underdark / underground

The weather today: Rainy

Tonight's moon: Waxing crescent

  • You hear a trickle of water but are unable to determine the direction from which it comes
Landscape and flora
  • Great roots of enormous trees puncture the ceiling above you
Random encounter
  • You hear a distant whistling

Creatures and Threats

Possible Monster Motives
  • Guarding a secret
  • Protecting their young
  • Protecting territory
  • Under a curse
  • Guarding treasure

Loot Suggestions

A silver ring displaying a sigil of a double-bladed axe

Value: 2d6 silver

1d100 gold pieces
A child’s toy chest

Containing a collection of exquisitely-carved wooden dolls representing the family of a long passed monarch.

Value: 4,500 gold pieces to the right collector.

Magic Item
Manual of Quickness of Action

Wondrous item, very rare

This book contains coordination and balance exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book’s contents and practicing its guidelines, your Dexterity score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.

Spell Scroll

8th-level enchantment Casting Time: 1 hourRange: 60 feetComponents: V, S, M (either a lump of alum soaked in vinegar for the antipathy effect or a drop of honey for the sympathy effect)Duration: 10 days This spell attracts or repels creatures of your choice. You target something within range, either a Huge or smaller object or creature or an area that is no larger […]

In case you want to terrify your players...

Pit Fiend

  • Large fiend (devil), lawful evil

    Armor Class 19 (natural armor)
    Hit Points 300 (24d10 + 168)
    Speed 30 ft., fly 60 ft.

    26 (+8)14 (+2)24 (+7)22 (+6)18 (+4)24 (+7)

    Saving Throws Dex +8, Con +13, Wis +10
    Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
    Damage Immunities fire, poison
    Condition Immunities poisoned
    Senses truesight 120 ft., passive Perception 14
    Languages Infernal, telepathy 120 ft.
    Challenge 20 (25,000 XP)

    Fear Aura. Any creature hostile to the pit fiend that starts its turn within 20 feet of the pit fiend must make a DC 21 Wisdom saving throw, unless the pit fiend is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature’s saving throw is successful, the creature is immune to the pit fiend’s Fear Aura for the next 24 hours.
    Magic Resistance. The pit fiend has advantage on saving throws against spells and other magical effects.
    Magic Weapons. The pit fiend’s weapon attacks are magical. Innate Spellcasting. The pit fiend’s spellcasting ability is Charisma (spell save DC 21). The pit fiend can innately cast the following spells, requiring no material components:
    At will: detect magic, fireball 3/day each: hold monster, wall of fire


    Multiattack. The pit fiend makes four attacks: one with its bite, one with its claw, one with its mace, and one with its tail.
    Bite. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) piercing damage. The target must succeed on a DC 21 Constitution saving throw or become poisoned. While poisoned in this way, the target can’t regain hit points, and it takes 21 (6d6) poison damage at the start of each of its turns. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
    Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) slashing damage.
    Mace. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) bludgeoning damage plus 21 (6d6) fire damage.
    Tail. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 24 (3d10 + 8) bludgeoning damage.

    created by Wizards of the Coast

  • Protecting their home

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