creature’s location, as long as that creature is within 1,000 feet of you. If the creature is moving, you know the […]
In case you want to terrify your players...
Medium undead, any evil alignment
Armor Class 17 (natural armor)
Hit Points 135 (18d8 + 54)
Speed 30 ft.
STR DEX CON INT WIS CHA 11 (+0) 16 (+3) 16 (+3) 20 (+5) 14 (+2) 16 (+3)
Saving Throws Con +10, Int +12, Wis +9
Skills Arcana +18, History +12, Insight +9, Perception +9
Damage Resistances cold, lightning, necrotic
Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
Senses truesight 120 ft., passive Perception 19
Languages Common plus up to five other languages
Challenge 21 (33,000 XP)
Legendary Resistance (3/Day). If the lich fails a saving throw, it can choose to succeed instead.
Rejuvenation. If it has a phylactery, a destroyed lich gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery.
Spellcasting. The lich is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The lich has the following wizard spells prepared:
Cantrips (at will): mage hand, prestidigitation, ray of frost
1st level (4 slots): detect magic, magic missile, shield, thunderwave
2nd level (3 slots): acid arrow, detect thoughts, invisibility, mirror image
3rd level (3 slots): animate dead, counterspell, dispel magic, fireball
4th level (3 slots): blight, dimension door
5th level (3 slots): cloudkill, scrying
6th level (1 slot): disintegrate, globe of invulnerability
7th level (1 slot): finger of death, plane shift
8th level (1 slot): dominate monster, power word stun
9th level (1 slot): power word kill
Turn Resistance. The lich has advantage on saving throws against any effect that turns undead.
Paralyzing Touch. Melee Spell Attack: +12 to hit, reach 5 ft., one creature. Hit: 10 (3d6) cold damage. The target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
The lich can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The lich regains spent legendary actions at the start of its turn.
Cantrip. The lich casts a cantrip.
Paralyzing Touch (Costs 2 Actions). The lich uses its Paralyzing Touch.
Frightening Gaze (Costs 2 Actions). The lich fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 18 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to the lich’s gaze for the next 24 hours.
Disrupt Life (Costs 3 Actions). Each living creature within 20 feet of the lich must make a DC 18 Constitution saving throw against this magic, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.
created by Wizards of the Coast
- Protecting territory
We'd love your feedback! email email@example.com. thanks!
Support us on Patreon Contribute a suggestion
We use content from Wizards of the Coast as specified in the Open Game License and System Reference Document. Entries marked as created by Wizards of the Coast use material from the SRD.