DDEP06-03 - Hecatomb v1.04
DDEP06-03 - Hecatomb v1.04
Far below the reach of the sun, dark forces seek to bring a terrible darkness into Faerun. A great
and awful host of drow, giants, and worse await your arrival. When even the dead tremble, what
hope can you find?
Alan Patrick
Adventure Designer
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards
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Introduction • Gather together any resources you’d like to use to
aid you in running this adventure--such as
Welcome to Hecatomb, a D&D Adventurers League™
notecards, a DM screen, miniatures, and
Epic adventure, part of the official D&D Adventurers
battlemaps.
League™ organized play system and the Tales from
• If you know the composition of the group
the Yawning Portal™ storyline season.
beforehand, you can make adjustments as noted
This Epic adventure is designed for 11th
throughout the adventure.
through 16th-level characters (optimized for five
15th-level characters), and for 17th through
20th level characters (optimized for five 19th- Before Play at the Table
level characters). Characters outside this level Ask the players to provide you with relevant
range cannot participate in this adventure. character information:
This adventure takes place both on the plains of
Vaasa and in the Underdark. Vaasa lies north and • Character name and level
east of the Moonsea, behind the Galena Mountains. • Character race and class
The main focus of the Underdark portion of the • Passive Wisdom (Perception)—the most common
adventure deals with the Vault of Gnashing Teeth passive ability check
and the Acropolis, the drow temple dedicated to • Anything notable as specified by the adventure
Kiaransalee, goddess of magic, necromancy, and (such as backgrounds, traits, flaws, etc.)
undeath. Ensure that each player has an official adventure
logsheet for his or her character (if not, get one from
The D&D Adventurers League the organizer). The player fills out the adventure
name, session number, date, and your name and DCI
The D&D Adventurers League™ is the official
number (if they have one). In addition, the player
organized play system for DUNGEONS &
also fills in the starting values for experience, gold,
DRAGONS®. Players can create characters and
downtime, renown, and number of permanent magic
participate in any adventure allowed as a part of the
items. He or she fill in the other values and write
D&D Adventurers League. As they adventure,
notes at the conclusion of the session. Each player is
players track their characters’ experience, treasure,
responsible for maintaining an accurate logsheet.
and other rewards, and can take those characters
If you have time or see the need to do so, you can
through other adventures that will continue their
do a quick scan of a player’s character sheet to
story.
ensure that nothing looks out of order. If you see
For more information on playing, running games
magic items of very high rarities or strange arrays of
as a Dungeon Master, and organizing games for the
ability scores, you can ask players to provide
D&D Adventurers League, please visit the D&D
documentation for the irregularities. If they cannot,
Adventurers League home at:
feel free to restrict item use or ask them to use a
standard ability score array. Point players to the
www.dndadventurersleague.org
D&D Adventurers League Player’s Guide for reference.
Preparing the Adventure If players wish to spend downtime days and it’s
the beginning of an adventure or episode, they can
Before you show up to Dungeon Master this
declare their activity and spend the days now.
adventure for a group of players, you should do the
Alternatively, they can do so at the end of the
following to prepare.
adventure or episode. Players should select their
• Make sure to have a copy of the most current characters’ spells and other daily options prior to
version of the D&D Basic Rules or the Player’s the start of the adventure, unless the adventure
Handbook. specifies otherwise. Feel free to reread the
• Read through the adventure, taking notes of adventure description to help give players hints
anything you’d like to highlight or remind yourself about what they might face.
while running the adventure, such as a way you’d
like to portray an NPC or a tactic you’d like to use Adjusting the Adventure
in a combat.
Throughout this adventure, sidebars provide
• Get familiar with the monster statistics in the information to assist you in making adjustments for
Appendix. smaller or larger groups and characters of higher or
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DDEP06-03 Hecatomb 2
lower levels than the adventure is optimized for. You Are Empowered. You get to make decisions
This is typically used exclusively for combat about how the group interacts with the NPCs and
encounters. These adjustments are not required, nor environment within this adventure. It is okay to
are you bound to the suggestions made by the make considerable changes or engage in
adventure—they are recommendations provided for improvisation, so long as you maintain the original
guidance and convenience. spirit of what’s written.
This adventure is optimized for a party of five Challenge Your Players. Never being challenged
15th-level characters at tier 3, and five 19th- makes for a boring game, and being overwhelmed
level characters at tier 4. To figure out whether makes for a frustrating game. Gauge the experience
you need to adjust the adventure, do the following: level of the players (not the characters) with the
game, try to feel out (or ask) what they like in a
• Add up the total levels of all the characters.
game, and attempt to give each of them the
• Divide the total by the number of characters. experience they’re after when they play D&D.
• Round fractions of .5 or greater up; round Everyone should have the opportunity to shine.
fractions of less than .5 down. Mind the Time. Watch for stalling, since play loses
You’ve now determined the average party level momentum when this happens. At the same time,
(APL) for the adventure. To figure out the party make sure that the players don’t finish too early;
strength for the adventure, consult the following provide them with a full play experience. Try to be
table. aware of running long or short. Adjust the pacing
accordingly.
Determining Party Strength
Keep the Adventure Moving. When the game
Party Composition Party Strength
starts to get bogged down, feel free to provide hints
3-4 characters, APL less than Very weak
and clues to your players so they can attempt to
3-4 characters, APL equivalent Weak
solve puzzles, engage in combat, and roleplay
3-4 characters, APL greater than Average interactions without getting too frustrated over a
5 characters, APL less than Weak lack of information. This gives players “little
5 characters, APL equivalent Average victories” for figuring out good choices from clues.
5 characters, APL greater than Strong The Dungeon Master’s Guide has more information
6-7 characters, APL less than Average on the art of running a D&D game.
6-7 characters, APL equivalent Strong
6-7 characters, APL greater than Very strong Spellcasting Services
Average party strength indicates no recommended Any settlement the size of a town or larger can
adjustments to the adventure. Each sidebar may or provide some spellcasting services. Characters need
may not offer suggestions for certain party to be able to travel to the settlement to obtain these
strengths. If a particular recommendation is not services.
offered for your group, you don’t have to make Spell services generally available include healing
adjustments. and recovery spells, as well as information-gathering
spells. Other spell services might be available as
Running the Adventure specified in the adventure. The number of spells
available as a service is limited to a maximum of
As the Dungeon Master of the session, you have the
most important role in facilitating the enjoyment of three per day total, unless otherwise noted.
the game for the players. You help guide the Spellcasting Services
narrative and bring the words on these pages to life. Spell Cost
The outcome of a fun game session often creates Cure wounds (1st level) 10 gp
stories that live well beyond the play at the table. Identify 20 gp
Always follow this golden rule when you DM for a Lesser restoration 40 gp
group: Prayer of healing (2nd level) 40 gp
Remove curse 90 gp
Make decisions and adjudications that enhance
Speak with dead 90 gp
the fun of the adventure when possible.
Divination 210 gp
To reinforce this golden rule, keep in mind the
Greater restoration 450 gp
following:
Raise dead 1,250 gp
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DDEP06-03 Hecatomb 3
Resurrection* 3,000 gp the dead character’s funds to pay for a raise dead
True Resurrection* 50,000 gp spell. A raise dead spell cast in this manner costs the
character 1,250 gp.
*These spells require an additional expenditure of Character’s Party Pays for Raise Dead. As above,
downtime days (150 for resurrection and 350 for except that some or all of the 1,250 gp for the raise
true resurrection). This cost can be reduced by 50 dead spell is paid for by the party at the end of the
days for each faction rank above 1 that the character session. Other characters are under no obligation to
possesses. This downtime is spent in community spend their funds to bring back a dead party
service for the church that provided the spell in member.
question. The Acolyte Background feature does NOT Faction Charity. If the character is of level 1 to 4
reduce the gp or downtime cost for either of these and a member of a faction, the dead character’s body
spells. can be returned to civilization and a patron from the
faction ensures that he or she receives a raise dead
Acolyte Background spell. However, any character invoking this charity
A character possessing the acolyte background requesting forfeits all experience and rewards from that session
spellcasting services at a temple of his or her faith may (both those earned prior to and after death during
request one spell per day from the Spellcasting Services table that session) and cannot replay that episode or
for free. The only cost paid for the spell is the base price for adventure with that character again. Once a
the consumed material component, if any. character reaches 5th level, this option is no longer
Acolytes can call upon spellcasting services in and around available.
Camp Perilous regardless of their chosen deity. To use this
benefit, the acolyte must be a member of one of the five
factions.
Adventure Background
The factionmasters of the Moonsea region have
learned of a dire plot being undertaken by the drow.
Death and Recovery In nearby Vaasa, the dark elves are using the lessons
Sometimes bad things happen, and characters get learned from their earlier experiments at the tomb
die. Since you might not have the same characters of the giants in the Anauroch desert and are now
return from session to session, here are the rules seeking to bring Kiaransalee, their goddess of death
when bad things happen to characters. and magic, bodily into Faerun. They have gained
access to the Acropolis and the Vault of Gnashing
Death Teeth; it is in this place that was long ago dedicated
A character who is killed during the course of the to the dark goddess that they will complete their
adventure has a few options at the end of the session rituals.
(or whenever arriving back in civilization) if no one The drow of the Undying Might – worshipers of
in the adventuring party has immediate access to a Kiaransalee, the drow goddess of death and magic -
raise dead or revivify spell, or similar magic. A beneath the Anauroch Desert have been
character subject to a raise dead spell is affected investigating ways to raise storm giants as death
negatively until all long rests have been completed giants; these massive bastions of faith and power
during an adventure. Alternatively, each downtime would then allow the drow to mount more effective
day spent after raise dead reduces the penalty to surface raids and would allow the drow to begin the
attack rolls, saving throws, and ability checks by 1, in process of bringing their goddess into the world.
addition to any other benefits the downtime activity However, adventurers intervened and managed to
might provide. disrupt their efforts – but the drow were not entirely
Create a New 1st-Level Character. If the dead defeated and similar efforts with fire giant corpses
character is unwilling or unable to exercise any of are now being explored in far-off Vaasa.
the other options, the player creates a new SEER, the spymaster for the Lords’ Alliance, seems
character. The new character does not have any to have a special interest in the proceedings. What
items or rewards possessed by the dead character. her true motivations are remains to be seen, but she
Dead Character Pays for Raise Dead. If the appears to be solely responsible for bringing all of
character’s body is recoverable (it’s not missing any the disparate factions and organizations together in
vital organs and is mostly whole) and the player these dark days.
would like the character to be returned to life, the Further complicating matters is the fact that the
party can take the body back to civilization and use giants are still chafing at the revelation that the
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DDEP06-03 Hecatomb 4
drow had been manipulating them all along. King the Adventurers League realizes that not every
Snurre of the fire giants has utilized the newly- character will have invested time into those
restored giant ordning and has taken charge of adventures. Consult the following potential hooks or
deploying strike forces of giants to Vaasa. They have feel free to craft your own.
been given strict orders to destroy anything that is All Factions & the Cloaks. Each of the five
not a giant. character factions as well as the Cloaks has been
Finally, Vaasa itself occupies a curious place in given a set of secret missions. Each character may
Faerun’s history. Until recent years it was highly participate in one faction mission based on their
xenophobic, and under the leadership of the Witch membership and the tier they are playing at; if a
King Zhengyi had actually been poised to roll over character is also a member of the Cloaks, they may
the Galena Mountains and into the Moonsea region. participate in that mission as well. Any information
All of that changed on the fateful night that saw pertaining to their secret missions should be shared
Zhengyi defeated and his castle – Castle Perilous – quickly, but only after the introduction has been
destroyed. Not long after, though, the Castle was made.
mysteriously rebuilt in the space of a single night; it Directly from DDHC-TYP (Against the Giants). If
is said that the disembodied spirit of a dragon now the characters worked with the giants in the Against
serves as the heart of the citadel, and the plains of the Giants chapter of Tales from the Yawning Portal,
Vaasa lie nearly barren and empty of life. they may have some experience dealing with King
Snurre – and perhaps even his respect. Work with
Adventure Overview the characters to determine how the fiery King
The characters have been summoned or deployed to might have contacted them about the impending
the plains of Vaasa, northeast of the Moonsea. The raids into Vaasa. One suggested method might be to
faction heads and the Senior Cloak of Mulmaster, have the King send a pair of young giants into Phlan
Rastol Shan, have established a forward camp near bearing a blazing-hot copper scroll that bears the
the holdings of Castle Perilous. This camp has been King’s warning about the impending events.
established as news of a drow plot to raise Directly from DDHC-SKT (Storm King’s
Kiaransalee has become known to SEER, the Thunder). Characters that helped restore the giant’s
spymaster of the Lords’ Alliance. ordning at the end of Storm King’s Thunder may have
The characters are divided into groups, with some been informed about King Snurre’s rage and his
attacking the massive crystalline pillars that have resulting demand for strike forces against the drow
shot up from the earth and others descending into in Vaasa. It would not be out of the question for a DM
the Underdark in an effort to disrupt the drow ritual to provide these characters advantage on social skill
directly. checks with the giants, so long as they can prove that
As events unfold, the characters quickly learn that they were part of the ordning’s restoration.
dire events are unfolding. The characters on the Alternately, characters that stole (or otherwise
plains have destroyed a significant number of maintain possession of) the Wyrmskull Throne from
Reaper’s Claws and the characters below the surface the giants during that adventure find that the giants
have been working at disrupting the flow of in this adventure aggressively target them whenever
necromantic energy, and as a result the camp falls to possible; in an encounter that does not feature
a secondary assault from the drow reinforcements giants, add one death giant that is focused on that
and the newly-released dracolich that had character.
previously been bound to this area. Deep inside the Directly from DDAL06-03 Crypt of the Death
Vault of Gnashing Teeth in the Acropolis, Giants. Murssvayas Dhuurniv, the drow leader of
Kiaransalee’s divine form is coalescing and Szith Morcane has discussed the actions that the
empowers a death giant to become her paladin. If characters undertook in the Anauroch Desert. After
she is allowed to enter Faerun, it will be the consideration and review of ancient drow maps and
beginning of the end of all life across the world. texts, Murssvayas informs the characters of an
increase in drow activity in Vaasa. Furthermore, this
Adventure Hooks activity is centered around the rumored location of
This adventure works best when the characters have the Acropolis – the primary temple dedicated to
already played through both DDHC Tales from the Kiaransalee on Faerun. It has been thought (hoped?)
Yawning Portal (chapter: Against the Giants) as well lost for many years.
as DDAL06-03 Crypt of the Death Giants. However,
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DDEP06-03 Hecatomb 5
Forward Camp Perilous SEER, the Lords’ Alliance spymaster. A golden
pseudodragon with milky white eyes lies lazily
across her shoulders.
THE TRUTH IS, EVERYONE IS GOING TO HURT YOU.
You just got to find the ones worth suffering for. The wizard continues:
“Our challenges are numerous, heroes. We have witnessed
—Bob Marley
the rise of crystalline obelisks that the captured drow
referred to as ‘The Reaper’s Claws’; we can only assume that
Expected Duration: 15 minutes
these are directly linked to the plot that the dark elves are
The factions of the Forgotten Realms have
established a forward camp on the flatlands of hatching far below our feet. These Claws must be destroyed
Vaasa, north and east of the Moonsea, and behind before they can gather more energy and funnel it to their
the Galena Mountains. It is a hard-scrabble life for priests and archwizards in the Underdark, and –“
those that live here, with little outside trade and The lithe woman deftly interrupts the wizard with the
even less respect for exotic traditions and cultures. following:
“- and to be very, very clear: many of you will be changed
Gathering the Troops by what you will see here. Death itself comes for us all. The
drow are bringing one of their gods into the world, and they
The factions have deployed these brave – or
indebted – adventurers to Forward Camp Perilous are bypassing the divine order to do so. Instead of an avatar,
due to recent information that has become known to they are attempting bring dread Kiaransalee, their goddess of
them. The characters have all been teleported or necromancy and death, into Faerun. Should this happen, we
otherwise had their journeys expedited to this place. are all doomed. Your job is to ensure that this does not
happen. End of discussion.
“CHAMPIONS!” Some half of you will be tasked with managing the
The word echoes out across the assembled masses; people Reaper’s Claws. The rest will be teleported as far into the
bristling with all manner of magical accoutrement, weapons, Underdark as we can get you. From there, you will locate the
armor, and wondrous items. The source is not immediately Vault of Gnashing Teeth and destroy them by any means
apparent. necessary.”
“CHAMPIONS! You come to us and join your allies in a time Both she and the wizard look out over the assembled
of dire need – the dreaded drow have let slip knowledge of a forces. The golden pseudodragon lazily opens one eye as she
dire plot. Behold!” finishes:
The crowd parts as you can see a masked wizard several “The gods will not be with us this night. It is upon us to
dozen paces away. He mutters a few arcane syllables and the show that we mortals are more than capable of protecting
severed head of a pale-skinned, emaciated fire giant our world. Do this, that the gods themselves might tremble in
materializes then crashes into the ground. our presence. Do this, and we may yet live to see the dawn.”
“The drow are corrupting the fire giants. These so-called
‘death giants’ have been granted incredible and unholy gifts, Rastol Shan and SEER are available for additional
and we – the Harpers, the Lord’s Alliance, the Zhentarim, the background details, and the characters should also
Emerald Enclave, and the Order of the Gauntlet – have check in with their faction representatives (as noted
tracked the source of their arcane energy to this region. in the appendices). The assembled people can talk
Before us lies Castle Perilous, and below us can be found the about some high-level direction in the coming
tunnels of the treacherous dark elves. The task that lies battles, such as the fact that drow and death giants
before us is grim: enter their world, destroy their plans, and are plentiful. They can also provide some history
scrub their very presence from our world.”
about Vaasa, Castle Perilous, and the worship of
Kiaransalee to those that are curious (give the
characters Player Handout 1: History Lessons).
Any character that is a member of the Cloaks Due to the short-notice nature of this event, the
immediately recognizes the masked wizard as Rastol assembled leaders do not have additional materials
Shan from Mulmaster. He turns and has a quiet or resources to lend out, though spellcasting services
discussion with a Shou woman, whose eyes glitter are available in the camp.
with unknowable secrets. Characters that played
certain season 5 adventures may recognize her as
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DDEP06-03 Hecatomb 6
Development
The characters should have a few minutes to interact
with Rastol Shan and SEER so that they might learn
more about the mission that has been given to them.
Additionally, they may wish to speak to their faction
representatives and find out about secret missions
from those allies (these are noted in the appropriate
appendices).
Do NOT proceed to your tier section until the Head
DM signals for advancement. If advancement is
called for and your table is roleplaying, encourage
them to act with haste as this is a timed event.
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DDEP06-03 Hecatomb 7
Tier 3 – The Gathering Storm The Reaper’s Claws
STRONG MINDS DISCUSS IDEAS. Average minds The Reaper’s Claws are large crystalline pylons that
discuss events. Weak minds discuss people. have erupted from the ground at various points near
Castle Perilous. These structures have six sides and
—Socrates are approximately 10 ft. on a side and nearly 30 ft.
tall, with sides as smooth as glass and slightly
Expected Duration: 150 minutes (2h30m) tapered like an obelisk. Dozens of these structures
Once the characters have had a few moments to dot the landscape, each harnessing the raw magic of
learn about the unfolding events (and perhaps pick the Weave and serving as a beacon for evil creatures
up a secret mission or two), they proceed across the in the area.
plains of Vaasa to face down the Reaper’s Claws and If the characters successfully destroy four Claws
their guardians. using the table below, they may give an aid to a tier 4
table. Details for granting aid can be found in Player
Castle Perilous Handout 2: Granting Aid. A party can only grant a
The Castle is not the focus for the characters at this single instance of aid, but can use any amount of aid
time, but it has a place of significance over the past that they have received.
several hundred years. It was the palace of a warlord Statistics for the Reaper’s Claws are as follows:
of Vaasa and was replete with demons, sigils of • Size. colossal (10 ft. per side x 30 ft.)
Orcus, and other bits of awfulness; some hundred • AC. 20
years ago, though, it exploded for reasons unknown. • Hit Points. 100
As the dust and debris settled, a sleek black • Immunities. damage from nonmagical weapons;
fortress of impenetrable stone-like material sat in its fire, acid, cold, lightning, psychic, disease, poison;
place. No doors, windows, or other entrance are cannot be moved or teleported
known to be reachable, but there is a definite air of • Vulnerabilities. Bludgeoning from magical
malice to the entire structure. Whether or not it is weapons; thunder, force (including disintegrate
linked to the contents of this adventure is up to the spells), cure wounds (Arcana DC 16: a cure wounds
characters to decide, but it is not explored herein. spell at 4th level or higher that targets the Claw
will immediately destroy it)
General Features • Attacks. none
Terrain. The land surrounding Castle Perilous is • Defenses. Roll once each on the Defenses and the
rocky and barren, providing no obvious cover aside Monsters tables. Additionally, all of the Reaper’s
from the Reaper’s Claws Claws have the “All Reaper’s Claws” effect from
Light. It is after midnight; the moon and stars are the Defenses table..
obscured by thick clouds
The field before you is studded with dark crystalline obelisks, Fun for Players & Fun for DMs
each filled with raw magic and surrounded by drow, undead, There are a number of tools and options available when
combining the Effects and Monsters tables for determining
and worse. If these “Reaper’s Claws” are focusing the energy
the behavior and challenge of the Claw encounters. As a DM,
of the drow ritual, then destroying as many of them as
you should be stressing their resources but also ensuring that
possible is the order of the day. everyone is having fun. Adjust the content of the encounters
as-needed to keep things appropriate – no table should feel
Each of the Reaper’s Claws are one quarter-mile “shut out” by the challenge here.
apart; a character can cover that distance in about a If you’re having fun as a DM, your players are probably
having fun, too!
few minutes of travel. There is very little chance of
multiple Claws triggering on a single character or
group of characters, though some of the Claws may
be more well-defended than others.
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DDEP06-03 Hecatomb 8
Random Defenses – The Reaper’s Claws Traps & Hazards. See below.
d6 Challenges
1 Necrotic Storm All undead creatures and anyone (other than the
2 Dark Resonance characters) that worships Kiaransalee regenerates
3 The Devouring Void 16 (3d10) hit points at the start of their turn so long
4 Songs of the Damned as they are within 30 feet of the Reaper’s Claw;
5 I Smell the Blood… additionally, these creatures have advantage on
6 Maelstrom (roll twice) saving throws versus spells and magic effects while
within 100 ft. of the Claw.
All Reaper’s Claws
The Claws act as gathering pylons for necrotic Effect 3. The Devouring Void
energy, much like a lightning rod gathers the energy This Claw has suffered a deep crack, and a violent
of a storm. whistling can be heard as the air nearby is sucked
Traps & Hazards. See below. into the structure.
Difficulty. easy
Necrotic Web. The Reaper’s Claws draw necrotic Creatures. No undead
energy to themselves from all across Faerun. This Traps & Hazards. As below
creates a semi-physical web that begins 25 feet
above the ground and is 10 feet thick. Any non- Devouring Void. Any undead creature that begins
undead creature that moves through this field must its turn within 40 ft. of the Claw must succeed on a
succeed on a DC 16 Constitution saving throw or DC 16 Strength saving throw or else be sucked into
take 16 (3d10) necrotic damage and must choose to the Claw and destroyed immediately. Living
either lose maximum hit points equal to the necrotic creatures that begin their turn within 40 ft. of the
damage taken or gain one level of exhaustion; Claw must make a DC 16 Strength saving throw or
succeeding on the saving throw results in the be drawn 20 ft. closer to the Claw and knocked
creature taking the damage but not the additional prone. A living creature that succeeds on this saving
effect. throw is not moved and is not knocked prone.
Creatures moved in this manner are not moved
Effect 1. Necrotic Storm inside of the claw, but near (possibly adjacent to) it.
The Claws act as gathering pylons for necrotic If a creature would enter the cracked Claw, it is
energy, much like a lightning rod gathers the energy destroyed immediately due to the terrible and
of a storm. barely-controlled Weave energies contained inside.
Difficulty. Medium to deadly. Only a wish spell can restore such a creature to life.
Creatures. Only undead creatures can be found in DM’s Note. This effect should not be a surprise to
a necrotic storm zone. the characters; they can easily see that things are
Traps & Hazards. See below. being sucked into the cracked Claw from a great
distance and never escape.
Necrotic Storm. Each round on initiative counts 20
and 10 (losing ties), raw necrotic energy is pulled Effect 4. Songs of the Damned
from the Weave and gathers inside the Claw. All The shrieking souls of the recently departed are
living creatures within fifteen feet of the Claw take concentrated around this Claw, obscuring vision and
16 (3d10) necrotic damage and must make a DC 16 hiding sounds in their cacophony and swirling
Constitution saving throw. Living creatures that fail madness.
this saving throw must choose to lose maximum hit Difficulty. easy
points equal to the necrotic damage taken or gain Creatures. none
one level of exhaustion. Traps & Hazards. See below
Effect 2. Dark Resonance The souls of the dead have not yet departed Faerun
Kiaransalee’s dark gifts emanate from this Claw, and are being drawn here, likely to power
bestowing gifts to her faithful and to any bonded Kiaransalee’s ascension. They swirl and flit madly
undead creatures in the vicinity. about the area, imposing disadvantage on attacks
Difficulty. medium made against targets that are more than fifteen feet
Creatures. No additional creatures. away unless the attacker has the blindsight feature.
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DDEP06-03 Hecatomb 9
Additionally, the swirling souls are drawn to Monsters near The Reaper’s Claws
healing magic and effects. If a creature wishes to use D6 Monsters & Challenges
a restorative ability, spell, or effect (cure wounds, 1 4 banshees, 1 death giant
restoration, potion of healing, lay on hands, 2 1 drow archmage, 1 drow warlord, 2 drow
goodberry, etc.; at DM discretion) all creatures master thiefs
involved must make a DC 16 Constitution saving 3 4 driders, 1 drider wizard
throw as they are pelted by the ragged, flailing souls. 4 1 devourer, 1 drow war priest
Failing this saving throw results in the character 5 1 swarm of cranium rats, 2 mind flayers, 4
gaining a level of exhaustion. For example, if one intellect devourers
character wishes to cast cure wounds on another, 6 1 flesh golem (storm giant), 1 drow war
they both must make the saving throw. priest, 2 drow master thiefs
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DDEP06-03 Hecatomb 10
the Claws and take a short rest if needed but they
should be well aware of the fact that taking a long
rest would prevent them from participating in the
remainder of the Epic. Using restorative items is also
fine, but wondrous items like a Rod of Security do not
prevent the passage of time.
These combat encounters should feel challenging
and encourage the characters to expend resources.
Feel free to adjust encounters as-needed but be
careful that they are not disheartened by the
challenge before the final segment begins!
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DDEP06-03 Hecatomb 11
Final Combat (T3). Divinity Stalks about possible survivors and effects of their efforts.
Read the following text:
the Battlefield
Inky-black draconic forms are shedding humanoid forms into
ONE DOES NOT BECOME ENLIGHTENED BY the Camp; you can only assume that the drow are now
IMAGINING FIGURES OF LIGHT, but by making the raiding the Camp in an effort to undo the progress you have
darkness conscious. made so far.
—C.G. Jung You will need to act quickly to save as many people as
possible!
Expected Duration: 60 minutes
Any lingering secret missions should be initiated Allow the characters to select a zone from the Camp
during this time. Please note that it may be difficult Perilous map. Refer to the table below for details
to finish them due to the interactive nature of this about survivors in that zone. If the key NPC for that
event. zone is already saved by another table (your head
DM should share this information), simply ignore
The Shattering that part of the text. It is imperative that your table
reports any saved NPCs to the head DM as quickly as
Read the text below and give the characters a few possible! If the characters have cleared every
seconds to react – any character that does not encounter from the table, they may assist another
immediately seek cover (and is not otherwise tier 3 table.
protected) takes 55 (10d10) magical slashing
damage as the remaining Claws shatter. Any attempt
to take cover is sufficient; this is not an opportunity Coordinating these Encounters
to kill characters “just because”. For instance, if they Each table should nominate a single player to act as their
succeed on a DC 12 Wisdom (Insight or Survival) liaison. This liaison should coordinate with the other table
check, you could tell them that their gut instinct is to liaisons so that the tier 3 tables can save as many survivors as
take cover and hide – or at least get prone. possible. Be sure to tell the players that any time spent this
discussion does count against the total time for the round, so
they should be speedy in their planning! Table liaisons should
The remaining Reaper’s Claws groan and twist ominously…
meet each other and discuss their tactics for a minute or two
before returning to their table.
General Features Stress that there is nothing additional to be gained by
Terrain. The landscape is dotted with the sending multiple groups to the same location at the same
shattered remains of the Reaper’s Claws. The ground time.
Every zone uses the “All Zones” effect in addition to
is rough terrain due to the crystal shards.
anything specifically stated for that zone.
Light. The clouds have parted and the moon is full.
Monsters will almost certainly target the faction
The area is in dim light. representatives unless the characters forcefully intervene,
and quickly. Due to the low hit points remaining, tread
Once the shrieking chorus of exploding crystal has subsided, carefully – the characters shouldn’t be denied at all turns!
there is a brief moment of glorious silence. Unfortunately this
moment is broken by the cracking sound of shattering stone Zones in Camp Perilous
as a ghostly draconic form rises from far-off Castle Perilous Zone Survivors & Monsters
and screams across the sky towards the camp. Emerald Seranolla the Whisperer; 1 adult red shadow
Within seconds, the dragon has arrived and unleashes its Enclave dragon, 2 wraiths (tier 3)
first torrent of fiery breath. Screams emanate from the camp; Harpers Olisara Lightsong; 1 death giant and 2 drow
now is a great time to return and assist your faction peers! master thiefs
Lords’ Dornal Whitebeard; 5 wraiths (tier 3)
Alliance
The Remains of Camp Perilous Order of Zern Xerkstil; 1 death giant, 1 drow war
When the characters return to the Camp, their the priest, 1 drow warlord
task is grim: the dead are numerous and are now Gauntlet
rising against them. Saving the survivors is now Zhentarim Chaab; 1 drow archmage, 1 drow warlord, 2
paramount! Refer to the section below for details drow master thiefs
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DDEP06-03 Hecatomb 12
Cloaks Rastol Shan; 1 drow warlord, 2 drow master immediately gain the benefit of spending two hit
thiefs dice (no hit dice are spent for this; they simply gain
SEER’s 2 death giants the benefit).
tent
Lords’ Alliance
Dornal has been holding the armory while the others
All Zones escaped. Unfortunately he may not last much longer.
Kiaransalee’s power has suffused the plains of Vaasa. Challenge. Dornal is exhausted and surrounded
Creatures. Roll a die at the beginning of each by wraiths.
combat. On an even result, add an extra creature of
the lowest CR to the combat. On an odd result, an Dornal has so far successfully fought back the drow
adult red shadow dragon strafes through and and undead, but he is exhausted. He has 40 hit points
breathes necrotic energy across the battlefield; each remaining and all attacks made against him have
creature in the area must succeed on a DC 21 advantage. Any table that successfully rescues
Dexterity saving throw or take 63 (18d6) necrotic Dornal immediately receives a spell scroll of greater
damage (half damage on a successful save). This restoration. Any Lords’ Alliance member that
includes any monsters that are present. Any assisted with his rescue receives a potion of vitality.
humanoid that is reduced to 0 hit points by this
attack is immediately slain and rises one round later Order of the Gauntlet
a shadow under Kiaransalee’s control. Characters Zern Xerkstil is fighting a desperate battle against a
may use their reaction to move up to their speed if death giant.
they wish to take cover (if cover is available); those Challenge. The death giant is keenly focused on
that are taking care to stay under cover do not need Zern.
to make this saving throw.
Survivors. The factionmasters all have an AC of 16 If Zern is rescued, he expresses his appreciation by
and 20 hit points remaining unless otherwise providing the characters with a potion of speed and a
indicated. They fight defensively and are exhausted; potion of supreme healing. Any Order of the Gauntlet
they are not intended to be active combatants in character that is present during this rescue is
these encounters though they may still take damage immediately affected by a sanctuary spell that lasts
and die as per normal rules. one minute.
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DDEP06-03 Hecatomb 13
Challenge. Kiaransalee’s emerging form in Vaasa Treasure
has torn the Weave here; this encounter area is now Each encounter awards one random item from DM
a dead magic zone. Appendix 2: Rewards. DMs are encouraged to
pregenerate any spell scrolls that might be awarded
If successfully rescued, Rastol Shan casts banishment here so that the game does not slow down.
against 1 random opponent at the beginning of the Additionally, each encounter contains specific
next combat (Wisdom saving throw, DC 18). Any ‘bonus’ rewards if the characters are successful. Be
member of the Cloaks that participates in his rescue sure to record this for the characters!
gains a spell scroll of their choice of level 6 or lower Be sure to denote when a table has directly saved
at the end of the adventure. a faction master, as this will impact their Faction
If the tier 4 tables have already enlisted the aid of Savior story award at the end of the adventure. A
Bregan D’Arthe, Rastol Shan does not need saving faction master is considered ‘directly saved’ when
and is instead taking refuge here while considering the table was solely responsible for their safety. For
his next move. example, if table A saves Chaab they are directly
responsible, and table B receives no story award
SEER’s Tent benefit.
SEER’s tent is filled-to-bursting with giantish curses.
Challenge. Two death giants are ransacking When Time has Expired….
SEER’s tent, as if searching for something. When the full 60 minutes have expired for this
section, any remaining combatants flee as best they
SEER is not present in the camp, as she has entered can. Record the numbers and types of fleeing
the Vault of Gnashing Teeth to assist the other creatures as well as the number of encounters
characters. The giants understand Common and cleared and turn the form in to the Head DM so that
Giant but do not otherwise communicate; they are success or victory can be tallied.
enraged and in a berserk state. Modify their stat
block as follows: Advancing the Adventure
Once time has elapsed for this section, you may
Bloodgorger Death Giant proceed to the Conclusion of the adventure. Also,
A bloodgorger death giant uses the stat block of a death once all of the key NPCs have been rescued, your
giant, but it has advantage on any attacks that it makes characters may assist other tables.
against any character that is not at their maximum hit points.
Development
Periodically the Head DM may announce that certain
NPCs are rescued (or killed). Be sure to adjust the
table above as-needed. If an NPC is announced as
dead and they are in your current encounter, they
are indeed dead; it is imperative that any rescued
NPCs are reported to the Head DM as soon as
possible once combat ends. Raising a dead NPC does
not grant any of the rescue bonuses, but it will allow
the NPC to be marked as ‘alive’ at the end of the
adventure.
During your combat encounters, the Head DM or
one of their assistants may arrive at your table
under the guise of the Urshula, Dracolich Spirit. If
this happens, the dracolich takes a full round of
actions and each of the characters takes a full round
of actions, then the current combat round continues
as the dracolich departs.
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DDEP06-03 Hecatomb 14
Tier 4 – Journey into the Dark Descending through the Tunnels
General Features
Terrain. The tunnels are natural and rough, but
‘DARKNESS’ IS A SUBJECTIVE WORD; it depends what travel can take place at normal speeds unless an
your viewpoint is and how you live life. effect dictates otherwise. The tunnels are all 20 feet
—Taylor Momsen wide and approximately 12 feet tall. Caverns are
typically no taller than 30 feet between floor and
ceiling.
Expected Duration: 150 minutes (2h30m)
Light. There is no light in the Underdark except
Once the characters have been able to learn about
where noted.
the unfolding events, they are teleported into the
Underdark by SEER. If for some reason a character Faerzress
does not agree to be teleported in this fashion, SEER Many parts of the Underdark of Faerûn are suffused with a
merely shakes her head and forces the spell to work magical radiation that the drow call faerzress. A remnant of
due to certain ancient magical enchantments that the mighty forces that originally shaped the terrain of the
are part of her being. Any character that is forced to Underdark, faerzress distorts and interferes with certain
be teleported gains two levels of exhaustion due to types of magic. Its effects on spells are not widely known
the wear and tear on their bodies. among the surface-dwelling peoples.
Areas of concentrated faerzress can be found here and
SEER looks at the assembled lot of you as the magical there throughout the Underdark. The drow have long sought
out such places in which to raise their cities, since the magical
energies swirl and the stones crunch underfoot.
radiation helps to frustrate spying and protect against enemy
“This place is a two-way portal back to Camp Perilous. Go
assaults. Faerzress is also used in the construction of
now; secure the tunnels and make clear the way into the powerful magical magic items.
Vault of Gnashing Teeth. I will remain here and guard the Sometimes creatures that dwell in and around great areas
arcane circle. Should you need to return to Camp, simply step of faerzress find themselves imbued with strange and
into the rift. Be aware that in five hours we march into the unpredictable powers.
Vault. Until that time, busy yourself with securing the tunnels For the purposes of this adventure, whenever a non-drow
character (including their familiars, simulacrum, shield
– though I do suggest securing one of the secondary goals as
guardians, and so on) casts a spell in the Underdark (but not
well.” in the Vault of Gnashing Teeth), roll a d20. On a roll of 19 –
She hands you a rough map of the tunnels and wishes you 20, they cause a wild surge as per the chaos sorcerer class
good hunting. feature (found in the Player’s Handbook). If no Player’s
“Do not step foot in the Vault before the time is right. If Handbook is available, or if you wish to expedite the process,
you do, you will ruin our plans – and worse, the protections feel free to roll a d6 and consult the following options:
woven into that place will devour you entirely.”
• 1. The spell targets a randomly chosen target instead. If
the original spell affected a space instead of a target, it’s
The characters can freely move back and forth targeted space is moved by 1d6 x 10 feet instead.
between the tunnels and Camp Perilous – this may • 2. After the spell is cast, the spellcaster cannot speak.
be helpful for securing spellcasting services. Instead, whenever they open their mouth a stream of
The characters must secure as many locations as festively-colored balls of light dribble out.
possible before time expires for this section; when • 3. The spell simply has no effect, but the spell slot is spent.
time expires, they automatically move into the next • 4. All affected targets are also hasted and cursed until the
phase. The secondary goals are indicated on the end of the caster’s next turn.
map; each table may attempt one secondary goal • 5. The caster is polymorphed into a goat until they take
(even if there are fewer than 4 tier 4 tables in the damage. They have a strong desire to bleat loudly and to
event). find the nearest boot to chew on.
• 6. The caster and any affected targets must succeed on a
DC 18 Constitution check or else receive a level of
exhaustion.
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DDEP06-03 Hecatomb 15
As the characters descend through the tunnels and
make their way to the Vault of Gnashing Teeth, they
Maps!
will come across several random encounters. Their
The map provided by SEER at Camp Perilous shows the
first encounter should be 1. Reaper’s Claw (with a
general outline of the tunnels, notable chambers, and the
random encounter as well), and then randomly
Vault of Gnashing Teeth. You can draw your encounter maps
determined after that (unless noted, encounters can freehand to save time or if you wish to customize them a bit
be repeated). As a timed section, it is important to more.
help the party stay on-task and focused; when the
full 150 minutes has elapsed please conclude the
current combat in the most appropriate manner.
Adjusting these Encounters
Play then immediately proceeds to the next section Here are recommendations for adjusting this combat
or the chosen secondary goal. encounter. These are not cumulative.
If the characters successfully complete four • Very weak or weak party: Adjustments are not
encounters using the tables below, they may give aid recommended. If you feel that they are absolutely needed,
to another tier 3 table. Details for granting aid can be allow creatures to flee or otherwise escape. Encounters
found in Player Handout 2: Granting Aid. A party should not receive further modification.
can only grant a single instance of aid, but can use • Strong party or very strong party: Add another creature
from the encounter list that plays against the party’s
any amount of aid that they have received.
strongest feature. For example, if the characters have
Fun for Players & Fun for DMs multiple casters you might add another caster to the
monster list but give them access to counterspell, or
The following section may prove to be simple in intention but
perhaps add a melee-focused creature with the great
complex in deployment. Please take a moment to make
weapon fighter feat.
yourself comfortable with the encounters and effects;
pregenerating these setups is strongly encouraged so that
The combats here should challenge the characters and
you don’t have to make many adjustments at the table. That
encourage them to expend their resources, but the drow do
said, if you need to make slight adjustments to the challenges
not wish to kill them all – though a single death may serve as
presented please feel free to do so.
a potent warning to the rest. Instead, the drow want to use
If you’re having fun, your players are probably having fun!
these powerful adventurers as sacrificial gifts to celebrate the
As the characters progress through the tunnels, roll rebirth of their dark queen and goddess of death and
on the Random Effects – Underdark Tunnels table necromancy, Kiaransalee. Any characters reduced to 0 hit
and then on the Random Encounters – Underdark points will be collected at the end of the combat and taken to
Tunnels table. This can create some unexpected the Acropolis, where they are stabilized and placed in the
combinations, so be ready to adjust as-needed. sarcophagi. Characters so affected may participate in the
final encounter if another table of characters can heal them;
these players should remain seated with their table for the
Random Effects – Underdark Tunnels duration of the event and their status should be reported to
d6 Challenges the Head DM.
1 Reaper’s Claw
2 Dead Magic Zone Treasure. Each encounter includes 1 piece of tier-
3 Faerzress Concentration appropriate treasure from DM Appendix 2: Rewards. DMs
4 Glyph of Imprisonment are encouraged to pregenerate any potential spell scrolls that
5 Necrotic Storm might be awarded so that the game does not slow its pace.
6 Maelstrom
Am I Out Forever?
Spellcasting services can be procured in the Camp, or… this is
Random Encounters – Underdark Tunnels an interactive adventure! Some of these encounters have
d10 Monsters & Challenges some dire effects; if another tier 4 table can cast things like
1 Blessings of the Queen greater restoration, dispel magic, and so on be sure to let
2 Hunting Party them. This is an onslaught by cooperating heroes, so
3 Golems encourage them to play it up!
4 Death Giants This sort of activity can only occur while out of combat.
5 Purple Worm
6 Enraged Giants
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DDEP06-03 Hecatomb 16
Effect 1. Reaper’s Claw The drow wizards have inscribed a high-level glyph
Part of one of the Reaper’s Claws runs through this of warding in this entire area. It is triggered when a
space. Its crystalline housing is both sinister and non-drow steps on it or comes within ten feet of it
calming, with promises of glory contained inside. (for example, if someone hovers or flies over it). The
Difficulty. deadly glyph contains an imprisonment spell (Wisdom
Creatures. adjustable saving throw DC 22 to negate) that, on a failed
Traps & Hazards. adjustable saving throw, buries the triggering character far
underground as per the spell’s burial effect. This
Roll once on the effects table in Random Effects – effect lasts until dispelled; any dispel magic effect
The Reaper’s Claws (in the tier 3 section), then roll aimed at the imprisonment has a DC of 19. This glyph
again on this table; ignore any result of 1. Reaper’s recharges every 30 minutes due to the faerzress.
Claw. Unless the characters are extremely powerful, this
encounter should only be used once during this
Effect 2. Dead Magic Zone adventure.
Some areas of Faerun are completely devoid of
magical energy. These areas are known as dead Effect 5. Necrotic Storm
magic zones, and are extremely terrifying for The energy gathered by the Reaper’s Claws is arcing
adventures. through this place.
Difficulty. medium Difficulty. Medium to deadly.
Creatures. none Creatures. Only undead creatures can be found in
Traps & Hazards. none a necrotic storm zone.
Traps & Hazards. See below.
No magic functions in this place. Magical weapons
become mundane, wondrous items serve no Necrotic Storm. Each round on initiative counts 20
purpose, and even potions of healing simply become and 10 (losing ties), raw necrotic energy is pulled
thick, syrupy potables. from the Weave and gathers inside the Claw. All
living creatures within fifteen feet of the Claw take
Effect 3. Faerzress Concentration 26 (5d10) necrotic damage and must make a DC 18
Faerzress is a type of radiation that suffuses large Constitution saving throw. Living creatures that fail
portions of the Underdark. It has a strange effect on this saving throw must choose to lose maximum hit
magical energies and can sometimes also cause points equal to the necrotic damage taken or gain
mutations in the denizens of the caverns and tunnels one level of exhaustion.
far below ground. Be sure to have a visual marching
order for the characters prior to beginning this
encounter, as spacing makes a difference for class Effect 6. Maelstrom
features like a paladin’s auras. Multiple effects have taken shape here and threaten
Difficulty. easy the characters. Roll twice on the effects table before
Creatures. none establishing what monsters are present; ignore any
Traps & Hazards. exhaustion result of “6. Maelstrom”.
Difficulty. deadly
Any spell cast in this space automatically triggers a Creatures. adjustable
wild surge, as per the sidebar earlier in this section. Traps & Hazards. adjustable
Effect 4. Glyph of Imprisonment DM’s Note. A Maelstrom result can lead to a very
Be sure to have a visual marching order for the deadly combination of effects. Proceed carefully, and
characters prior to beginning this encounter, as remember that this adventure should be Epic in
spacing makes a difference for class features like a scope but fun in practice and deployment!
paladin’s auras.
Difficulty. medium
Creatures. none
Traps & Hazards. Glyph of Warding
(Imprisonment).
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DDEP06-03 Hecatomb 17
Creatures 1. Blessings of the Queen golem has negated two critical hits, this carapace
This encounter should show the effects of the drow’s cracks and falls off as worthless dust.
blind faith in their death goddess, Kiaransalee. The flesh golems are large and are comprised of
Difficulty. Medium to deadly. different types of giants all stitched together. Their
Creatures. 5 draegoloth, 1 drow war priestess, eyes gleam with unholy light, and once they take
1 drow assassin. damage from any weapon, slashing, or piercing
Traps & Hazards. None. source their putrid internal gases begin leaking out.
One the gas begins spilling out, any living creature
The draegoloth have hidden under loose stones near that moves within fifteen feet of the flesh golem or
the center of their encounter space (Perception DC that ends their turn in that space must make a DC 18
22 to spot). The drow are similarly hidden but do Constitution saving throw; on a failure they are
not reveal themselves until the draegoloth are poisoned for 1 minute. If they fail this saving throw
engaged in combat. They are intelligent enough to by 5 or more, or if they fail this saving throw while
attempt to draw the characters into direct conflict so already poisoned, they also gain a level of
that the assassin and priestess can pick off one or exhaustion.
two; as fiends, they do not fear death and instead
wish to sow chaos and discord before they are Creatures 4. Death Giants
dispatched back to the Abyss. Two heavily-armored, axe-wielding death giants
patrol the tunnel here. They are keenly aware of
Creatures 2. Hunting Party their nature and revel in sowing the seeds of death
The drow are seeking to enlist the aid of some of and destruction at every opportunity.
their oldest and deadliest allies, the mind flayers. Difficulty. medium
Together with the blessings of Kiaransalee and the Creatures. 2 death giants, 3 wraiths (tier 4)
tiny but ferocious intellect devourers, this encounter Traps & Hazards. none
showcases the hasty, dangerous nature of these alien
cultures. The death giants work in tandem to fell their foes,
Difficulty. deadly similar to very large lumberjacks taking down trees
Creatures. 1 ulitharid, 1 drow warlord, 2 drow quickly and efficiently. These death giants are using
warlocks of the fiend, 4 intellect devourers. huge-sized greataxes; their melee attacks inflict 22
Traps & Hazards. None. (6d8 + 8) slashing damage plus 18 (6d6) necrotic
damage on a hit. The wraiths lurk in the walls and
The ulitharid is the de facto leader of this group. It require a Perception of 24 or higher (or an effect
will command the warlock to hex whichever that would allow the character to pinpoint the
character appears weakest so that the entire unit location of these undead creatures) in order to not
can hammer that character down. When be surprised by them at the start of combat.
appropriate, the intellect devourers will attempt to
consume and replace the brain of any defeated Creatures 5. Purple Worm
characters. The tunnels in this area are unnaturally smooth and
have gentle slopes, unlike the more rough-hewn
Creatures 3. Golems tunnels you had been traveling through. A slight
The drow sometimes craft horrific statues and rumble can be heard in the earthen walls.
effigies of their gods. In places of potent magic or Difficulty. medium
religious significance, these statues sometimes take Creatures. 1 purple worm
on a terrifying life of their own. Traps & Hazards. none
Difficulty. medium
Creatures. 1 iron golem and 4 flesh golems The purple worm is a vicious combatant and
Traps & Hazards. none explodes from the wall in a flurry of teeth. As the
rumbling echoes through the tunnel, the characters
The iron golem has been crafted in the likeness of a must succeed on a DC 20 Wisdom (Perception)
huge-sized drider and cannot be knocked prone. check in order to not be surprised by the worm
Furthermore, it has been given a coat of adamantine when it emerges; characters that are proficient in
plating and is now immune to critical hits. Once the Nature make this check with advantage, and all drow
and all rangers automatically succeed. The round
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DDEP06-03 Hecatomb 18
tunnel here is only twenty-five feet across, so the that the wraiths and its spells can destroy them. The
worm will push the characters to either side as it intellect devourers are trained to only run out of
enters the area; this blocks line of sight if characters their hiding holes when living creatures go prone,
become separated. and will never willingly enter the space around the
It makes copious use of its bite attack and the Reaper’s Claw.
swallow feature, and once it has swallowed three DM’s Note. This encounter may only be run once
characters it will attempt to withdraw and burrow per event. When the characters successfully
into the stone. Bear in mind that swallowed complete this encounter, report this to the Head DM.
characters cannot breathe, and if the worm is killed The characters earn the Lost Lore of the Illithilich
while burrowing they may become trapped! story award at the end of the adventure.
DM’s Note. This encounter should only be run
once, and should immediately launch into another Secondary Goal 2. Bregan D’Arthe Mercenary Company
combat encounter as creatures would be drawn by The mercenaries of Bregan D’Arthe keep a faction
the noise (use the same initiative, and add the new house here in the tunnels. SEER believes that their
creatures at the beginning of the third round of alliance can be purchased or proven, and that their
combat). This only counts as a single encounter for might would be greatly appreciated in the coming
purposes of generating aid. battles.
Difficulty. difficult
Creatures 6. Enraged Giants Creatures. 4 drow warlords, 2 drow master
The giant tribes have been dealt a grievous blow by thiefs, 1 iron golem
the drow and their experiments. Several giants have Traps & Hazards. none
made their way into the Underdark and are no
longer see any difference between the dark elves The drow mercenaries must be convinced of the
and other “small people”. character’s similar intentions – mercenary in nature,
Difficulty. medium and admitting that gold is king. The drow are tightly
Creatures. 2 fire giant dreadnaughts and 1 allied with the faithful of Kiaransalee, and would
cloud giant smiling one need to be convinced that their best interests lie
Traps & Hazards. none elsewhere. If the characters succeed on a DC 24
Charisma (Persuasion) check (reduce the DC by 2 for
The giants attack recklessly and are utterly every 3,000 gp in bribes that are offered by the
convinced that the characters are in league with the characters) they can secure the alliance of the
drow. If there is a drow among the characters, the mercenaries – but only if they can defeat the
giants attack them first and have advantage on all of faction’s champions. Killing the champions causes a
their attack rolls (as if they were barbarians using failure for this mission, and the Persuasion check can
the reckless attack class feature). only be made one time and by a single character. If
DM’s Note. This encounter should only be run the characters attempt to use spells to bolster their
once. Persuasion check, the hidden drow mages use
counterspell as often as possible. A DC 16 Wisdom
Secondary Goal 1. Illithid Laboratory (Insight) check will reveal that the drow should be
A mind flayer lich (illithilich) has been reported in offered a single, large bribe prior to any negotiating
this region. SEER believes that it might be part of the begins.
ritual that is funneling the necrotic energy in Vaasa. DM’s Note. This encounter may only be run once
Putting it down may lessen the burden on your per event. When the characters successfully
allies. complete this encounter, report this to the Head DM.
Difficulty. lethal The characters earn the Patron of the Company story
Creatures. 1 Mind Flayer Lich, 4 intellect award at the end of the adventure.
devourers, 2 tier 4 wraiths
Traps & Hazards. Use effects 3 & 5 on the Secondary Goal 3. Establish Secondary Portal
Random Effects – Underdark Tunnels table. SEER has asked for one of you to establish a second
teleportation circle at the desired spot. She requires
The mind flayer lich has set up its laboratory around that you use a specific set of sigils for this circle, as
the base of this Reaper’s Claw. It knows full well the “it will bring reinforcements”. She refuses to
effects and seeks to bring living creatures close so
Not for resale. Permission granted to print or photocopy this document for personal use only.
DDEP06-03 Hecatomb 19
elaborate further, and only smirks. “You’ll know it if needed but they should be well aware of the fact
when you see it.” that taking a long rest would prevent them from
Difficulty. lethal participating in the remainder of the Epic. Using
Creatures. 2 death tyrant beholders restorative items is also fine, but wondrous items
Traps & Hazards. Effect 3 on the Random Effects like a Rod of Security do not prevent the passage of
– Underdark Tunnels table (Faerzress) time.
These combat encounters should feel challenging
In order to complete this mission, one of the and encourage the characters to expend resources.
characters must know and be capable of casting Feel free to adjust encounters as-needed but be
teleportation circle (or wish, emulating teleportation careful that they are not disheartened by the
circle); furthermore, the characters must use the challenge before the final segment begins!
sigils provided by SEER or the mission is a failure.
Characters cannot spend the time studying these Advancing the Adventure
sigils, as this would require the use of downtime Once 150 minutes have elapsed (or the characters
days and would exceed the duration of this have used five hours of game time), play
adventure. Once the spell is cast, the faerzress flares automatically proceeds to the next section. If this
up and capture the attention of a pair of death time elapses and your characters are still in combat
tyrant beholders. The mission is successful once or embroiled in a hazard, simply cut that combat
the monsters have been defeated. Additional details short by allowing the characters to narrate their
will be handled by the Head DM. heroic finishing moves!
DM’s Note. This encounter may only be run once
per event. When the characters successfully SEER strides up to the solid door to the Vault of Gnashing
complete this encounter, report this to the Head DM. Teeth. Gritting her teeth, she places her palms on it and looks
The characters earn the Gatekeeper of the Divine at you.
story award at the end of the adventure. “Once I begin this incantation I will be rooted in this place.
I can channel the Weave effectively enough, but it will be
The Entrance to the Vault of Gnashing Teeth your responsibility to breach the temple ahead and punish
The entrance to the Vault is nothing more than a
plain-looking stone door festooned with holy the drow. Go now, and may your blades be ever sharp!”
symbols of Kiaransalee. The emits a terribly cold She begins an incantation and her eyes roll back in her
aura; the characters do not need to make an Arcana head as the door silently opens to the chamber beyond…
check to determine that this is raw necromantic
energy. If they insist on interacting with it, remind
them of SEER’s warning and encourage them to
move away.
If they insist on opening the door, they may do so
– it’s not locked. However, stepping foot inside that
chamber causes immediate death and nothing short
of a wish spell can bring that character back to life.
Even worse, all monsters in the final section of the
adventure now have advantage on their attacks and
saving throws against the characters at this table
until the end of the adventure.
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DDEP06-03 Hecatomb 20
Final Combat (T4). Within the number of souls in her possession as combat begins
– see the Adjusting the Encounter sidebar). She
Acropolis, The Goddess Emerges herself is not Kiaransalee, but is acting as her vessel
upon Faerun. Her divine spark is split between each
of the ritual zones (the other tier 4 tables in this Epic
SOMETIMES IT IS BETTER TO LIGHT A adventure). As the death giant succumbs to damage
FLAMETHROWER THAN CURSE THE DARKNESS. caused by the characters, this fraction of her essence
—Terry Pratchett joins the others on the battlefield. Ultimately, her full
divine essence will be present and no matter the
outcome, the Realms will surely tremble from the
Expected Duration: 60 minutes
ensuing combat.
The full impact of the drow plan is now revealed.
In addition to the death giant, there are also 2 tier
Kiaransalee has begun to emerge from the rift, and
4 wraiths and an invisible drow matron mummy
her presence is causing waves of raw necrotic
lord.
energy to cascade throughout the entire region.
The Vault of Gnashing Teeth
The Ritual This chamber houses the Acropolis, the main temple to
The highest-ranking faithful servitors of Kiaransalee Kiaransalee, though some might say that the chamber itself is
have completed their summoning ritual. As the the most significant temple dedicated to the drow goddess of
goddess emerges, the characters must determine undeath and magic. The interior structures are built entirely
of the bones of the enemies of the drow, and the ceiling is
their best course of action: will they attempt to
lined with thousands of animated skulls.
destroy the faithful, the avatar, or both? Time is
Cacophony. If any of the characters or their allies find
running out. themselves more than 20 feet above the floor, the skulls
immediately begin to clack and chomp in a horrid storm of
General Features noise. This clattering fills the chamber; if the characters
Terrain. The Acropolis is, at first glance, made of attempt to cast a spell with a verbal component they must
finely carved marble. Upon inspection it can be first succeed on a DC 18 Concentration check; failing this
determined that it is actually crafted exclusively of check means that the spell is lost and the slot is expended.
the bones of non-drow humanoids. The ceiling is Spoken words between characters also require a DC 18
lined with thousands of clacking skulls. Wisdom (Perception) check in order to be heard up to ten
Light. There is no ambient light in this place. feet away; speech simply cannot travel further than this.
Smells. There is a sharp electric scent in the air, Once begun, the cacophony only ends when the characters
similar to ozone. leave the Vault.
Ceiling. The ceiling is forty feet overhead and is Rending Bites. If one of the characters or their allies makes
contact with the skulls for any reason, they are attacked by
completely covered with the preserved skulls of
the skulls. Bites. Magical Melee Weapon Attack: +12 to hit,
many different humanoid races. The skulls mounted
reach 5 ft., one creature. Hit: 66 (12d10) piercing damage and
on the ceiling can create a horrific cacophony (see 66 (12d10) necrotic damage, and the target is grappled
the Vault of Gnashing Teeth sidebar). unless they succeed on a DC 20 Strength saving throw.
Divine Essence. This place is the center of Kiaransalee’s
Webs of inky-black necrotic energy arcs between the power. Her worshippers have advantage on attack rolls made
standing pillars as a gathering of priestesses of Kiaransalee against those that do not worship her, and those that do not
drone their sonorous chant. Their voices rise as one, and the worship her have disadvantage on saving throws versus spells
energy redoubles in intensity, arcing across the room and and other magical effects generated by those that do.
striking several of the faithful dead in an instant. As your eyes
The Vault houses a number of small, identical temples
clear you can see a massive female shape that is now dedicated to Kiaransalee arrayed around the center of the
standing in the center of the room, surveying the wreckage chamber. There are as many temples as there are tables of
with a cruel glimmer of a smile splaying across her face. tier 4 characters.
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DDEP06-03 Hecatomb 21
Adjusting the Encounter Binding Divine Essences
Here are recommendations for adjusting this combat Each death giant begins with a single divine essence. As your
encounter. These are not cumulative. table’s death giant succumbs to damage by the characters,
• Very weak or weak party: No adjustments. After all, this is her essence arcs out and seeks to join with the nearest divine
an Epic adventure! spark. In almost every case this will be another tier 4 table.
• Average party: Add a second tier 4 wraith. Your death giant dies. When your table’s death giant dies,
• Strong party or above: As Average party, and the skulls on describe the visual effect of her divine spark wrenching
the ceiling immediately use their cacophony ability once itself free of her giantish body and how it quickly speeds
the first character enters the Acropolis, and the wraiths away and out of this temple. The characters all gain 1 point
have advantage on all attack rolls made against any target of inspiration or may spend hit dice as if they were taking a
that is not at their maximum hit point value. short rest, though no other short rest effects take place.
Your characters may assist other tier 4 tables (no more
Kiaransalee’s souls. Kiaransalee will begin combat with a than 1 additional character to a single table, to a maximum
number of souls, and may use them or gain additional ones of 7 characters at that table and a minimum of 3
as combat progresses. She may use them as follows (using characters at a table) or you may run an additional combat
souls does not consume any form of action): by rolling 1d4 on the Random Encounters – Underdark
Tunnels table. The divine essence is sent to another tier 4
1 soul: gain advantage on one attack roll or saving throw table, and the listed effects take place immediately.
2 souls: gain an additional reaction Your death giant gains an extra essence. When your table’s
3 souls: heal half of the amount of damage that she has death giant gains another divine essence, her powers are
taken during this battle (this is a magical effect but is not a greatly increased.
spell) • 1 extra essence. This death giant is healed to full hit points
4 souls: Smite the Soulless. Any melee attack that the and may automatically end any ongoing spell effects on
death giant makes against an unliving target (such as an her that she desires.
undead creature, construct, or even a simulacrum) that hits is • 2 extra essences. This death giant has advantage on all
considered a critical hit and inflicts maximum damage instead attack rolls and saving throws for the rest of the
of any rolled amount. This ability can only be used once. adventure.
• 3 extra essences. This death giant’s melee attacks also
include the effects of a bestow curse spell (DC 24) when
she hits.
• 4 extra essences. This death giant summons 1 drow war
Development
priestesses, 2 draegoloths, and 1 invisible drow assassin at
The death giant can recall its fire giant heritage and
a random tier 4 table other than this one.
does not hesitate to make liberal use of thrown rocks
and melee attacks. It also knows full well the power If your Epic game has more than 4 tier 4 tables, each
of Kiaransalee’s divine essence and seeks to use the additional essence restores all of her missing hit points and
souls that she has gathered to devastating effect. grants her a number of souls equal to the number of
The matron mother mummy lord is a tough characters present (including simulacrum, shield guardians,
opponent in that she has already used the invisibility and other allied combatants).
function of her cloak of invisibility. For the duration
of this encounter and due to the ongoing ritual effect, When only a single death giant remains, read or
the cloak is temporarily upgraded to a greater paraphrase the following. Remember that this text
invisibility effect. The mummy lord will bolster the and the following effects are only in play for the final
death giant initially, but gleefully picks off weaker table:
opponents whenever possible.
This is intended to be a very difficult encounter. For the table with the last death giant:
Do not hold back on the characters – they are facing
a the very real possibility of a deity entering the The grotesque, giant meatsuit housing Kiaransalee’s divine
world; if the drow plot is fully realized, they will essence shudders and buckles as horrible ripping noises
have brought Kiaransalee bodily into Faerun, emanate from it. A soul-rending scream tears through the air
whereas previous visits from deities have been as her body explodes with raw spell energy.
limited to just their avatars. As the debris settles, a lithe drow priestess stands where
the giant body had formerly been. The very air around her
ripples with menace and the promise of death, and her eyes
glint with equal parts malice and disgust.
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DDEP06-03 Hecatomb 22
Suddenly, from behind you comes the familiar voice of Story Awards from DDAL06-03 Crypt of the Death Giants
SEER. “Take her down, champions! My enchantments will not The characters may have already played DDAL06-03 Crypt of
hold her forever!” the Death Giants. If they have, ask them if they have either of
The air around you shimmers and crackles as raw arcane the following awards and apply effects as-stated (settling ties
energy is woven together into a protective bubble. Your last in favor of the characters, or in the favor of the monsters if
this is a strong or very strong table):
sight of SEER’s face showed her to be in extreme pain but
filled with determination. The bubble closes and all you can Death’s End. You previously defeated a number of drow
faithful of Kiaransalee and have undermined their ability to
see is the challenge ahead.
perform this ritual. If more characters possess this story
award than possess the Death’s Escape story award, the
death giant has disadvantage on the first attack roll that she
makes each turn and one saving throw per turn.
Death’s Escape. The cultists of Kiaransalee that you
previously encountered were able to escape. They used this
time to adjust their ritual; if more characters possess this
Adjusting the Encounter – the Final Death Giant story award than possess the Death’s End story award, the
This is the penultimate goal for the drow. The last remaining death giant has advantage on the first attack roll that she
death giant has taken the form of Kiaransalee, and although makes each turn and as a reaction may change the target of a
it does not have the deity’s full array of powers it is a terribly spell if she exceeded the saving throw by 5 or more.
powerful opponent. Characters should be ready to face the
fight of their lives, and Dungeon Masters should pull no Interactve Options
punches. Adjust the final death giant’s stat block as follows:
Although characters inside the bubble are focused on the
• Restore lost hit points and maximum hit points; this death battle at-hand, the characters outside of the bubble may be
giant has 247 maximum hit points. able to affect the battle inside by using the following options:
• Her size becomes medium.
• Bolster SEER’s ritual. As an action, a character can sacrifice
• She no longer has the ability to throw rocks, and her
spell slots to SEER. For each 4th level spell slot or higher
longsword damage becomes 12 (1d8 + 8) one-handed, or
that they wish to spend in this manner, SEER’s ritual is
13 (1d10 + 8) two-handed. Her longsword attacks also
bolstered; each creature inside the shell takes 1d8 force
inflict 18 (4d8) necrotic damage on a hit.
damage per level of the spell slot, and this damage
• All of her melee attacks and melee weapon attacks count
bypasses immunities and resistances. A successful DC 16
as magical sources of damage.
Constitution saving throw cuts the damage in half; undead
• She retains any unused souls from the last combat. creatures make this saving throw with disadvantage. If this
• She is resistant to fire, acid, and cold damage. action is used, inform the table that is inside the shell.
• She is immune to necrotic damage, and cannot be • Clearing an encounter. If the characters outside of the
charmed, confused, or frightened. arcane shell kill or otherwise destroy all of their opponents
• On initiative count 20 (losing ties), the death giant may in an encounter, SEER can capture some of their escaping
bring 2 tier 4 wraiths into existence if none are present. energy. Whenever an encounter is cleared, a pulse rides
• Until the arcane shell is broken by her destruction, nothing through the arcane bubble and all enemies (not the
can teleport into or out of the shell, though teleportation characters) inside the bubble take 9 (2d8) force damage;
between points inside this space is not affected. Spells that this damage ignores resistances and immunities.
do not function include maze, plane shift, banishment,
summon spells, and the like; spells like misty step work just Be aware that other tables may tell you that one of the above
fine, though. effects has taken place. Furthermore, although the
• The death giant may transfer half of any damage she takes characters inside the bubble cannot interact with those
(rounded up) to a wraith that she can see. This does not outside, they also cannot be attacked by the death giant
cost a reaction, but it does consume an unused spell slot if paladin that is now harassing their allies.
she uses this ability.
When her final form is revealed, 2 tier 4 wraiths
There is no scaling for very weak or weak tables. For strong emerge from the pillars in the room (to a maximum
or very strong tables, consider maximizing (not rolling) the of 4 wraiths total, as creatures from the previous
death giant’s necrotic damage or adding 2 additional tier 4 combat may still be present). They swarm about her
wraiths to the combat. and act as a sort-of shield (see the sidebar above).
When the death giant is reduced to 0 hit points she
This death giant may also use (and already possess!) souls as- does not immediately die. Instead, Ao himself
noted in the previous ‘Adjusting the Encounter’ sidebar. reclaims the divine spark; the characters see her
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DDEP06-03 Hecatomb 23
body wrench and twist and jerk as a glowing ember magical effects are severed from the controller as
is pulled from her sternum by an opaque 5-fingered soon as they fully enter the sphere. At any rate, this
hand covered in rings and scars; it streaks across the should not come as a surprise to the characters –
room and into the ceiling in the blink of an eye. take care to warn them. No form of sight or magic
Those that succeed on a DC 30 Intelligence can penetrate the bubble while it remains.
(Religion) or (Arcana) check recognize the ember as SEER and her simulacra are present for this series
the physical representation of her divine essence. of encounters, but it is impossible to determine
Any character that witnesses this (even if they do which (if any) of them are the “real” SEER. Her
not recognize its significance) is immediately enchantment has her channeling raw arcane energy
granted a Charm of Vitality as Ao departs the directly from the Weave; a character that succeeds
battlefield. Only after Ao is gone does the death giant on a DC 28 Arcana check can determine that the
succumb to her wounds. ritual is similar to those used in the creation of a
However, this is not the end of her threat: as she mythal. Should SEER take damage, simply record the
falls and is reclaimed by the eldest of the deities, her amount and report it to the Head DM at the end of
body explodes as a number of tier 4 wraiths equal to this section. She is anchored to this world while
the number of characters tear free of her grisly shell. channeling, and cannot be teleported, charmed,
The arcane bubble surrounding the battlefield is frightened, or otherwise disrupted. As the rubble
gone and there may be some allies waiting to assist; begins to rain down, impress upon the characters
otherwise, the characters may choose to simply the need to protect SEER. Undead creatures are
escape the battlefield by retreating in haste. emerging quickly! Each round on initiative count 20
Be sure to stress to the characters that the Vault of (losing ties), choose one of the following options if 1
Gnashing Teeth is collapsing and will not remain or fewer enemies remain at this table:
safe for much longer.
• A number of tier 4 wraiths equal to the number of
characters in the party
For all other tier 4 tables:
• 3 death kiss beholders and 2 tier 4 wraiths
• 1 drow matron mummy lord and 2 tier 4
The chattering teeth of the skulls on the ceiling reach a fever
wraiths
pitch and frenetic pace, and a high-pitched whining noise
• 5 flameskulls and 10 greater zombies
emanates from one of the nearby temples. This noise is
• 1 death giants and 1 tier 4 wraith
quickly following by a wet, meaty explosion – and the
unmistakable presence of raw arcane energy. The Vault of Please refer to the notes in the treasure section, as
Gnashing Teeth groans and shudders, and skulls begin to rain there is an important interactive element located
down from the ceiling as undead horrors pull themselves free here.
from the necrotic shell and the floor itself!
Suddenly, from behind you comes the familiar voice of
Adjusting the Encounter & Interactive Options
SEER. “Take her down, champions! My enchantments will not
The dome of arcane energy acts as a massive summoning
hold her forever!” circle for undead creatures. More and more creatures will
The air around in the chamber shimmers and crackles as spawn here, drawn from the Underdark first and eventually
raw arcane energy is woven together into a protective from all over the world. Regardless of the might of the group,
bubble. You quickly realize that there are multiple copies of no changes are to be introduced here.
SEER present, all focused on the enchantment – and you also It should be made expressly clear to the characters that
realize that protecting her while your allies finish off their allies inside the globe are now responsible completing
the mission. Encourage them to work together to defend
Kiaransalee is now the only mission that truly matters.
SEER while she maintains the shell; allow them to narrate
their escape as well, and even offer the following options:
The Vault of Gnashing Teeth is beginning to collapse. • Aid another character. A character may move to another
The characters may wish to check the dome of tier 4 table, so long as that other table is not inside of
arcane energy; allow them to make arcana checks SEER’s arcane dome. They can move when not in combat,
but regardless of the result they should know that and may only move once. If the destination table already
the dome will not allow them to pass through. Living has 7 players or this table would have less than 3 due to
matter will be affected as if by a sphere of the character’s move, the character cannot move.
annihilation, and any constructs or commanded • Bolster SEER’s ritual. As an action, a character can sacrifice
spell slots to SEER. For each 4th level spell slot or higher
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DDEP06-03 Hecatomb 24
that they wish to spend in this manner, SEER’s ritual is Treasure
bolstered; each creature inside the shell takes 1d8 force Each of the mummy lords during the ritual is
damage per level of the spell slot, and this damage wearing a Cloak of Invisibility (as described in the
bypasses immunities and resistances. A successful DC 16 magic item section of this adventure). Furthermore,
Constitution saving throw cuts the damage in half; undead any characters that were alive to witness the
creatures make this saving throw with disadvantage. If this
removal of Kiaransalee’s divine spark by Ao were
action is used, inform the table that is inside the shell.
granted a Charm of Vitality.
• Clearing an encounter. If the characters outside of the
Additionally, in the first encounter that each tier 4
arcane shell kill or otherwise destroy all of their opponents
in an encounter, SEER can capture some of their escaping table receives, they can plainly see that one creature
energy. Whenever an encounter is cleared, a pulse rides is wearing an ornate platinum medallion. Once the
through the arcane bubble and all enemies (not the creature is killed, the characters can easily
characters) inside the bubble take 16 (4d8) force damage; determine that this medallion is actually a
this damage ignores resistances and immunities. phylactery. The amulet can be destroyed by striking
• Breaking an Amulet. While this does not directly impact it once with a legendary weapon, inflicting 50 points
SEER’s efforts, the first creature that the characters defeat of force damage, or a DC 19 dispel magic. The
in this section is wearing an amulet that can be broken. For characters should be informed of these options on a
more information, refer to the treasure section. DC 25 or higher Intelligence (Arcana) check. Once
the medallion is destroyed, inform the Head DM.
Be aware that the Head DM may arrive at your table in the When all medallions are destroyed, the ghostly form
guise of the death giant paladin. If this happens, allow them of Urshula (who is currently menacing the tier 3
to run a fast-paced combat round in which the paladin acts tables) is released and flees the event.
and then each of the characters receives a full round of
actions. This does not change the normal initiative order. If
the death giant paladin is killed, all remaining death giants When Time has Expired….
(including the one under SEER’s arcane shield) may either Characters that are not in combat with Kiaransalee
take an action or a bonus action on their turn, but not both; may flee when time is called, unless they have
furthermore, they lose access to their multiattack feature. already decided to leave the area. The death giant
This must be announced to the tier 4 DMs when or if it occurs! reaches her full power at the end of the 60 minutes
Any characters left alive when the arcane shell is broken by for this section. Each living, remaining copy of her
the table fighting Kiaransalee may assist with any remaining giantish body that still contains a shard of her divine
combat, as no further undead (other than very angry death essence may become a deity in its own right –
giants) will join the fray once the shell is removed. essentially a twin of the original god. This means
that a fully-powered goddess (or worse, multiple
Story Awards from DDAL06-03 Crypt of the Death Giants copies of the drow goddess of death!) now walks the
The characters may have already played DDAL06-03 Crypt of Realms.
the Death Giants. If they have, ask them if they have either of Any characters still fighting the death giant may
the following awards and apply effects as-stated (settling ties choose to flee or stand and fight. Those that flee are
in favor of the characters, or in the favor of the monsters if not eligible for several of the adventure’s magical
this is a strong or very strong table): items but they are alive; those that stay are slain and
Death’s End. You previously defeated a number of drow consumed, body and soul, by Kiaransalee. These
faithful of Kiaransalee and have undermined their ability to characters earn the Consumed by Kiaransalee
perform this ritual. If more characters possess this story story award.
award than possess the Death’s Escape story award, the
creatures here are mad with rage. They have disadvantage on Advancing the Adventure
saving throws and the characters have advantage on melee The surviving characters should make it a point to
attacks against them. evacuate this area as quickly as possible and return
Death’s Escape. The cultists of Kiaransalee that you to the surface world. However they choose to get
previously encountered were able to escape. They used this there, stress to them that resting is not needed and
time to adjust their ritual; if more characters possess this
proceed to the Conclusion section.
story award than possess the Death’s End story award, the
creatures here have been enchanted as part of the drow
cultist’s backup and escape plans. These creatures are
resistant to weapon damage and have advantage on all
saving throws.
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DDEP06-03 Hecatomb 25
Conclusion Interactivity!
This section may work best if a volunteer from the tier 3
THE NEXT WORST THING TO A BATTLE LOST IS A tables and a volunteer from the tier 4 tables gives this recap
BATTLE WON. to the assembled characters. Share the stories; share the
exploits!
—The Duke of Wellington, the day after Waterloo
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DDEP06-03 Hecatomb 26
Rewards The experience rewards for playing this adventure
are variable by tier:
Make sure players note their rewards on their
adventure logsheets. Give your name and DCI
number (if applicable) so players can record who
ran the session.
For characters that played at Tier 3
The minimum total award for each character
Experience participating in this adventure is 12,500
Total up all combat experience earned for defeated experience points.
foes, and divide by the number of characters present The maximum total award for each character
in the combat. For non-combat experience, the participating in this adventure is 19,000
rewards are listed per character. Give all characters experience points.
in the party non-combat experience awards unless
otherwise noted. For characters that played at Tier 4
Combat Awards The minimum total award for each character
Name of Foe XP per Foe participating in this adventure is 20,000
Adult Red Shadow Dragon 18,000 experience points.
Archmage 8,400 The maximum total award for each character
Assassin 3,900 participating in this adventure is 33,000
Banshee 1,100 experience points.
Bone Devil 5,000
Death Giant 17,000 Treasure
Death Kiss Beholder 5,900
Death Slaad 5,900 The characters receive the following treasure,
Death Tyrant 11,500 divided up amongst the party. Characters should
Devourer 10,000 attempt to divide treasure evenly whenever
possible. Gold piece values listed for sellable gear are
Draegloth 2,900
calculated at their selling price, not their purchase
Drider 2,300
price.
Drider Wizard 2,300
Consumable magic items should be divided up
Flameskull 1,100 however the group sees fit. If more than one
Froghemoth 5,900 character is interested in a specific consumable
Giant (Cloud Giant Smiling One) 7,200 magic item, the DM can determine who gets it
Giant (Fire Giant Dreadnaught) 11,500 randomly should the group be unable to decide.
Golem (Flesh) 1,800 Permanent magic items are divided according to
Golem (Iron) 15,000 a system. See the sidebar if the adventure awards
Greater Zombie 1,800 permanent magic items.
Intellect Devourer 450
Master Thief 1,800 Treasure Awards
Mind Flayer 2,900 Item Name GP value
Mind Flayer Lich 41,000 Tier 3, successful 9,000
Mummy Lord 13,000 Tier 3, unsuccessful 6,000
Purple Worm 13,000 Tier 4, successful 15,000
Swarm of Cranium Rats 1,800 Tier 4, unsuccessful 10,000
Ulitharid 5,000
War Priest 5,000 The above values are granted to each character.
Warlock of the Fiend 2,900 Additionally, characters may purchase tier-appropriate
Warlord 8,400 consumables from DM Appendix 2: Rewards at the
Wraith (tier 3) 5,900 end of this adventure. A character may purchase up to
Wraith (tier 4) 13,000 two spell scrolls and one potion or consumable item;
all purchases must be tier-appropriate.
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DDEP06-03 Hecatomb 27
All faction members gain one renown point for
completing this adventure.
Characters that successfully complete their faction
missions gain one additional renown point. There
Permanent Magic Item Distribution is no additional renown gain for agents of the Cloaks
– only for the core five factions.
D&D Adventurers League has a system in place to determine
who is awarded permanent magic items at the end of a
session. Each character’s logsheet contains a column to Story Awards
record permanent magic items for ease of reference. The characters have the opportunity to earn the
• If all the players at the table agree on one character taking following story awards:
possession of a permanent magic item, that character gets
the item. Consumed by Kiaransalee. You faced the drow
• In the event that one or more characters indicate an goddess Kiaransalee until the bitter end. However,
interest in possessing a permanent magic item, the she won – you were utterly destroyed and your soul
character that possesses the fewest permanent magic was consumed. If you had clones or contingencies,
items gets the item. If there is a tie in the total number of
these fail to activate.
permanent magic items owned by contesting characters,
You cannot be resurrected or otherwise returned
the item’s owner is determined randomly by the DM.
to life until another character spends 100 downtime
days searching the planes of existence for you and
Candle of Invocation (tier 3) also spends 200,000 gp in bribes and resources with
Wondrous item, very rare (requires attunement) greater demons and elder powers. This bargaining is
See the DMG for a full description. A description of exhausting for all parties involved, but if you are
this item can be found in the Player Handout 3. returned to life you do so with a deeper
understanding of this menace: you have advantage
Amulet of the Planes (tier 3) on saving throws against spells and effects from
Wondrous item, very rare (requires attunement) clerics of Kiaransalee – and Kiaransalee herself!
See the DMG for a full description. A description of Faction Savior. You were directly responsible for
this item can be found in the Player Handout 3. the safety of one or more faction leaders. They are
incredibly thankful, and wish to reward you. If you
Blessing of Protection (tier 4) share a faction with that faction master, you may
Blessing, unique (not tradeable) receive a true resurrection for free (including
You gain a +1 bonus to AC and saving throws. A downtime days). If you do not share faction
description of this blessing can be found in the membership with them, they will cover half of the
Player Handout 3. gold piece fee of a true resurrection. You may only
receive one free casting of the spell in this manner,
but the discount applies for each faction master that
Cloak of Invisibility (tier 4)
Wondrous item, legendary (requires attunement) you directly saved.
Woven from the strands of an undead spider’s web, Gatekeeper of the Divine. SEER’s teleportation
this sticky cloak renders the wearer invisible when circle allowed a large host of angelic solars and
worn. It smells faintly of dust and has a faintly planetars to temporarily enter Faerun. These
cloying lingering scent when you move. Additionally, creatures represent the pinnacle of the lawful good
you can use your action to sprout undead spider legs alignment, and some of their qualities have rubbed
from the cloak and gain a climb speed of 30 feet on off on you. You desire to pursue the greater good
stone and webs for ten minutes; once you use this whenever possible and wish to work within the
ability, you cannot use it again until the following limits of the law. Though you are not beholden to
dawn. A description of this item can be found in the these desires, they are strong. If you change your
Player Handout 3. alignment to lawful good (or are already there), you
have advantage on Charisma checks with solars,
Renown planetars, and lawful good clerics and paladins.
Not for resale. Permission granted to print or photocopy this document for personal use only.
DDEP06-03 Hecatomb 28
Lost Lore of the Illithilich. The drow lich that had
been serving as the focal point of the necromantic
ritual in the Underdark is destroyed, and upon your
return to the surface you find that one of her still-
wriggling fingers (or toes) can be found in one of
your packs. No matter what you do to get rid of it, it
always comes back a few days later. It’s been said
that liches have more power in their fingers than
most mortals will ever know, and this is no
exception: you can use this appendage while casting
a spell in order to impose disadvantage on the spell
target’s saving throw. Once used in this manner, the
appendage crumbles into dust and cannot be
reconstructed by any means, including wish.
Downtime
Each character receives ten downtime days at the
conclusion of this adventure.
DM Rewards
The DM rewards for running this adventure are
variable by tier:
Not for resale. Permission granted to print or photocopy this document for personal use only.
DDEP06-03 Hecatomb 29
DM Appendix: NPC Summary King Snurre (SNUR-ree). Male fire giant. Angered
by the betrayal that the drow pulled off in Against
the Giants. Has sent numerous fire giants and
The following NPCs are present in this adventure:
berserkers to chase down their priestesses and
terminate them. NOTE: King Snurre is not present in
SEER (SEE-er). Female Shou. SEER is merely a
this adventure but is influential to a small degree.
codename for a Lords’ Alliance operative. This Shou
woman is of curious origin, as in some situations she
may appear as a wizened old woman and in others a NPCs & Statistics
spry woman in her early 20s. She has great Many of the NPCs listed here have been given statistics in
command of the Art, and her spells serve her well as other materials. Do not worry about running them as
she recruits junior operatives and pursues agendas additional characters or combatants; their relevant statistics
that blur the line between the Lords’ Alliance, her for this adventure (AC and hit points) are indicated in an
own inscrutable goals, and the safety of the entire abbreviated form inside the adventure itself.
Sword Coast. Don’t let the mechanics get in the way of awesome
Hsing (SING). Golden pseudodragon with milky- storytelling!
white eyes. Serves as the familiar of SEER, the Lords’
Alliance spymaster.
Senior Cloak Rastol Shan (RASS-stole SHANN).
Male human lich. The senior Cloak in Mulmaster.
Formerly Thurand Tallwand, the senior Cloak during
the reign of Selfaril (and later, Rassendyll)
Uoumdolphin. Participated in the imprisonment of
Selfaril. Uses magic and a mask to conceal his true
identity. Additional material available via
dmsguild.com.
Olisara Lightsong (OHL-eh-SAR-ah LITE-song).
Female moon elf. Senior Harper for the Moonsea
region. Additional material available via
dmsguild.com.
Zern Xerkstil (ZERN ZERK-stil). Male half-orc.
Senior Order of the Gauntlet representative for the
Moonsea region. Additional material available via
dmsguild.com.
Seranolla the Whisperer (SAR-ah-NAHL-la).
Female forest gnome. Senior Emerald Enclave
representative for the Moonsea region. Additional
material available via dmsguild.com.
Dornal Whitebeard (DORN-all WITE-beerd).
Male shield dwarf. Senior Lords’ Alliance member
for the Moonsea region. Takes orders (somewhat
incredulously) from SEER. Additional material
available via dmsguild.com.
Chaab (CHAHB). Male human. Senior Zhentarim
agent for the Moonsea region. Has been very quiet
about local events since the destruction of
Mulmaster. Additional material available via
dmsguild.com.
Kiaransalee (KEE-uh-RAN-suh-LEE). Female
drow deity of necromancy and death. Though
powerful, she was nearly silent for many years. Only
in the last few decades has she begun to return to
her former glory.
Not for resale. Permission granted to print or photocopy this document for personal use only.
DDEP06-03 Hecatomb 30
DM Appendix 2: Rewards Reward Table B: Consumables
d12 Rarity Item
Unless the adventure specifically dictates otherwise, 1 Legendary Sovereign Glue
2 Legendary Universal Solvent
treasure generation must be tier appropriate. For
3 Rare Oil of Etherealness
example, a tier 4 character can find any of the
4-5 Uncommon Oil of Slipperiness
potions on the table, but a tier 3 character would 6-7 Very Rare Oil of Sharpness
only be able to find very rare potions and below. 8-11 Very Rare 4 arrows or bolts, +3
12 Very Rare 1 bolt of slaying (DM: insert a
humanoid type chosen from the
Reward Table A: Spell Scrolls characters races)
d20 Rarity Item
1 Legendary 9th level spell scroll (save DC 19,
attack bonus +11) Purchasing These Items
2-3 Rare 5th level spell scroll (save DC 17, At the end of the adventure, the adventurers are assumed to
attack bonus +9) return to their preferred base of operations. Be it on the
4-5 Rare 4th level spell scroll (save DC 15, Sword Coast or along the shores of the Moonsea, they
attack bonus +7) eventually come across the Shou trade Fai Chen. The
6-10 Uncommon Cantrip, 1st or 2nd level spell salesman regales the character with tales of their own
scroll (save DC 13, attack bonus exploits on the plains of Vaasa, and as a measure of his
+5) appreciate he agrees to sell up to two spell scrolls and one
11-14 Uncommon 3rd level spell scroll (save DC 15, potion or consumable to the character. Any items so
attack bonus +7) purchased must be tier-appropriate, and any material
15-16 Very Rare 6th level spell scroll (save DC 17, components needed for a spell must be paid for as well. He
attack bonus +9) does not offer any item trading services during this
17-18 Very Rare 7th level spell scroll (save DC 18, interaction.
attack bonus +10)
19-20 Very Rare 8th level spell scroll (save DC 18, Uncommon items are 500 gp each.
attack bonus +10) Rare items are 1,500 gp each.
Very rare items are 2,500 gp each.
Any spell scrolls discovered or purchased using Legendary items are 7,000 gp each.
this table can only use spells from the abjuration,
evocation, or necromancy schools. These spells can These purchases must be made before the character leaves
this game event/ table, or else this benefit is lost forever.
be pulled from any approved Adventurers League
resource, though DMs are encouraged to
pregenerate these spell scrolls as Epic adventures
are explicitly timed environments.
Any spell scrolls purchased at the end of the
adventure must also have their material components
paid for at the time of purchase.
Not for resale. Permission granted to print or photocopy this document for personal use only.
DDEP06-03 Hecatomb 31
Appendix: NPC/Monster Statistics the effect on itself on a success. If a creature’s saving
throw is successful or the effect ends for it, the
creature is immune to the dragon’s Frightful Presence
for the next 24 hours.
Adult Red Shadow Dragon
Shadow Breath (Recharge 5–6). The dragon exhales
Huge dragon, chaotic evil
necrotic energy in a 60-foot cone. Each creature in that
Armor Class 19 (natural armor) area must make a DC 21 Dexterity saving throw, taking
Hit Points 256 (19d12 + 133) 63 (18d6) fire damage on a failed save, or half as much
Speed 40 ft., climb 40 ft., fly 80 ft. damage on a successful one. A humanoid reduced to 0
hit points by this damage dies, and an undead shadow
STR DEX CON INT WIS CHA rises from its corpse and acts immediately after the
27 (+8) 10 (+0) 25 (+7) 16 (+3) 13 (+1) 21 (+5) dragon in the initiative count. The shadow is under the
dragon’s control.
Saving Throws Dex +6, Con +13, Wis +7, Cha +11
Skills Deception +13, Stealth +12 Legendary Actions
Damage Immunities fire The dragon can take 3 legendary actions, choosing
Damage Resistances necrotic from the options below. Only one legendary action
Senses blindsight 60 ft., darkvision 120 ft., passive - option can be used at a time and only at the end of
Perception 23 another creature’s turn. The dragon regains spent
Languages Common, Draconic legendary actions at the start of its turn.
Challenge 17 (18,000 XP)
• Detect. The dragon makes a Wisdom (Perception)
Legendary Resistance (3/Day). If the dragon fails a check.
saving throw, it can choose to succeed instead. • Tail Attack. The dragon makes a tail attack.
• Wing Attack (Costs 2 Actions). The dragon beats its
Living Shadow. While in dim light or darkness, the
wings. Each creature within 10 feet of the dragon
dragon has resistance to damage that isn’t force,
must succeed on a DC 22 Dexterity saving throw or
psychic, or radiant.
take 15 (2d6 + 8) bludgeoning damage and be
Shadow Stealth. While in dim light or darkness, the knocked prone. The dragon can then fly up to half its
dragon can take the Hide action as a Bonus action. flying speed.
Sunlight Sensitivity. While in sunlight, the dragon has
disadvantage on attack rolls, as well as on Wisdom
(Perception) checks that rely on sight.
Archmage
Medium humanoid (drow), any alignment
Actions
Armor Class 13 (16 with mage armor)
Multiattack. The dragon can use its Frightful Presence. Hit Points 99 (18d8 + 18)
It then makes three attacks: one with its bite and two Speed 30 ft.
with its claws.
Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 12 (+1) 20 (+5) 15 (+2) 17 (+3)
one target. Hit: 19 (2d10 + 8) piercing damage plus 7
(2d6) fire damage.
Saving Throws Int +9, Wis +6
Claw. Melee Weapon Attack: +14 to hit, reach 5 ft.,
Skills Arcana +13, History +13
one target. Hit: 15 (2d6 + 8) slashing damage.
Damage Resistance damage from spells; nonmagical
Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one bludgeoning, piercing, and slashing (from stoneskin)
target. Hit: 15 (2d8 + 8) bludgeoning damage. Senses darkvision 120 ft., passive Perception 12
Frightful Presence. Each creature of the dragon’s Languages Undercommon, Elvish, Dwarvish, Thayan,
choice that is within 120 feet of the dragon and aware Gnomish, Netherese
of it must succeed on a DC 19 Wisdom saving throw or Challenge 12 (8,400 XP)
become frightened for 1 minute. A creature can repeat Magic Resistance. The archmage has advantage on
the saving throw at the end of each of its turns, ending saving throws against spells and other magical effects.
Not for resale. Permission granted to print or photocopy this document for personal use only.
DDEP06-03 Hecatomb 32
Fey Ancestry. The drow has advantage on saving
throws against being charmed, and magic can’t put it Saving Throws Dex +8, Int +5
to sleep. Skills Acrobatics +8, Deception +4, Perception +4,
Sunlight Sensitivity. While in sunlight, the drow has Stealth +11
disadvantage on attack rolls, as well as on Wisdom Damage Resistances poison
(Perception) checks that rely on sight. Senses darkvision 120 ft., passive Perception 14
Languages Thieves’ cant, Undercommon, Elvish
Innate Spellcasting. The drow’s spellcasting ability is
Challenge 8 (3,900 XP)
Charisma (spell save DC 16). It can innately cast the
following spells, requiring no material components: Assassinate. During its first turn, the assassin has
advantage on attack rolls against any creature that
hasn’t taken a turn. Any hit the assassin scores against
At will: dancing lights
a surprised creature is a critical hit.
1/day each: darkness, faerie fire, levitate (self only)
Evasion. If the assassin is subjected to an effect that
Spellcasting. The archmage is an 18th-level spellcaster. allows it to make a Dexterity saving throw to take only
Its spellcasting ability is Intelligence (spell save DC 17, half damage, the assassin instead takes no damage if it
+9 to hit with spell attacks). The archmage can cast succeeds on the saving throw, and only half damage if
disguise self and invisibility at will and has the following it fails.
wizard spells prepared: Sneak Attack (1/Turn). The assassin deals an extra 13
(4d6) damage when it hits a target with a weapon
Cantrips (at will): fire bolt, light, mage hand, attack and has advantage on the attack roll, or when
prestidigitation, shocking grasp the target is within 5 feet of an ally of the assassin that
1st level (4 slots): detect magic, identify, mage armor*, isn’t incapacitated and the assassin doesn’t have
magic missile disadvantage on the attack roll.
2nd level (3 slots): detect thoughts, mirror image, misty Fey Ancestry. The drow has advantage on saving
step throws against being charmed, and magic can’t put it
3rd level (3 slots): counterspell, fly, lightning bolt to sleep.
4th level (3 slots): banishment, fire shield, stoneskin* Sunlight Sensitivity. While in sunlight, the drow has
5th level (3 slots): cone of cold, scrying, wall of force disadvantage on attack rolls, as well as on Wisdom
6th level (3 slots): globe of invulnerability (Perception) checks that rely on sight.
7th level (3 slots): teleport
Innate Spellcasting. The drow’s spellcasting ability is
8th level (3 slots): mind blank*
Charisma (spell save DC 16). It can innately cast the
9th level (3 slots): time stop
following spells, requiring no material components:
*: The archmage casts these spells on itself before
combat At will: dancing lights
1/day each: darkness, faerie fire, levitate (self only)
Actions
Actions
Dagger. Melee or Ranged Weapon Attack: +7 to hit,
reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + Multiattack. The assassin makes two shortsword
3) piercing damage. attacks.
Shortsword. Melee Weapon Attack: +7 to hit, reach 5
Assassin ft., one target. Hit: 6 (1d6 + 3) piercing damage, and
Medium humanoid (drow), neutral evil the target must make a DC 15 Constitution saving
throw, taking 24 (7d6) poison damage on a failed save,
Armor Class 16 (studded leather) or half as much damage on a successful one.
Hit Points 78 (12d8 + 24)
Speed 30 ft. Light Crossbow. Ranged Weapon Attack: +7 to hit,
range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing
STR DEX CON INT WIS CHA damage, and the target must make a DC 15
11 (+0) 18 (+4) 14 (+2) 13 (+1) 11 (+0) 11 (+0) Constitution saving throw, taking 24 (7d6) poison
Not for resale. Permission granted to print or photocopy this document for personal use only.
DDEP06-03 Hecatomb 33
damage on a failed save, or half as much damage on a immune to the banshee’s Horrifying Visage for the next
successful one. 24 hours.
Wail (1/Day). The banshee releases a mournful wail,
Banshee provided that she isn’t in sunlight. This wail has no
Medium undead, chaotic evil effect on constructs and undead. All other creatures
within 30 feet of her than can hear her must make a DC
Armor Class 12
13 Constitution saving throw. On a failure, a creature
Hit Points 58 (13d8)
drops to 0 hit points. On a success, a creature takes 10
Speed 0 ft., fly 40 ft. (hover)
(3d6) psychic damage.
STR DEX CON INT WIS CHA
1 (-5) 14 (+2) 10 (+0) 12 (+1) 11 (+0) 17 (+3) Bone Devil
Large fiend (devil), lawful evil
Saving Throws Wis +2, Cha +5
Damage Resistances acid, fire, lightning, thunder; Armor Class 19 (natural armor)
bludgeoning, piercing, and slashing from nonmagical Hit Points 142 (15d10 + 60)
attacks Speed 40 ft., fly 40 ft.
Damage Immunities cold, necrotic, poison
Condition Immunities charmed, exhaustion, STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 18 (+4) 13 (+1) 14 (+2) 16 (+3)
frightened, grappled, paralyzed, petrified, poisoned,
prone, restrained
Saving Throws Int +5, Wis +6, Cha +7
Senses darkvision 60 ft., passive Perception 10
Skills Deception +7, Insight +6
Languages Common, Elvish
Damage Resistances cold; bludgeoning, piercing, and
Challenge 4 (1,100 XP)
slashing from nonmagical attacks that aren’t silvered
Detect Life. The banshee can magically sense the Damage Immunities fire, poison
presence of living creatures up to 5 miles away. She Condition Immunities poisoned
knows the general direction they’re in but not their Senses darkvision 120 ft., passive Perception 12
exact locations. Languages Infernal, telepathy 120 ft.
Incorporeal Movement. The banshee can move Challenge 9 (5,000 XP)
through other creatures and objects as if they were Devil’s Sight. Magical darkness doesn’t impede the
difficult terrain. She takes 5 (1d10) force damage if she devil’s darkvision.
ends her turn inside an object.
Magic Resistance. The devil has advantage on saving
Turn Immunity. While she is within her manor house or throws against spells and other magical effects.
on the grounds of her estate, Lady Fidatov is immune
to effects that turn undead. Any other undead within Actions
60 feet of Lady Fidatov while her Turn Immunity is Multiattack. The devil makes three attacks: two with
active has advantage on saving throws against effects its claws and one with its sting.
that turn or destroy undead.
Claw. Melee Weapon Attack: +8 to hit, reach 10 ft.,
Actions one target. Hit: 8 (1d8 + 4) slashing damage.
Corrupting Touch. Melee Spell Attack: +4 to hit, reach 5 Sting. Melee Weapon Attack: +8 to hit, reach 10 ft.,
ft., one target. Hit: 12 (3d6 + 2) necrotic damage. one target. Hit: 13 (2d8 + 4) piercing damage plus 17
(5d6) poison damage, and the target must succeed on
Horrifying Visage. Each non-undead creature within 60
a DC 14 Constitution saving throw or become poisoned
feet of the banshee that can see her must succeed on a
for 1 minute. The target may repeat the saving throw
DC 13 Wisdom saving throw or be frightened for 1
at the end of each of its turns, ending the effect on
minute. A frightened target can repeat the saving
itself on a success.
throw at the end of each of its turns, with disadvantage
if the banshee is within line of sight, 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
Not for resale. Permission granted to print or photocopy this document for personal use only.
DDEP06-03 Hecatomb 34
Cranium Rats, Swarm (Swarm of Cranium Rats) Condition Immunities exhaustion, frightened,
Medium swarm of Tiny beasts, lawful evil poisoned
Senses darkvision 120 ft., passive Perception 13
Armor Class 12 (natural armor) Languages Abyssal, Common
Hit Points 36 (8d8) Challenge 17 (18,000 XP)
Speed 30 ft.
Magic Resistance. The death giant has advantage on
saving throws against spells and other magical effects.
STR DEX CON INT WIS CHA
9 (-1) 14 (+2) 10 (+0) 15 (+2) 11 (+0) 14 (+2) Marshal Undead. Unless the death giant is
incapacitated, it and undead creatures of its choice
Damage Resistances bludgeoning, piercing, slashing within 60 feet of it have advantage on saving throws
Condition Immunities charmed, frightened, grappled, against features that turn undead.
paralyzed, petrified, prone, restrained, stunned Spellcasting. The death giant is a 19th-level spellcaster.
Senses darkvision 30 ft., passive Perception 10 Its spellcasting ability is Charisma (spell save DC 18, +10
Languages telepathy 30 ft. to hit with spell attacks). It has the following paladin
Challenge 5 (1,800 XP) spells prepared:
Illumination. As a bonus action, the swarm can shed 1st level (4 slots): command, compelled duel, searing
dim light from its brains in a 5-foot radius, increase the smite
illumination to bright light in a 5- to 20-foot radius (and 2nd level (3 slots): hold person, magic weapon
dim light for an additional number of feet equal to the 3rd level (3 slots): dispel magic, counterspell
chosen radius), or extinguish the light. 4th level (3 slots): banishment, staggering smite
Innate Spellcasting (Psionics). The swarm’s innate 5th level (2 slots): destructive wave (necrotic)
spellcasting ability is Intelligence (spell save DC 13). As
long as it has at least more than half of its hit points Actions
remaining, the swarm can innately cast the following Multiattack. The death giant makes three longsword
spells, requiring no components: attacks.
Longsword. Melee Weapon Attack: +14 to hit, reach 10
At will: command, comprehend languages, detect ft., one target. Hit: 20 (3d8 + 8) slashing damage, or 23
thoughts (3d10 + 8) slashing damage if used with two hands,
1/day each: confusion, dominate monster plus 18 (4d8) necrotic damage.
Rock. Ranged Weapon Attack: +13 to hit, range 60/240
Actions
ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage.
Bites. Melee Weapon Attack: +5 to hit, reach 0 ft., one
Hellfire Orb (1/Day). The death giant hurls a magical
target in the swarm’s space. Hit: 14 (4d6) piercing
ball of fire that explodes at a point it can see within 120
damage, or 7 (2d6) piercing damage if the swarm has
feet of it. Each creature in a 20-foot-radius sphere
half of its hit points or fewer.
centered on that point must make a DC 18 Dexterity
saving throw. The sphere spreads around corners. A
Death Giant (Fire) creature takes 35 (10d6) fire damage and 35 (10d6)
Huge undead, chaotic evil necrotic damage on a failed save, or half as much
damage on a successful one.
Armor Class 20 (natural armor)
Hit Points 180 (19d8 + 95) Reactions
Speed 30 ft.
Parry. The death giant adds 6 to its AC against one
STR DEX CON INT WIS CHA
melee attack that would hit it. To do so, the death
27 (+8) 11 (+0) 23 (+6) 12 (+1) 16 (+3) 18 (+4) knight must see the attacker and be wielding a melee
weapon.
Saving Throws Dex +6, Wis +9, Cha +10
Damage Resistances necrotic, poison
Not for resale. Permission granted to print or photocopy this document for personal use only.
DDEP06-03 Hecatomb 35
Death Kiss Beholder Skills Perception +12
Large aberration, neutral evil Damage Immunities poison
Condition Immunities charmed, exhaustion, paralyzed,
Armor Class 16 (natural armor) petrified, poisoned, prone
Hit Points 161 (17d10 + 68) Senses darkvision 120 ft., passive Perception 22
Speed 0 ft., fly 30 ft. (hover) Languages Deep Speech, Undercommon
Challenge 14 (11,500 XP)
STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 18 (+4) 10 (+0) 12 (+1) 10 (+0)
Negative Energy Cone. The death tyrant’s central eye
Saving Throws Con +8, Wis +5 emits an invisible, magical 150-foot cone. At the start
Skills Perception +5 of each of its turns, the tyrant decides which way the
Damage Immunities lightning cone faces and whether the cone is active.
Condition Immunities prone Any creature in that area can’t regain hit points. Any
Senses darkvision 120 ft., passive Perception 15 humanoid that dies there becomes a zombie under the
Languages Deep Speech, Undercommon tyrant’s command. The dead humanoid retains its
Challenge 10 (5,900 XP) place in the initiative roder and animates at the start of
Lightning Blood. A creature within 5 feet of the death its next turn, provided that its body hasn’t been
kiss takes 5 (1d10) lightning damage whenever it hits completely destroyed.
the death kiss with a melee attack that deals piercing
Actions
or slashing damage.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Actions target. Hit: 14 (4d6) piercing damage.
Multiattack. The death kiss makes three tentacle Eye Rays. The death tyrant shoots three of the
attacks. Up to three of these attacks can be replaced by following magical eye rays at random (reroll
Blood Drain, one replacement per tentacle grappling a duplicates), choosing one to three targets it can see
creature. within 120 feet of it:
Tentacle. Melee Weapon Attack: +8 to hit, reach 20 ft., 1. Charm Ray. The targeted creature must succeed
one target. Hit: 14 (3d6 + 4) piercing damage and the on a DC 17 Wisdom saving throw or be charmed by the
target is grappled (escape DC 14) if it is a Huge or death tyrant for 1 hour, or until the beholder harms
smaller creature. Until this grapple ends, the target is the creature.
retrained, and the death kiss can’t use the same 2. Paralyzing Ray. The targeted creature must
tentacle on another target. The death kiss has ten succeed on a DC 17 Constitution saving throw or be
tentacles. paralyzed for 1 minute. The target can repeat the
Blood Drain. One creature grappled by a tentacle of saving throw at the end of each of its turns, ending the
the death kiss must make a DC 16 Constitution saving effect on itself on a success.
throw. On a failed save, the target takes 22 (4d10) 3. Fear Ray. The targeted creature must succeed on
lightning damage, and the death kiss regains as many a DC 17 Wisdom saving throw or be frightened for 1
hit points. minute. The target can repeat the saving throw at the
end of each of its turns, ending the effect on itself on a
success.
Death Tyrant Beholder 4. Slowing Ray. The targeted creature must succeed
Large undead, lawful evil on a DC 17 Dexterity saving throw. On a failed save, the
Armor Class 19 (natural armor) target’s speed is halved for 1 minute. In addition, the
Hit Points 187 (25d10 + 50) creature can’t take reactions, and it can take either an
Speed 0 ft., fly 20 ft. (hover) action or a bonus action on its turn, not both. The
creature can repeat the saving throw at the end of
STR DEX CON INT WIS CHA each of its turns, ending the effect on itself on a
10 (+0) 14 (+2) 18 (+4) 19 (+4) 15 (+2) 19 (+4) success.
5. Enervation Ray. The targeted creature must make
Saving Throws Str +5, Con +7, Int +9, Wis +7, Cha +9 a DC 17 Constitution saving throw, taking 36 (8d8)
Not for resale. Permission granted to print or photocopy this document for personal use only.
DDEP06-03 Hecatomb 36
necrotic damage on a failed save, or half as much Death Slaad
damage on a successful one. Medium aberration (shapechanger), chaotic evil
6. Telekinetic Ray. If the target is a creature, it must
succeed on a DC 17 Strength saving throw or the Armor Class 18 (natural armor)
beholder moves it up to 30 feet in any direction. It is Hit Points 170 (20d8 + 80)
restrained by the ray’s telekinetic grip until the start of Speed 30 ft.
the beholder’s next turn or until the beholder is
incapacitated. STR DEX CON INT WIS CHA
20 (+5) 15 (+2) 19 (+4) 15 (+2) 10 (+0) 16 (+3)
If the target is an object weighing 300 pounds or less
that isn’t being worn or carried, it is moved up to 30
Skills Arcana +6, Perception +8
feet in any direction. The beholder can also exert fine
Damage Resistances acid, cold, fire, lightning, thunder
control on objects with this ray, such as manipulating a
Senses blindsight 60 ft., darkvision 60 ft., passive
simple tool or opening a door or a container.
Perception 18
7. Sleep Ray. The targeted creature must succeed on
Languages Slaad, telepathy 60 ft.
a DC 17 Wisdom saving throw or fall asleep and remain
Challenge 10 (5,900 XP)
unconscious for 1 minute. The target awakens if it
takes damage or another creature takes an action to Shapechanger. The slaad can use its action to
wake it. This ray has no effect on constructs and polymorph into a Small or Medium humanoid, or back
undead. into its true form. Its statistics, other than its size, are
8. Petrification Ray. The targeted creature must the same in each form. Any equipment it is wearing or
make a DC 17 Dexterity saving throw. On a failed save, carrying isn’t transformed. It reverts to its true form if
the creature begins to turn to stone and is restrained. it dies.
It must repeat the saving throw at the end of its next Innate Spellcasting. The slaad’s innate spellcasting
turn. On a success, the effect ends. On a failure, the ability is Charisma (spell save DC 15, +7 to hit with spell
creature is petrified until freed by the greater attacks). It can innately cast the following spells,
restoration spell or other magic. requiring no material components:
9. Disintegration Ray. If the target is a creature, it
must succeed on a DC 17 Dexterity saving throw or At will: detect magic, detect thoughts, invisibility (self
take 45 (10d8) force damage. If this damage reduces only), mage hand, major image
the creature to 0 hit points, its body becomes a pile of 2/day each: fear, fireball, fly, tongues
fine gray dust. 1/day each: cloudkill, plane shift
If the target is a Large or smaller nonmagical object
or creation of magical force, it is disintegrated without Magic Resistance. The slaad has advantage on saving
a saving throw. If the target is a Huge or larger object throws against spells and other magical effects.
or creation of magical force, this ray disintegrates a 10-
Magic Weapons. The slaad’s weapon attacks are
foot cube of it.
magical.
10. Death Ray. The targeted creature must succeed
on a DC 17 Dexterity saving throw or take 55 (10d10) Regeneration. The slaad regains 10 hit points at the
necrotic damage. The target dies if the ray reduces it to start of its turn if it has at least 1 hit point.
0 hit points.
Actions
Legendary Actions Multiattack. The slaad makes three attacks: one with
The beholder can take 3 legendary actions, using the its bite and two with its claws or greatsword.
Eye Ray option below. It can take only one legendary Bite (Slaad Form Only). Melee Weapon Attack: +9 to
action at a time and only at the end of another hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing
creature’s turn. The beholder regains spent legendary damage plus 7 (2d6) necrotic damage.
actions at the start of its turn. Claws (Slaad Form Only). Melee Weapon Attack: +9 to
• Eye Ray. The beholder uses one random eye ray. hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) slashing
damage plus 7 (2d6) necrotic damage.
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DDEP06-03 Hecatomb 37
Greatsword. Melee Weapon Attack: +9 to hit, reach 5 Draegloth
ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 7 Large fiend (demon), chaotic evil
(2d6) necrotic damage.
Armor Class 15 (natural armor)
Hit Points 123 (13d10 + 52)
Devourer Speed 30 ft.
Large fiend, chaotic evil
Armor Class 16 (natural armor) STR DEX CON INT WIS CHA
20 (+5) 15 (+2) 18 (+4) 13 (+1) 11 (+0) 11 (+0)
Hit Points 178 (17d10 + 85)
Speed 30 ft.
Skills Perception +3, Stealth +5
STR DEX CON INT WIS CHA
Damage Resistances cold, fire, lightning
20 (+5) 12 (+1) 20 (+5) 13 (+1) 10 (+0) 16 (+3) Damage Immunities poison
Condition Immunities poisoned
Damage Resistances cold, fire, lightning Senses darkvision 120 ft., passive Perception 13
Damage Immunities poison Languages Abyssal, Elvish, Undercommon
Condition Immunities poisoned Challenge 7 (2,900 XP)
Senses darkvision 120 ft., passive Perception 10
Languages Abyssal, telepathy 120 ft. Fey Ancestry. The draegloth has advantage on saving
Challenge 13 (10,000 XP) throws against being charmed, and magic can’t put it
to sleep.
Actions
Innate Spellcasting. The draegloth’s innate spellcasting
Multiattack. The devourer makes two claw attacks and ability is Charisma (spell save DC 11). It can innately
can use either Imprison Soul or Soul Rend. cast the following spells, requiring no material
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., components:
one target. Hit: 12 (2d6 + 5) slashing damage plus 21
(6d6) necrotic damage. At will: darkness
Imprison Soul. The devourer chooses a living humanoid 1/day each: confusion, dancing lights, faerie fire
with 0 hit points that it can see within 30 feet of it.
That creature is teleported inside the devourer’s Actions
ribcage and imprisoned there. A creature imprisoned in Multiattack. The draegloth makes three attacks: one
this manner has disadvantage on death saving throws. with its bite and two with its claws.
If it dies while imprisoned, the devourer regains 25 hit Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one
points, immediately recharges Soul Rend, and gains an target. Hit: 16 (2d10 + 5) piercing damage.
additional action on its next turn. Additionally, at the
start of its next turn, the devourer regurgitates the Claws. Melee Weapon Attack: +8 to hit, reach 10 ft.,
slain creature as a bonus action, and the creature one target. Hit: 16 (2d10 + 5) slashing damage.
becomes an undead. If the victim had 2 or fewer Hit
Dice, it becomes a zombie. If it had 3 to 5 Hit Dice, it Drider
becomes a ghoul. Otherwise, it becomes a wight. A Large monstrosity, chaotic evil
devourer can imprison only one creature at a time.
Armor Class 19 (natural armor)
Soul Rend (Recharge 6). The devourer creates a vortex Hit Points 123 (13d10 + 52)
of life-draining energy in a 20-foot radius centered on Speed 30 ft., climb 30 ft.
itself. Each humanoid in that area must make a DC 18
Constitution saving throw, taking 44 (8d10) necrotic STR DEX CON INT WIS CHA
damage on a failed save, or half as much on a 16 (+3) 16 (+3) 18 (+4) 13 (+1) 14 (+2) 12 (+1)
successful one. Increase the damage by 10 for each
living humanoid with 0 hit points in that area. Skills Perception +5, Stealth +9
Senses darkvision 120 ft., passive Perception 15
Languages Elvish, Undercommon
Not for resale. Permission granted to print or photocopy this document for personal use only.
DDEP06-03 Hecatomb 38
Challenge 6 (2,300 XP) 3rd level (3 slots): clairvoyance, dispel magic
4th level (2 slots): divination, freedom of movement
Fey Ancestry. The drider has advantage on saving
throws against being charmed, and magic can’t put the
drider to sleep.
Innate Spellcasting. The drider’s innate spellcasting Flameskull
ability is Wisdom (spell save DC 13). The drider can Tiny undead, neutral evil
innately cast the following spells, requiring no material Armor Class 13
components: Hit Points 40 (9d4 + 18)
Speed 0 ft., fly 40 ft.
At will: dancing lights
1/day: darkness, faerie fire STR DEX CON INT WIS CHA
1 (−5) 17 (+3) 14 (+2) 16 (+3) 10 (+0) 11 (+0)
Spider Climb. The drider can climb difficult surfaces,
including upside down on ceilings, without needing to Skills Arcana +5, Perception +2
make an ability check. Damage Resistances lightning, necrotic, piercing
Sunlight Sensitivity. While in sunlight, the drider has Damage Immunities cold, fire, poison
disadvantage on attack rolls, as well as on Wisdom Condition Immunities charmed, frightened, paralyzed,
(Perception) checks that rely on sight. poisoned
Senses darkvision 60 ft., passive Perception 12
Web Walker. The drider ignores movement restrictions
Languages Common
caused by webbing,
Challenge 4 (1,100 XP)
Actions Illumination. The flameskull sheds either dim light in a
Multiattack. The drider makes three attacks, either 15-foot radius, or bright light in a 15-foot radius and
with its longsword or with its longbow. It can replace dim light for an additional 15 feet. It can switch
one of those attacks with a bite attack. between the options as an action.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one Magic Resistance. The flameskull has advantage on
target. Hit: 2 (1d4) piercing damage plus 9 (2d8) poison saving throws against spells and other magical effects.
damage. Rejuvenation. If the flameskull is destroyed, it regains
Longsword. Melee Weapon Attack: +6 to hit, reach 5 all its hit points in 1 hour unless holy water is sprinkled
ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 on its remains or a dispel magic or remove curse spell is
(1d10 + 3) slashing damage if used with two hands. cast on them.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one Spellcasting. The flameskull is a 5th-level spellcaster.
target. Hit: 2 (1d4) piercing damage plus 9 (2d8) poison Its spellcasting ability is Intelligence (spell save DC 13,
damage. +5 to hit with spell attacks). It requires no somatic or
material components to cast its spells. The flameskull
Variant: Drider Spellcasting has the following wizard spells prepared:
Driders that were once drow spellcasters might retain their
ability to cast spells. Such driders typically have a higher
Cantrip (at will): mage hand
spellcasting ability (15 or 16) than other driders. Further, the
drider gains the Spellcasting trait. A drider that was a drow 1st level (3 slots): magic missile, shield
divine spellcaster, therefore, could have a Wisdom of 16 (+3) 2nd level (2 slots): blur, flaming sphere
and a Spellcasting trait as follows: 3rd level (1 slot): fireball
Not for resale. Permission granted to print or photocopy this document for personal use only.
DDEP06-03 Hecatomb 39
Froghemoth restrained by it and can escape from the corpse using
Huge monstrosity, unaligned 10 feet of movement, exiting prone.
Tongue. The froghemoth targets one Medium or
Armor Class 14 (natural armor)
smaller creature that it can see within 20 feet of it. The
Hit Points 184 (16d12 + 80)
target must make a DC 18 Strength saving throw. On a
Speed 30 ft., swim 30 ft.
failed save, the target is pulled into an unoccupied
space within 5 feet of the froghemoth, and the
STR DEX CON INT WIS CHA
23 (+6) 13 (+1) 20 (+5) 2 (-4) 12 (+1) 5 (-3) froghemoth can make a bite attack against it as a
bonus action.
Saving Throws Con +9, Wis +5
Skills Perception +9, Stealth +5 Giant, Cloud (Cloud Giant Smiling One)
Damage Resistances fire, lightning Huge giant (cloud giant), neutral evil
Senses darkvision 60 ft., passive Perception 19
Languages -- Armor Class 15 (natural armor)
Challenge 10 (5,900 XP) Hit Points 262 (21d12 + 126)
Speed 40 ft.
Amphibious. The froghemoth can breathe air and STR DEX CON INT WIS CHA
water. 26 (+8) 12 (+1) 22 (+6) 15 (+2) 16 (+3) 17 (+3)
Shock Susceptibility. If the froghemoth takes lightning
damage, it suffers several effects until the end of its Saving Throws Con +10, Int +6, Cha +7
next turn: tis speed is halved, it takes a -2 penalty to AC Skills Deception +11, Insight +7, Perception +7, Sleight
and Dexterity saving throws, it can’t use reactions or of Hand +9
Multiattack, and on its turn, it can use either an action Senses passive Perception 17
or a bonus action, not both. Languages Common, Giant
Challenge 11 (7,200 XP)
Actions
Keen Smell. The giant has advantage on Wisdom
Multiattack. The froghemoth makes two attacks with (Perception) checks that rely on smell.
its tentacles. It can also use its tongue or bite. Innate Spellcasting. The giant’s innate spellcasting
Tentacle. Melee Weapon Attack: +10 to hit, reach 20 ability is Charisma (spell save DC 15). It can innately
ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage cast the following spells, requiring no material
and the creature is grappled (escape DC 16) if it is a components:
Huge or smaller creature. Until the grapple ends, the
froghemoth can’t use this tentacle on another target. At will: detect magic, fog cloud, light
The froghemoth has four tentacles. 3/day each: feather fall, fly, misty step, telekinesis
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one 1/day each: control weather, gaseous form
target. Hit: 22 (3d10 + 6) piercing damage, and the
creature is swallowed if it is a Medium or smaller Spellcasting. The giant is a 5th-level spellcaster. Its
creature. A swallowed creature is blinded and spellcasting ability is Charisma (spell save DC 15, +7 to
restrained, has total cover against attacks and other hit with spell attacks). The giant has the following bard
effects outside the froghemoth, and takes 10 (3d6) acid spells prepared:
damage at the start of each of the froghemoth’s turns.
The froghemoth’s gullet can hold up to two Cantrips (at will): minor illusion, prestidigitation, vicious
creatures at a time. If the froghemoth takes 20 damage mockery
or more on a single turn from a creature inside it, the 1st level (4 slots): cure wounds, disguise self, silent
froghemoth must succeed on a DC 20 Constitution image, Tasha’s hideous laughter
saving throw at the end of that turn or regurgitate all 2nd level (3 slots): invisibility, suggestion
swallowed creatures, each of which falls prone in a 3rd level (2 slots): major image, tongues
space within 10 feet of the froghemoth. If the
froghemoth dies, a swallowed creature is no longer
Not for resale. Permission granted to print or photocopy this document for personal use only.
DDEP06-03 Hecatomb 40
Actions attack against that creature. If the attack hits, the
Multiattack. The giant makes two attacks with its target must also succeed on a DC 21 Strength saving
morningstar. throw or be pushed ahead of the giant for the rest of
this move. If a creature fails the save by 5 of more, it is
Morningstar. Melee Weapon Attack: +12 to hit, reach
also knocked prone and takes 18 (3d6 + 8) bludgeoning
10 ft., one target. Hit: 21 (3d8 + 8) bludgeoning
damage, or 29 (6d6 + 8) bludgeoning damage if it was
damage. The attack deals an extra 14 (4d6) damage if
already prone.
the giant has advantage on the attack roll.
Rock. Ranged Weapon Attack: +12 to hit, range 60/240
Golem, Flesh (Flesh Golem)
ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage.
The attack deals an extra 14 (4d6) damage if the giant Large construct, neutral
has advantage on the attack roll. Armor Class 9
Change Shape. The giant magically polymorphs into a Hit Points 93 (11d8 + 44)
beast or humanoid it has seen, or back into its true Speed 30 ft.
form. Any equipment the giant is wearing or carrying is
absorbed by the new form. Its statistics, other than its STR DEX CON INT WIS CHA
size, are the same in each form. It reverts to its true 19 (+4) 9 (-1) 18 (+4) 6 (-2) 10 (+0) 5 (-3)
form if it dies.
Damage Immunities lightning, poison; bludgeoning,
piercing, and slashing from nonmagical weapons that
Giant, Fire (Fire Giant Dreadnaught) aren’t adamantine
Huge giant (fire giant), lawful evil Condition Immunities charmed, exhaustion,
Armor Class 21 (plate, shields) frightened, paralyzed, petrified, poisoned
Hit Points 187 (15d12 + 90) Senses darkvision 60 ft., passive Perception 10
Speed 30 ft. Languages understands the languages of its creator but
can’t speak
STR DEX CON INT WIS CHA Challenge 5 (1,800 XP)
27 (+8) 9 (-1) 23 (+6) 8 (-1) 10 (+0) 11 (+0) Berserk. Whenever the golem starts its turn with 40 hit
points or fewer, roll a d6. On a 6, the golem goes
Saving Throws Dex +4, Con +11, Cha +5 berserk. On each of its turns while berserk, the golem
Skills Athletics +13, Perception +5 attacks the nearest creature it can see. If no creature is
Senses passive Perception 15 near enough to move to and attack, the golem attacks
Languages Giant an object with preference for an object smaller than
Challenge 14 (11,500 XP) itself. Once the golem goes berserk, it continues to do
Dual Shields. The giant carries two shields, each of so until it is destroyed or regains all its hit points.
which is counted for in the giant’s AC. The giant must The golem’s creator, if within 60 feet of the berserk
stow or drop one of its shields to hurl rocks. golem, can try to calm it by speaking firmly and
persuasively. The golem must be able to hear its
Actions
creator, who must take an action to make a DC 15
Multiattack. The giant makes two attacks fireshield Charisma (Persuasion) check. If the check succeeds, the
attacks. golem ceases being berserk. If it takes damage while
Fireshield. Melee Weapon Attack: +13 to hit, reach 5 still at 40 hit points or fewer, the golem might go
ft., one target. Hit: 22 (4d6 + 8) bludgeoning damage berserk again.
plus 7 (2d6) fire damage plus 7 (2d6) piercing damage. Aversion of Fire. If the golem takes fire damage, it has
Rock. Ranged Weapon Attack: +13 to hit, range 60/240 disadvantage on attack rolls and ability checks until the
ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage. end of its next turn.
Shield Charge. The giant moves up to 30 feet in a Immutable Form. The golem is immune to any spell or
straight line and can move through the space of any effect that would alter its form.
creature smaller than Huge. The first time it enters a Lightning Absorption. Whenever the golem is
creature’s space during this move, it makes a fireshield subjected to lightning damage, it takes no damage and
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DDEP06-03 Hecatomb 41
instead regains a number of hit points equal to the Sword. Melee Weapon Attack: +13 to hit, reach 5 ft.,
lightning damage dealt. one target. Hit: 23 (3d10 + 7) slashing damage.
Magic Resistance. The golem has advantage on saving Poison Breath (Recharge 6). The golem exhales
throws against spells and other magical effects. poisonous gas in a 15-foot cone. Each creature in that
Magic Weapons. The golem’s weapon attacks are area must make a DC 19 Constitution saving throw,
magical. taking 45 (10d8) poison damage on a failed save, or
half as much damage on a successful one.
Actions
Variant: Custom Iron Golem
Multiattack. The golem makes two slam attacks. The iron golems in this adventure have been customized by
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one the drow. They are crafted to look like driders, and have
target. Hit: 15 (2d10 + 4) bludgeoning damage. increased speed and the ability to climb any surface.
Not for resale. Permission granted to print or photocopy this document for personal use only.
DDEP06-03 Hecatomb 42
Speed 40 ft. regains its devoured brain by means of a wish. By
spending 5 feet of its movement, the intellect devourer
STR DEX CON INT WIS CHA can voluntarily leave the body, teleporting to the
6 (−2) 14 (+2) 13 (+1) 12 (+1) 11 (+0) 10 (+0) nearest unoccupied space within 5 feet of it. The body
then dies, unless its brain is restored within 1 round.
Skills Perception +2, Stealth +4
Damage Resistances bludgeoning, piercing, and
Mind Flayer
slashing from nonmagical attacks
Condition Immunities blinded Medium aberration, lawful evil
Senses blindsight 60 ft. (blind beyond this radius), Armor Class 15 (breastplate)
passive Perception 12 Hit Points 71 (13d8 + 13)
Languages understands Deep Speech but can’t speak, Speed 30 ft.
telepathy 60 ft.
Challenge 2 (450 XP) STR DEX CON INT WIS CHA
Detect Sentience. The intellect devourer can sense the 11 (+0) 12 (+1) 12 (+1) 19 (+4) 17 (+3) 17 (+3)
presence and location of any creature within 300 feet
of it that has an Intelligence of 3 or higher, regardless Saving Throws Int +7, Wis +6, Cha +6
of interposing barriers, unless the creature is protected Skills Arcana +7, Deception +6, Insight +6, Perception
by a mind blank spell. +6, Stealth +4
Senses darkvision 120 ft., passive Perception 16
Actions Languages Deep Speech, Undercommon, telepathy 120
Multiattack. The intellect devourer makes one attack ft.
with its claws and uses Devour Intellect. Challenge 7 (2,900 XP)
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one Magic Resistance. The mind flayer has advantage on
target. Hit: 7 (2d4 + 2) slashing damage. saving throws against spells and other magical effects.
Devour Intellect. The intellect devourer targets one Innate Spellcasting (Psionics). The mind flayer’s innate
creature it can see within 10 feet of it that has a brain. spellcasting ability is Intelligence (spell save DC 15). The
The target must succeed on a DC 12 Intelligence saving mind flayer can innately cast the following spells,
throw against this magic or take 11 (2d10) psychic requiring no components:
damage. Also on a failure, roll 3d6: If the total equals
or exceeds the target’s Intelligence score, that score is At will: detect thoughts
reduced to 0. The target is stunned until it regains at 1/day each: dominate monster, plane shift (self only)
least one point of Intelligence.
Actions
Body Thief. The intellect devourer initiates an
Intelligence contest with an incapacitated humanoid Tentacles. Melee Weapon Attack: +7 to hit, reach 5 ft.,
within 5 feet of it. If it wins the contest, the intellect one target. Hit: 15 (2d10 + 4) psychic damage. If the
devourer magically consumes the target’s brain, target is Medium or smaller, it is grappled (escape DC
teleports into the target’s skull, and takes control of 15) and must succeed on a DC 15 Intelligence saving
the target’s body. While inside a creature, the intellect throw or be stunned until this grapple ends.
devourer has total cover against attacks and other Extract Brain. Melee Weapon Attack: +7 to hit, reach 5
effects originating outside its host. The intellect ft., one incapacitated humanoid grappled by the mind
devourer retains its Intelligence, Wisdom, and flayer. Hit: 55 (10d10) piercing damage. If this damage
Charisma scores, as well as its understanding of Deep reduces the target to 0 hit points, the mind flayer kills
Speech, its telepathy, and its traits. It otherwise adopts the target by extracting and devouring its brain.
the target’s statistics. It knows everything the creature Mind Blast (Recharge 5-6). The mind flayer magically
knew, including spells and languages. emits psychic energy in a 60-foot cone. Each creature
If the host body drops to 0 hit points, the intellect in that area must succeed on a DC 15 Intelligence
devourer must leave it. A protection from evil and good saving throw or take 22 (4d8 + 4) psychic damage and
spell cast on the body drives the intellect devourer out. be stunned for 1 minute. A creature can repeat the
The intellect devourer is also forced out if the target
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DDEP06-03 Hecatomb 43
saving throw at the end of each of its turns, ending the
effect on itself on a success. At will: detect thoughts, levitate
1/day each: confusion, dominate monster, eyebite,
Variant: Mind Flayer Arcanist
feeblemind, mass suggestion, plane shift (self only),
A few mind flayers supplement their psionic power with
project image, scrying, telekinesis
arcane spells. However, they are regarded as deviants by
their illithid peers and usually shunned. A mind flayer arcanist
has a challenge rating of 8 (3,900 XP) and the following trait: Action
Tentacles. Melee Weapon Attack: +9 to hit, reach 5 ft.,
Spellcasting. The mind flayer is a 10th-level spellcaster. Its one target. Hit: 27 (4d10 + 5) psychic damage. If the
spellcasting ability is Wisdom (spell save DC 15, +7 to hit with target is Large or smaller, it is grappled (escape DC 14)
spell attacks). The mind flayer has the following wizard spells
and must succeed on a DC 17 Intelligence saving throw
prepared:
or be stunned until this grapple ends.
Cantrips (at will): blade ward, dancing lights, mage hand, Extract Brain. Melee Weapon Attack: +9 to hit, reach 5
shocking grasp ft., one incapacitated humanoid grappled by the
1st level (4 slots): detect magic, disguise self, shield, sleep ulitharid. Hit: 55 (10d10) piercing damage. If this
2nd level (3 slots): blue, invisibility, ray of enfeeblement damage reduces the target to 0 hit points, the ulitharid
3rd level (3 slots): clairvoyance, lightning bolt, sending
kills the target by extracting and devouring its brain.
4th level (3 slots): confusion, hallucinatory terrain
5th level (2 slots): telekinesis, wall of force Mind Blast (Recharge 5-6). The mind flayer magically
emits psychic energy in a 60-foot cone. Each creature
in that area must succeed on a DC 17 Intelligence
saving throw or take 31 (4d12 + 5) psychic damage and
Mind Flayer (Ulitharid)
be stunned for 1 minute. A creature can repeat the
Large aberration, lawful evil saving throw at the end of each of its turns, ending the
Armor Class 15 (breastplate) effect on itself on a success.
Hit Points 127 (17d10 + 34)
Speed 30 ft. Mind Flayer Lich (Illithilich)
Medium undead, any evil alignment
STR DEX CON INT WIS CHA
15 (+2) 12 (+1) 15 (+2) 21 (+5) 19 (+4) 21 (+5) Armor Class 17 (natural armor)
Hit Points 135 (18d8 + 54)
Saving Throws Int +9, Wis +8, Cha +9 Speed 30 ft.
Skills Arcana +9, Insight +8, Perception +8, Stealth +5
Senses darkvision 120 ft., passive Perception 18 STR DEX CON INT WIS CHA
Languages Deep Speech, Undercommon, telepathy 2 11 (+0) 16 (+3) 16 (+3) 20 (+5) 14 (+2) 16 (+3)
miles
Challenge 9 (5,000 XP) Saving Throws Con +10, Int +12, Wis +9
Skills Arcana +18, History +12, Insight +9, Perception +9
Creature Sense. The ulitharid is aware of the presence
Damage Resistances cold, lightning, necrotic
of creatures within 2 miles of it that have an
Damage Immunities poison; bludgeoning, piercing, and
Intelligence score of 4 or higher. It knows the distances
slashing from nonmagical attacks
and direction to the creature, as well as each creature’s
Condition Immunities charmed, exhaustion,
Intelligence score, but can’t sense anything else about
frightened, paralyzed, poisoned
it. A creature protected by a mind blank spell, a
Senses truesight 120 ft., passive Perception 19
nondetection spell, or similar magic can’t be perceived
Languages Deep Speech, Undercommon, telepathy 120
in this manner.
ft.
Magic Resistance. The ulitharid has resistance on Challenge 22 (41,000 XP)
saving throws against spells and other magical effects.
Legendary Resistance (3/Day). If the lich fails a saving
Innate Spellcasting (Psionics). The ulitharid’s innate throw, it can choose to succeed instead.
spellcasting ability is Intelligence (spell save DC 17). The
Rejuvenation. If it has a phylactery, a destroyed lich
ulitharid can innately cast the following spells,
gains a new body in 1d10 days, regaining all its hit
requiring no components:
Not for resale. Permission granted to print or photocopy this document for personal use only.
DDEP06-03 Hecatomb 44
points and becoming active again. The new body damage reduces the target to 0 hit points, the mind
appears within 5 feet of the phylactery. flayer kills the target by extracting and devouring its
Magic Resistance. The mind flayer has resistance on brain.
saving throws against spells and other magical effects. Mind Blast (Recharge 5-6). The mind flayer magically
Innate Spellcasting (Psionics). The mind flayer’s innate emits psychic energy in a 60-foot cone. Each creature
spellcasting ability is Intelligence (spell save DC 20). The in that area must succeed on a DC 18 Intelligence
mind flayer can innately cast the following spells, saving throw or take 27 (5d8 + 5) psychic damage and
requiring no components: be stunned for 1 minute. A creature can repeat the
saving throw at the end of each of its turns, ending the
effect on itself on a success.
At will: detect thoughts, levitate
1/day each: dominate monster, plane shift (self only) Legendary Actions
Spellcasting. The lich is an 18th-level spellcaster. Its The lich can take 3 legendary actions, choosing from
spellcasting ability is Intelligence (spell save DC 20, +12 the options below. Only one legendary action option
to hit with spell attacks). The lich has the following can be used at a time and only at the end of another
wizard spells prepared: creature’s turn. The lich regains spent legendary
actions at the start of its turn.
Cantrips (at will): mage hand, prestidigitation, ray of • Tentacles. The lich makes one attack with its
frost tentacles.
1st level (4 slots): detect magic, magic missile, shield, • Extract Brain (Costs 2 Actions). The lich uses Extract
thunderwave Brain.
2nd level (3 slots): detect thoughts, invisibility, Melf’s • Mind Blast (Costs 3 Actions). The lich recharges its
acid arrow, mirror image Mind Blast and uses it.
3rd level (3 slots): animate dead, counterspell, dispel • Cast a Spell (Costs 1-3 Actions). The lich uses a spell
magic, fireball slot to cast a 1st-, 2nd-, or 3rd-level spell that it has
4th level (3 slots): blight, dimension door prepared. Doing so costs 1 legendary action per level
5th level (3 slots): cloudkill, scrying of the spell.
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
Master Thief
9th level (1 slot): power word kill Medium humanoid (human), neutral evil
Armor Class 16 (studded leather)
Turn Resistance. The lich has advantage on saving Hit Points 84 (13d8 + 26)
throws against any effect that turns undead. Speed 30 ft.
Actions
STR DEX CON INT WIS CHA
Paralyzing Touch. Melee Spell Attack: +12 to hit, reach 11 (+0) 18 (+4) 14 (+2) 11 (+0) 11 (+0) 12 (+1)
5 ft., one creature. Hit: 10 (3d6) cold damage. The
target must succeed on a DC 18 Constitution saving Saving Throws Dex +7, Int +3
throw or be paralyzed for 1 minute. The target can Skills Acrobatics +7, Athletics +3, Perception +3, Sleight
repeat the saving throw at the end of each of its turns, of Hand +7, Stealth +7
ending the effect on itself on a success. Senses passive Perception 13
Tentacles. Melee Weapon Attack: +12 to hit, reach 5 Languages Common, thieves’ cant
ft., one target. Hit: 21 (3d10 + 5) psychic damage. If the Challenge 5 (1,800 XP)
target is Large or smaller, it is grappled (escape DC 15) Cunning Action. On each of its turns, the thief can use
and must succeed on a DC 20 Intelligence saving throw a bonus action to take the Dash, Disengage, or Hide
or be stunned until this grapple ends. action.
Extract Brain. Melee Weapon Attack: +12 to hit, reach Evasion. If the thief is subjected to an effect that allows
5 ft., one incapacitated humanoid grappled by the it to make a Dexterity saving throw to take only half
mind flayer. Hit: 55 (10d10) piercing damage. If this damage, the thief instead takes no damage if it
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DDEP06-03 Hecatomb 45
succeeds on the saving throw, and only half damage if Spellcasting. The mummy lord is a 10th-level
it fails. spellcaster. Its spellcasting ability is Wisdom (spell save
Sneak Attack (1/Turn). The thief deals an extra 14 DC 17, +9 to hit with spell attacks). The mummy lord
(4d6) damage when it hits a target with a weapon has the following cleric spells prepared:
attack and has advantage on the attack roll, or when
the target is within 5 feet of an ally of the thief that Cantrips (at will): sacred flame, thaumaturgy
isn’t incapacitated and the thief doesn’t have 1st level (4 slots): command, guiding bolt, shield of
disadvantage on the attack roll. faith
2nd level (3 slots): hold person, silence, spiritual
Actions weapon
Multiattack. The thief makes three attacks with its 3rd level (3 slots): animate dead, dispel magic,
shortsword. counterspell
Shortsword. Melee Weapon Attack: +7 to hit, reach 5 4th level (3 slots): divination, guardian of faith
ft., one target. Hit: 7 (1d6 + 4) piercing damage. 5th level (2 slots): contagion, insect plague
6th level (1 slot): harm
Light Crossbow. Ranged Weapon Attack: +7 to hit,
range 80/320 ft., one target. Hit: 7 (1d6 + 4) piercing Fey Ancestry. The drow has advantage on saving
damage. throws against being charmed, and magic can’t put it
Reactions to sleep.
Sunlight Sensitivity. While in sunlight, the drow has
Uncanny Dodge. The thief halves the damage that it
disadvantage on attack rolls, as well as on Wisdom
takes from an attack that hits it. The thief must be able
(Perception) checks that rely on sight.
to see the attacker.
Innate Spellcasting. The drow’s spellcasting ability is
Charisma (spell save DC 16). It can innately cast the
Mummy Lord following spells, requiring no material components:
Medium undead (drow), lawful evil
Armor Class 18 (natural armor) At will: dancing lights
Hit Points 97 (13d8 + 39) 1/day each: darkness, faerie fire, levitate (self only)
Speed 20 ft.
Actions
STR DEX CON INT WIS CHA
Multiattack. The mummy lord can use its Dreadful
18 (+4) 12 (+1) 17 (+3) 11 (+0) 18 (+4) 17 (+3)
Glare and makes one attack with its rotting fist.
Saving Throws Con +8, Int +5, Wis +9, Cha +8 Rotting Fist. Melee Weapon Attack: +9 to hit, reach 5
Skills History +5, Religion +5 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage
Damage Vulnerabilities fire plus 21 (6d6) necrotic damage. If the target is a
Damage Immunities necrotic, poison; bludgeoning, creature, it must succeed on a DC 16 Constitution
piercing, and slashing from nonmagical weapons saving throw or be cursed with mummy rot. The cursed
Condition Immunities charmed, exhaustion, target can’t regain hit points, and its hit point
frightened, paralyzed, poisoned maximum decreases by 10 (3d6) for every 24 hours
Senses darkvision 60 ft., passive Perception 14 that elapse. If the curse reduces the target’s hit point
Languages the languages it knew in life maximum to 0, the target dies, and its body turns to
Challenge 15 (13,000 XP) dust. The curse lasts until removed by the remove
curse spell or other magic.
Magic Resistance. The mummy lord has advantage on Dreadful Glare. The mummy lord targets one creature
saving throws against spells and other magical effects. it can see within 60 feet of it. If the target can see the
mummy lord, it must succeed on a DC 16 Wisdom
Rejuvenation. A destroyed mummy lord gains a new
saving throw against this magic or become frightened
body in 24 hours if its heart is intact, regaining all its hit
until the end of the mummy’s next turn. If the target
points and becoming active again. The new body
fails the saving throw by 5 or more, it is also paralyzed
appears within 5 feet of the mummy lord’s heart.
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DDEP06-03 Hecatomb 46
for the same duration. A target that succeeds on the Languages --
saving throw is immune to the Dreadful Glare of all Challenge 15 (13,000 XP)
mummies and mummy lords for the next 24 hours.
Tunneler. The worm can burrow through solid rock at
Legendary Actions
half its burrow speed and leaves a 10-foot-diameter
The mummy lord can take 3 legendary actions, tunnel in its wake.
choosing from the options below. Only one legendary
action option can be used at a time and only at the end Actions
of another creature’s turn. The mummy lord regains Multiattack. The purple worm makes two attacks: one
spent legendary actions at the start of its turn. with its bite and one with its stinger.
Bite. Melee Weapon Attack: +15 to hit, reach 5 ft., one
Attack. The mummy lord makes one attack with its target. Hit: 22 (3d8 + 9) piercing damage. If the target is
rotting fist or its Dreadful Glare. a Large or smaller creature, it must succeed on a DC 19
Blinding Dust. Blinding dust and sand swirls magically Dexterity saving throw or be swallowed by the worm. A
around the mummy lord. Each creature within 5 feet of swallowed creature is blinded and restrained, has total
the mummy lord must succeed on a DC 16 Constitution cover against attacks and other effects outside the
saving throw or be blinded until the end of the worm, and takes 21 (6d6) acid damage at the start of
creature’s next turn. each of the worm’s turns.
Blasphemous Word (Costs 2 Actions). The mummy lord If the worm takes 30 damage or more on a single
utters a blasphemous word. Each non-undead creature turn from a creature inside it, the worm must succeed
within 10 feet of the mummy lord that can hear the on a DC 19 Constitution saving throw at the end of that
magical utterance must succeed on a DC 16 turn or regurgitate all swallowed creatures, which fall
Constitution saving throw or be stunned until the end prone in a space within 10 feet of the worm. If the
of the mummy lord’s next turn. worm dies, a swallowed creature is no longer
restrained by it and can escape from the corpse using
Channel Negative Energy (Costs 2 Actions). The
20 feet of movement, exiting prone.
mummy lord magically unleashes negative energy.
Creatures within 60 feet of the mummy lord, including Tail Stinger. Melee Weapon Attack: +15 to hit, reach 5
ones behind barriers and around corners, can’t regain ft., one target. Hit: 19 (3d6 + 9) piercing damage, and
hit points until the end of the mummy lord’s next turn. the target must make a DC 19 Constitution saving
throw, taking 42 (12d6) poison damage on a failed
Whirlwind of Sand (Costs 2 Actions). The mummy lord
save, or half as much damage on a successful one.
magically transforms into a whirlwind of sand, moves
up to 60 feet, and reverts to its normal form. While
whirlwind form, the mummy lord is immune to all War Priest
damage, and it can’t be grappled, petrified, knocked Medium humanoid (drow), lawful evil
prone, restrained, or stunned. Equipment worn or
Armor Class 18 (plate)
carried by the mummy lord remains in its possession.
Hit Points 117 (18d8 + 36)
Speed 30 ft.
Purple Worm
Gargantuan monstrosity, unaligned STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 14 (+2) 11 (+0) 17 (+3) 14 (+2)
Armor Class 18 (natural armor)
Hit Points 247 (15d20 + 90) Saving Throws Con +6, Wis +7
Speed 50 ft., burrow 30 ft. Skills Intimidation +6, Religion +4
Senses darkvision 120 ft., passive Perception 13
STR DEX CON INT WIS CHA
Languages Undercommon, Elvish
28 (+9) 7 (-2) 22 (+6) 1 (-5) 1 (-5) 4 (-3)
Challenge 9 (5,000 XP)
Saving Throws Con +11, Wis +4 Fey Ancestry. The drow has advantage on saving
Senses blindsight 30 ft., tremorsense 60 ft., passive throws against being charmed, and magic can’t put it
Perception 9 to sleep.
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DDEP06-03 Hecatomb 47
Sunlight Sensitivity. While in sunlight, the drow has Saving Throws Wis +4, Cha +7
disadvantage on attack rolls, as well as on Wisdom Skills Arcana +4, Deception +7, Persuasion +7, Religion
(Perception) checks that rely on sight. +4
Innate Spellcasting. The drow’s spellcasting ability is Damage Resistances slashing damage from nonmagical
Charisma (spell save DC 14). It can innately cast the attacks not made with silvered weapons
following spells, requiring no material components: Senses darkvision 120 ft., passive Perception 11
Languages Undercommon, Infernal
Challenge 7 (2,900 XP)
At will: dancing lights
1/day each: darkness, faerie fire, levitate (self only) Fey Ancestry. The drow has advantage on saving
throws against being charmed, and magic can’t put it
Spellcasting. The priest is a 9th-level spellcaster. Its to sleep.
spellcasting ability is Wisdom (spell save DC 15, +7 to Sunlight Sensitivity. While in sunlight, the drow has
hit with spell attacks). It has the following wizard spells disadvantage on attack rolls, as well as on Wisdom
prepared: (Perception) checks that rely on sight.
Innate Spellcasting. The drow’s spellcasting ability is
Cantrips (at will): light, mending, sacred flame, spare Charisma (spell save DC 16). It can innately cast the
the dying following spells, requiring no material components:
1st level (4 slots): divine favor, guiding bolt, healing
word, shield of faith At will: dancing lights
2nd level (3 slots): lesser restoration, magic weapon, 1/day each: darkness, faerie fire, levitate (self only)
prayer of healing, silence, spiritual weapon
3rd level (3 slots): beacon of hope, crusader’s mantle, Innate Spellcasting. The warlock’s innate spellcasting
prayer of healing, silence, spiritual weapon ability is Charisma. It can innately cast the following
4th level (3 slots): banishment, freedom of movement, spells (spell save DC 15), requiring no material
guardian of faith, stoneskin components:
5th level (1 slot): flame strike, mass cure wounds, hold
monster
At will: alter self, false life, levitate (self only), mage
Actions armor (self only), silent image
Multiattack. The priest makes two melee attacks. Spellcasting. The warlock is a 17th-level spellcaster. Its
Maul. Melee Weapon Attack: +7 to hit, reach 5 ft., one spellcasting ability is Charisma (spell save DC 15, +7 to
target. Hit: 10 (2d6 + 3) bludgeoning damage. hit with spell attacks). It regains expended spell slots
when it finishes a short or long rest. It knows the
Reactions following warlock spells:
Guided Strike (Recharges after a Short or Long Rest).
The priest grants a +10 bonus to an attack roll made by Cantrips (at will): eldritch blast, fire bolt, friends, mage
itself or another creature within 30 feet of it. The priest hand, minor illusion, prestidigitation, shocking grasp
can make this choice after the roll is made but before it 1 st-5th level (4 5th-level slots): banishment, burning
hits or misses. hands, flame strike, hellish rebuke, magic circle,
scorching ray, scrying, stinking cloud, suggestion,
Warlock of the Fiend wall of fire
Medium humanoid (drow), neutral evil
Dark One’s Own Luck (Recharges after a Short of Long
Armor Class 13 (16 with mage armor) Rest). When the warlock makes an ability check or
Hit Points 78 (12d8 + 24) saving throw, it can add a d10 to the roll. It can do this
Speed 30 ft. after the roll is made but before any of the roll’s effects
occur.
STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 15 (+2) 12 (+1) 12 (+1) 19 (+4)
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DDEP06-03 Hecatomb 48
Actions Legendary Actions
Mace. Melee Weapon Attack: +3 to hit, reach 5 ft., one The warlord can take 3 legendary actions, choosing
target. Hit: 3 (1d6 + 3) bludgeoning damage plus 10 from the options below. Only one legendary action
(3d6) fire damage. option can be used at a time and only at the end of
another creature’s turn. The warlord regains spent
Warlord legendary actions at the start of its turn.
Medium humanoid (drow), lawful evil Weapon Attack. The warlord makes a weapon attack.
Command Ally. The warlord targets one ally it can see
Armor Class 20 (plate)
within 30 feet of it. If the target can see and hear the
Hit Points 229 (27d8 + 108)
warlord, the target can make one weapon attack as a
Speed 30 ft.
reaction and gains advantage on the attack roll.
STR DEX CON INT WIS CHA Frighten Foe (Costs 2 Actions). The warlord targets one
20 (+5) 18 (+4) 18 (+4) 12 (+1) 12 (+1) 19 (+4) enemy it can see within 30 feet of it. If the target can
see and hear it, the target must succeed on a DC 16
Saving Throws Str +9, Dex +8, Con +8 Wisdom saving throw or be frightened until the end of
Skills Athletics +9, Intimidation +8, Perception +5, the warlord’s next turn.
Persuasion +8
Senses darkvision 120 ft., passive Perception 15 Wraith (from DDAL00-01 Window to the Past)
Languages Undercommon, Giant
Medium undead, neutral evil
Challenge 12 (8,400 XP)
Fey Ancestry. The drow has advantage on saving Armor Class 14
throws against being charmed, and magic can’t put it Hit Points 116 (14d8 + 53)
to sleep. Speed 0 ft., fly 60 ft. (hover)
Sunlight Sensitivity. While in sunlight, the drow has STR DEX CON INT WIS CHA
disadvantage on attack rolls, as well as on Wisdom 6 (-2) 18 (+4) 16 (+3) 12 (+1) 14 (+2) 15 (+2)
(Perception) checks that rely on sight.
Innate Spellcasting. The drow’s spellcasting ability is Damage Resistances acid, cold, fire, lightning, thunder;
Charisma (spell save DC 16). It can innately cast the Damage Immunities silvered weapons, weapons that
following spells, requiring no material components: are not magical; necrotic, poison
Condition Immunities charmed, exhaustion, grappled,
At will: dancing lights paralyzed, petrified, poisoned, prone, restrained
1/day each: darkness, faerie fire, levitate (self only) Senses darkvision 60 ft., passive Perception 12
Languages the languages it knew in life
Indomitable (3/Day). The warlord can reroll a saving Challenge 10 or 15 (5,900 or 13,000 XP)
throw it fails. It must use the new roll. Incorporeal Movement. The wraith can move through
Survivor. The warlord regains 10 hit points at the start other creatures and objects as if they were difficult
of its turn if it has at least 1 hit point but fewer hit terrain. It takes 5 (1d10) force damage if it ends its turn
points than half its hit point maximum. inside an object.
Sunlight Sensitivity. While in sunlight, the wraith has
Actions disadvantage on attack rolls, as well as on Wisdom
Multiattack. The warlord makes two weapon attacks. (Perception) checks that rely on sight.
Greatsword. Melee Weapon Attack: +9 to hit, reach 5 Empowered Undead. The wraith has advantage on
ft., one target. Hit: 12 (2d6 + 5) slashing damage. saving throws versus magic and magic effects.
Shortbow. Ranged Weapon Attack: +7 to hit, range
80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
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DDEP06-03 Hecatomb 49
Actions creatures need to be adjusted to provide an appropriate
challenge across those tiers. What follows are the suggested
Life Drain. Melee Weapon Attack: +6 to hit, reach 5 ft.,
changes, and although they are not cumulative you are
one creature. Hit: 27 (5d8 + 4) necrotic damage. The encouraged to use your best judgement when applying these
target must succeed on a DC 16 Constitution saving changes.
throw or its hit point maximum is reduced by an
• Tier 4 (levels 11 - 16): hit points 163 (19d8 + 78), AC 15,
amount equal to the damage taken. This reduction Dexterity is 20 (+5), immune to non-magical weapons and
lasts until the target finishes a long rest. The target dies fear, resistant to fire, cold, acid, lightning, thunder; has
if this effect reduces its hit point maximum to 0. advantage on saving throws versus magic and magic
Create Specter. The wraith targets a humanoid within effects, Life Drain’s Constitution DC is 18, and Life Drain
10 feet of it that has been dead for no longer than 1 becomes +10 and deals 41 (6d8 + 5) necrotic damage
minute and died violently. The target's spirit rises as a
specter in the space of its corpse or in the nearest
unoccupied space. The specter is under the wraith's
control. The wraith can have no more than seven
specters under its control at one time.
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DDEP06-03 Hecatomb 50
Appendix. Plains of Vaasa Encounter Map (one square = 5 feet)
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DDEP06-03 Hecatomb 51
Appendix. Underdark Encounter Maps (one square = 5 feet)
Due to size constraints, the full-scale Underdark Encounter Maps are not attached to this file. Please see the
attachments in this adventure’s zipped archive, though. You may run your group’s encounters as the rooms on the
map are laid out, or you may cut out desired rooms from the printed map file and simply deploy them ala carte (this
is the author’s suggestion). The labeling in the images does not represent any specific zone or reference in this
adventure, and is part of the default image file.
Get creative with your combat deployments and let the players drive the action!
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DDEP06-03 Hecatomb 52
Appendix. Vault of Gnashing Teeth Map (one square = 10 feet)
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DDEP06-03 Hecatomb 53
Appendix. The Emerald Enclave Secret Missions
Actions needed. Recover a sample of lichbriar. In Actions needed. Take the cage of frogs into the
one of the Reaper’s Claws encounters, add the Underdark and look for a concentration of faerzress
following effects to a living foe there: inside or near the Vault of Gnashing Teeth. This
• Additional hit points. This creature has 30 Underdark radiation causes the frogs to mutate
temporary hit points. immediately into froghemoths (2 for most parties;
• Additional piercing damage. This creature deals 3 for very strong ones). Polymorphing or teleporting
an additional 11 (3d6) points of piercing damage the frogs (or otherwise removing them from the
with their melee attacks. Prime Material plane) results in the secret mission
• Vulnerabilities. This creature is vulnerable to being a failure. Seranolla only needs a corpse to
fire, cold, lightning, acid, and thunder damage. perform her study. This combat should take place
Additionally, taking damage from these sources once the characters arrive in the Underdark tunnels.
will destroy the vine immediately. Result. The berserk froghemoths fight to the
death.
Result. Once the host is defeated, the lichbriar can
be harvested with a DC 16 Intelligence (Nature)
check followed by a DC 16 Dexterity (Sleight of
Hand) check.
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DDEP06-03 Hecatomb 54
Appendix. Harpers Secret Missions
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DDEP06-03 Hecatomb 55
Appendix. Lords’ Alliance Secret Missions
Tier 3: Embracing the Touch of Death Tier 4: Dornal’s (SEER’s) Request (Demand)
Dornal Whitebeard, a stout shield dwarf with a longsword
Dornal Whitebeard, the rotund but canny leader of the Lords’
and breastplate that struggles to contain his considerable
Alliance in the Moonsea region, extends a leather satchel to
bulk, wipes the sweat from his brow as he pants.
you. Contained inside is a book; though it is chained shut, you
“As… as… as the… de facto ranking officer of the Lords’
can easily feel that it is straining to open.
Alliance…” he inhales deeply and breaks into a coughing fit.
“Aye, it’s animated. Demonic, perhaps? SEER handed that
“Ugh. As your superior, your orders:
cursed thing to me. Seems that she thinks that the book can
The Reaper’s Claws possess potent necromantic powers.
do ‘something’ down in the Vault. Just… open it up once you
Shatter one and bring the remains to me so that it might be
enter the Vault proper and she tells me that it will ‘Just
safely preserved for later study. Better that we get it than it
Work’.
turns up in the hands of that Zulkir in Mulmaster, or worse –
Don’t ask me what that means. I learned a long time ago
ANY other Red Wizard. Our wizards tell us that they fear that
that life is infinitely easier when I just trust SEER to be right.”
the magic of the Claws fades in the shining sun, so be sure to
return the sample to me before the sun rises over the Galena
Actions needed. The tome is magical, but defies
Mountains.”
identification; the chain cannot be undone until the
book is inside the Vault. Once there, the chain
Actions needed. Destroy any one of the Reaper’s disconnects and the book flies out, pages rifling in an
Claws and bring back a shard the size of a human unfelt wind. It thrums and bobs around, drawing in
thigh. Whomever carries the shard can use it as a arcane energy from the Vault. This causes the skulls
magical greatclub that deals +1d6 necrotic damage to immediately double the intensity of their
on a hit. The journey from the Claws to the Forward cacophony ability (the characters are now at
Camp takes one hour if traveling on foot. The magic disadvantage when attempting the associated saving
of the shard fades at dawn, and maximum hit points throws). Furthermore, the tome attracts the
lost in this manner only return after a long rest. attention of a number of tier 3 wraiths equal to the
Result. The character that carried the shard back number of characters in the party; these wraiths are
to camp has advantage on the next saving throw that present during the encounter with Kiaransalee.
they make to prevent the loss of maximum hit Result. After combat the book snaps closed; it is
points. Each member of the Lords’ Alliance in the once more chained shut. Dornal refuses to touch it,
party also gain 1 spell scroll of greater restoration. but SEER is almost giddy at its return. She tells the
characters that “this long-term plan is swiftly
coming to a head” though she does not elaborate
further. Instead, she offers a reward of two spell
scrolls of up to seventh level. These scrolls must be
of the enchantment, abjuration, or necromancy
schools and must be on the wizard spell list.
Characters that played DDAO-01 (or DDAL00-01)
Window to the Past can’t shake the feeling that they
have seen the symbol and the book before.
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DDEP06-03 Hecatomb 56
Appendix. The Order of the Gauntlet Secret Missions
Tier 3: Stop the Bregan D’arthe Mercenaries Tier 3: Harvest the Essence
Zern Xerkstil, factionmaster for the Order of the Gauntlet,
Zern Xerkstil, factionmaster for the Order of the Gauntlet,
squares his shoulders. His plate armor, battered from recent
audibly groans as he is joined by SEER.
use, creaks and groans as he hangs his flanged mace from a
“Speak, spymaster. You make me itch.” He rubs his
leather hoop on his hip.
temples.
“The drow are using mercenaries. Mercenaries. Our agents
The Shou woman chuckles and, in honeyed words,
tell us that the company is named Bregan D’arthe, and that
describes the matter at hand: “The Vault lies far below us and
they are quite fearsome. We heard that these drow were on
is certain to be fraught with danger. But I believe that you are
the side of Faerun when the demon princes were driven out
ready for this danger. The clerics of the Order are eager to
of the Sword Coast, but that doesn’t make them trustworthy
craft defenses for serious threats like this, as our world
– and their presence here simply drives that home.
seems prone to cataclysmic events these last few decades.
Capture as many as you can and bring them back to the
I merely ask that you recover a scrap of the divine essence
Forward Camp. Death does us no good; they might yet be
that is being summoned in that terrible place. How you
useful in the future.”
recover it is up to you, but I know that you are crafty and
capable.
Actions needed. The drow mercenaries from Zern? They’re all yours.”
Bregan D’arthe are scattered around the battlefield. He watches her leave and adds, “I think she’s crazy, but
Run Monster encounter #2 early in the adventure; she’s right: if you can bring us what she mentioned, we can
the drow warlord and master thiefs sport the crest begin work in earnest on crafting defenses against these
of the mercenary company. Their stat blocks are
kinds of attacks. We’re counting on you – all of us across
modified as follows: +30 hit points, they each have 1
Faerun.”
point of Inspiration, immunity to fear and charm
effects, and they have the pack tactics feature (they
have advantage on attack rolls against creatures as Actions needed. During the final encounter, the
long as one or more of their allies is adjacent to that characters must capture at least two pounds of flesh
creature and is not incapacitated). or a pint of blood from Kiaransalee. This can likely
Result. Returning to the Forward Camp with be recovered from the ground after she has taken a
captives from Bregan D’arthe takes 1 hour of travel wound – for example, a critical hit from a melee
each way. Although this negatively impacts the weapon might spray sparkling blood, or a grievous
ability of the characters to bring down the Claws, the wound from an axe might cleave off a slice of her
captives represent a trove of information for the giantish thigh.
Order. The characters are gifted three potions of Result. If the characters successfully complete this
superior healing and one spell scroll of remove curse. mission, those that are members of the Order of the
Gauntlet may receive a single true resurrection spell
cast upon them for the normal gp cost, but 0
downtime days. This reward can be used once and
does not have to be used in this adventure. This
benefit is non-transferable.
Not for resale. Permission granted to print or photocopy this document for personal use only.
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Appendix. Zhentarim Secret Missions
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Appendix. The Cloaks Secret Missions
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Player Handout 1. History Lessons
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Player Handout 2. Granting Aid
Requirements
Throughout the tier 3 and tier 4 combats, you can Using Aid
accomplish certain heroic tasks. When you do, your You have received aid from other heroes! Choose from one
DM will hand out one of the slips on this page and of the following options:
ask you to take it to another table. If you are playing
tier 3, your aid goes to a tier 4 table and vice versa. Battlesong of Determination. Two characters at your table
may immediately end an ongoing effect that normally
Benefits requires a saving throw to end.
Battlesong of Might. Each character at your table gains
When you receive aid from another token, your table advantage on the next attack roll they make.
must decide how and when it will be used. An Battlesong of Terror. One creature that your table is
instance of aid is used all at once; if only one person fighting must succeed on a DC 16 (tier 3) or DC 20 (tier 4)
would benefit from the aid effect, any remaining Wisdom saving throw or be frightened of all characters at this
effect is forfeit and cannot be “held for later”. Tables table until the start of its next turn or until it takes damage,
do not have to use aid immediately and may use it whichever happens first.
later; using aid does not require an action and simply Battlesong of Valor. Each character at your table may
occurs. immediately spend up to half of their hit dice as if resting.
Using aid does not take an action, and once used cannot be
used again unless another table provides you with a new aid
slip.
Using Aid
You have received aid from other heroes! Choose from one
of the following options:
Using aid does not take an action, and once used cannot be
used again unless another table provides you with a new aid
slip.
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Player Handout 3. Map of Camp Perilous
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Player Handout 4. SEER’s Map of the Tunnels
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Player Handout 5. Magic Items
Candle of Invocation
Wondrous item, very rare (requires attunement)
This item can be found in the Dungeon Master’s Guide.
This slender taper is dedicated to a deity and shares that deities alignment. The candle’s alignment can be
detected with the detect evil and good spell. Choose an alignment and a deity from the Adventurers League allowed
resources.
The candle’s magic is activated when the candle is lit, which requires an action. After burning for 4 hours, the
candle is destroyed. You can snuff it out early for use at a later time. Deduct the time it burned in increments of 1
minute from the candle’s total burn time.
While lit, the candle sheds dim light in a 30-foot radius. Any creature within that light whose alignment matches
that of the candle makes attack rolls, saving throws, and ability checks with advantage. In addition, a cleric or druid
in the light whose alignment matches the candle’s can cast 1st-level spells he or she has prepared without expending
spells slots, though the spell’s effect is as if cast with a 1st-level slot.
Alternatively, when you light the candle for the first time, you can cast the gate spell with it. Doing so destroys the
candle.
Blessing of Protection
Blessing, unique [cannot be traded]
This can be found in the Dungeon Master’s Guide.
You gain a +1 bonus to AC and saving throws.
Your eyes have developed small flecks of brilliant gold, and your senses seem just a little bit sharper.
Not for resale. Permission granted to print or photocopy this document for personal use only.
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Charm of Vitality
Blessing, unique [cannot be traded; does not count as a permanent magic item]
This can be found in the Dungeon Master’s Guide.
You expend this charm to immediately gain the effects of a potion of vitality.
Cloak of Invisibility
Wondrous item, legendary (requires attunement)
This item can be found in the Dungeon Master’s Guide.
While wearing this cloak, you can pull its hood over your head to cause yourself to become invisible. While you are
invisible, anything you are carrying or wearing is invisible with you. You become visible when you cease wearing the
hood. Pulling the hood up or down requires an action.
Deduct the time you are invisible, in increments of 1 minute, from the cloak’s maximum duration of 2 hours. After
2 hours of use, the cloak ceases to function. For every uninterrupted period of 12 hours the cloak is unused, it
regains 1 hour of duration.
Woven from the strands of an undead spider’s web, this sticky cloak renders the wearer invisible when worn. It
smells faintly of dust and has a faintly cloying lingering scent when you move. Additionally, you can use your action
to sprout undead spider legs from the cloak and gain a climb speed of 30 feet on stone and webs for ten minutes;
once you use this ability, you cannot use it again until the following dawn.
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Player Handout 6. Story Awards
The characters have the opportunity to earn the following story awards. You may need to print multiple copies.
Not for resale. Permission granted to print or photocopy this document for personal use only.
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Results Code: X – Y 2017
If you are DMing this adventure during the months of X – Y 2017, please show your players this page. The QR code
below can be scanned, and will allow them to give feedback and results on the adventure to influence the storyline in
the future!
If a player does not have a mobile device, please tell them to head to dndadventurersleague.org/results to enter
their results.
Not for resale. Permission granted to print or photocopy this document for personal use only.
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