Scions of Elemental Evil
Beneath the Temple of Elemental Evil lies a labyrinth of tombs and
ritual chambers. For years these dungeons have lain in ruin. Now
forsaken souls return, raising an army of evil to destroy the world.
Scions of Elemental Evil is part of a yearlong celebration of Dungeons
& Dragons and its 50th anniversary. This adventure uses the
2024 Player’s Handbook, along with the Free Rules necessary to play
this adventure.
The adventure, set in Greyhawk, is designed for four to six level 4
characters. Accompanying the adventure are character sheets for the
six protagonists of the beloved 1980s Dungeons & Dragons animated
series: Bobby, Diana, Eric, Hank, Presto, and Sheila, all presented in
young adulthood. The seventh character sheet presents Niko, a Cleric
from a different set of adventurers who recently tumbled into the D&D
multiverse. Each player can choose one of these characters or provide
a character of their own.
Using This Supplement
This product includes all of what you need to run the adventure.
Text that appears in a box like this is meant to be read aloud or
paraphrased for the players when their characters first arrive at a
location or under a specific circumstance, as described in the text.
The following appendixes are included:
Appendix A presents three magic items from the 2024 Dungeon
Master’s Guide that appear in this adventure. Characters can acquire
these items during play. At your discretion, the characters might earn
one or more of these treasures as a reward for completing this
adventure.
Appendix B details various creatures encountered in this adventure.
Their names appear in bold in the adventure.
Background
Long ago, elemental cultists used a chamber hidden within the
Temple of Elemental Evil to summon extraplanar allies and threaten
the region of Flanaess. Called the Primordial Nexus, the chamber was
buried in rubble when heroes defeated the cultists.
Now, a fanatic named Ulsedra Vox has excavated the Primordial
Nexus. Reverent of the Para-elements ash, ice, magma, and ooze, Vox
communes with the Elder Elemental Eye, an entity of chaos and
destruction. The entity imparted knowledge about the Primordial
Nexus’s magic in exchange for Vox’s promise to use this power to kill
as many nonbelievers as she can.
Vox’s activities around the temple caught the attention of three new
cults devoted to the Para-elemental deities of ash, ice, and ooze.
Sensing the Elder Eye’s involvement, the cults united to help Vox.
Together, the cultists are the Primordial Alliance, and Vox leads them
as a self-styled queen. Unless the characters stop Vox and the cultists,
Vox will summon an army of elemental monsters to wreak havoc on
the world.
About the Original
First published in 1984, the 128-page module The Temple of
Elemental Evil spanned multiple chapters. Written by Gary Gygax and
Frank Mentzer, the module included descriptions of the village of
Hommlet, the notorious shantytown of Nulb, and the sprawling
temple, in which the forces of evil have long congregated. The Temple
of Elemental Evil was ranked the fourth-greatest Dungeons & Dragons
adventure of all time by Dungeon magazine on the game’s 30th
anniversary in 2004.
Adventure Hooks
At the start of the adventure, the characters are summoned before
Queen Yolande, ruler of the nation Celene. If answering the queen’s
call isn’t sufficient motivation, you can further persuade the party
with one of the following adventure hooks:
Royal Agents. Word of a growing evil in the marshes has caused
concern in the neighboring kingdom of Furyondy. The characters are
secret agents sent to gather intelligence for King Belvor IV.
Mercenaries. The last time evil arose in these parts, it disrupted vital
trade routes. A powerful collective of merchants asks the adventurers
to investigate new threats that could interrupt business.
Setting the Adventure
This adventure takes place in Flanaess, a region in the Greyhawk
campaign setting. You can set the adventure on a different world if
you wish. Consider the following suggestions:
Dragonlance. The ruined temple lies in the mountains between
Solace and Haven. The Primordial Nexus is a remnant shard of the
god Chaos, who was trapped by Reorx long before recorded history
began. Queen Yolande is replaced by the Forestmaster, a wise unicorn
that lives in the Darken Wood.
Eberron. In Aundair, the temple lies in the wilderness around the
town of Wyr. Instead of Queen Yolande, an orc Gatekeeper called
Rhasshaven seeks the characters’ help. The Dreaming Dark replaces
the Elder Elemental Eye.
Forgotten Realms. The Sword Coast’s Dessarin Valley is plagued by
evil related to elemental forces. The temple is located in the Sumber
Hills. Laeral Silverhand, the Open Lord of Waterdeep, replaces Queen
Yolande.
Overview
This adventure is designed to unfold in three to four hours of play and
is split into the following parts:
Rise of Elemental Evil. Queen Yolande sends the characters to the
Temple of Elemental Evil. There, the characters must eliminate Para-
elemental cult leaders. The characters confront three cult leaders
before finding a portal that leads deeper into the temple.
Para-elemental Queen. The characters must stop Ulsedra Vox, the
self-styled Para-elemental queen, from awakening her elemental
army.
Rise of Elemental Evil
The adventure begins in Celene, a prominent nation ruled by Queen
Yolande. The queen is an accomplished elf wizard who has united
armies to stand against invaders. She summons the characters to her
palace to help with a sensitive matter, providing no information other
than her problem is urgent.
Katerina Ladon
Queen Yolande
Elf Queen’s Palace
Read or paraphrase the following text to start the adventure:
Your adventuring group has earned renown, and word of your brave
exploits reached Queen Yolande, ruler of the elven realm of Celene.
The queen has requested an audience with you in her palace, stating
she urgently needs your help.
When you arrive at the palace, knights escort you through a majestic
courtyard and sweeping front gates into the queen’s royal chamber.
There, seated regally on a magnificent marble throne, is Queen
Yolande. She wears a flowing gown embroidered with silk butterflies,
and her piercing eyes regard you with intense interest.
“Step forward, heroes,” the queen says. “Word of your exploits has
brought solace to my ears in these troubled times, and I am honored
that you’ve answered my summons. Please, name yourselves and
regale me with your deeds.”
Go around the table, allowing each player to introduce their character.
The Queen’s Briefing
After the introductions, Queen Yolande nods in appreciation. She
continues:
“What I am about to tell you requires the utmost discretion,” the
queen says. “My spies have uncovered evidence of several new cults
based in the Temple of Elemental Evil. The cultists are planning the
widespread death of innocents across this region, and I won’t stand
for it.
“My spies infiltrated Nulb, a village near the temple, and stole a
record book from a cult recruiter. This book revealed the names of the
cults and their leaders, as well as the existence of their plot. Look at
this page torn from the book and see what I mean.”
Queen Yolande hands you a parchment.
Distribute Handout: Cult Recruiter’s Note to the players. Give
them a few moments to read the handout before Queen Yolande
continues:
Handout: Cult Recruiter’s Note
“The Order of Falling Ash is known to us. This cult has long plotted to
sow chaos in Celene; an undercover cult member recently failed to
poison me. I have no doubt the other cults are equally dangerous.
“My spies believe these cult leaders work as we speak to bring about
the cataclysm this page predicts. The details aren’t clear. However,
we believe the cultists plan to use a chamber underneath the temple
to summon allies to their destructive cause.
“You must find the leaders, eliminate them, and stop the cults’ plot.
However, the temple is crawling with cultists. Instead of battling them
all directly, I suggest employing subterfuge. My spies have sown
whispers about new cultists who plan to pledge fealty to the Para-
elements. We hope this will allow you to infiltrate the temple, posing
as recruits.
“An agent of Celene in disguise will escort you in a cart to the
outskirts of the temple. From there, I suggest you pose as cultists
while undertaking your mission.
“Here are your disguises. Once you don them, ask me your
questions.”
The queen snaps her fingers, and an elven man in green-and-gold
courtier attire emerges from behind a nearby curtain. In his arms are
enough sets of black robes and silver masks for each character.
Questioning the Queen
Queen Yolande provides the following answers to the characters’
questions:
What Are You Paying? “If you can end this evil, I’ll award you each
with a blue sapphire from my crown jewels.” (Each gem is worth
1,000 GP.)
Tell Us More about the Attempt on Your Life. “My handmaiden,
Ciande, was recently caught trying to poison my wine. Ciande died
trying to evade arrest, but we found scrolls in her quarters tying her
to the Order of Falling Ash. Our investigation uncovered details from
there.”
Why Does the Order of Falling Ash Want to Destroy
Celene? “Those who worship Elemental Evil want to wipe out order
and replace it with chaos. They hate my realm because they hate all
that is good.”
Why Choose Us? “My knights are trained to face evil directly, but
this task requires discretion. The temple is outside my realm, and my
spies haven’t the combat prowess needed to eliminate our enemies. I
need true heroes to stop these cults; I need you.”
What Do You Know about This Temple? “It was a place that
harbored great evil. I thought it was destroyed long ago.” (If the
players are interested, Queen Yolande details the temple’s history as
described in the “Temple of Elemental Evil” section later in this
adventure.)
Where Is the Temple? “The temple is a three-day journey by cart
from the palace. On the morning of the fourth day, you should begin
your mission.”
Who Is Taking Us to the Temple? “My agent Filonia will drive you
in an ox cart to the temple’s outskirts. She will brief you further along
the journey.”
The Queen’s Boon
Once the characters have asked all their questions, read or
paraphrase the following:
Queen Yolande snaps her fingers. The courtier ducks behind the
curtain again and emerges carrying a beautiful pair of green boots on
a cushion.
“Take these magical boots to help in your mission. They will help you
avoid the cultists’ notice, should you wish to employ discretion.”
The boots are Boots of Elvenkind (see appendix A). The queen
explains their function. Before proceeding, the characters must decide
who wears the boots.
Leaving the Palace
Queen Yolande invites the characters to undertake any small
preparations they wish before embarking on their journey.
When the characters are ready to leave, a woman dressed in
nondescript leathers and a gray cloak approaches them. This is
Filonia, an elf Knight, in disguise as a cloth merchant. Filonia’s gear
and weapons are stashed in an ox cart parked in the palace
courtyard, where Filonia escorts the characters.
Road to the Temple
During the following three days of travel, Filonia reveals herself to be
a polite and disciplined soldier. The agent’s genuine affection for the
queen and Celene is clear.
Filonia has orders to drive the characters to the temple, camp nearby
during the characters’ mission, then return with them to Queen
Yolande’s palace. If the characters don’t return in a week, Filonia must
return to Celene.
Filonia is briefed on the cults. If the characters ask, she reveals the
information in the following sections.
Primordial Alliance
Ulsedra Vox heads an alliance of three cults, each sworn to a different
deity of Elemental Evil. These deities represent Para-elemental forces
of ash, ice, and ooze. The cults despise one another, but they have
sworn to work together under Vox to bring pain and suffering to the
world. Vox now reveres the power of all Para-elements, though she
originally only worshiped the primordial might of Chlimbia, Prince of
Magma.
The Children of Splintered Ice, Children of Suffocating Ooze, and Order
of Falling Ash are based on the temple’s ground floor. The self-styled
Para-elemental Queen, Ulsedra Vox, is based deeper in the temple in
the Primordial Nexus. The characters confront Vox in the “Para-
elemental Queen” section later in the adventure.
Children of Splintered Ice
This violent pirate crew trolled the cold waters of Lake Quag before
they fell into the worship of Elemental Evil. The crew’s leader, Captain
Kara Blayne, leads her pirates in the worship of Cryonax, an enormous
yeti with tentacles for arms known as the Prince of Ice.
The bodies of the Children of Splintered Ice are blue with cold.
Strange and fanatical, they stand motionless like statues until Blayne
rouses them to action. Blayne can be found in area T10 (see map
1.1).
Children of Suffocating Ooze
Members of a street gang from the Free City of Greyhawk form this
cult. Their bodies glisten with oozy pustules, a gift from their evil god
Bwimb II.
Known as the Princess of Ooze, Bwimb II saved the gang members’
lives in exchange for their perpetual servitude. The Children of
Suffocating Ooze are led by Captain Garthezz Drule, who can be
found in area T6 (see map 1.1).
Order of Falling Ash
This cult hopes to assassinate Queen Yolande of Celene and wrest
control of the nation. In addition to the members based in the temple,
cult operatives pose as Queen Yolande’s loyal servants.
The Order of Falling Ash is led by the Succubus Cinderhide, who
serves Gazra, a pit fiend known as the Prince of Ash. Cinderhide can
be found in area T8 (see map 1.1).
Temple of Elemental Evil
Thirteen years ago, an alliance of outlaws unearthed a long-buried
temple to Elemental Evil. Soon after, wickedness corrupted the land
for miles around: crops failed, plagues spread, trade ended, and evil
creatures congregated at the temple to plot destruction.
The forces of good repeatedly beat back the evil that festered in the
temple. The temple lay in ruin for five years until Ulsedra Vox
awakened the evils once again.
Arriving at the Temple
Filonia stops the cart on a disused trail about 10 minutes from the
temple. The elf plans to camp here during the characters’ mission.
Read or paraphrase the following when the characters approach the
temple:
The Temple of Elemental Evil looms imposing and ominous at the end
of the trail. Diabolic carvings leer from the temple’s walls, which stand
30 feet high. A gabled roof rises 50 feet at its peak.
The temple is a ruin of gaping holes in the roof and collapsed
buttresses. Three darkened archways open into the building’s interior
at its southern end.
Map 1.1 depicts the temple’s layout. The characters enter from the
trail on the southern side of the map.
Infiltrating the Cult
The characters aren’t required to pose as cult initiates to complete
this adventure, but they may wish to do so to avoid battling numerous
cultists at once.
Characters posing as cultists must wear their silver masks and black
robes at all times or the temple’s cultists attack them. A character
posing as a cultist must make a DC 10 Charisma (Deception) check
each time a cultist might find them suspicious. If any character fails
this check, the cultists in the area attack all the characters, assuming
they’re frauds.
Cultists who believe the characters are initiates freely share the
following information:
The Primordial Alliance is a union of elemental cults, as
described in the “Primordial Alliance” section. The alliance is led
by a woman named Ulsedra Vox, a human devotee of Chlimbia,
Prince of Magma. Vox recently developed terrifying elemental
abilities, but the cultists know no further details.
The cultists helped excavate a chamber called the Primordial
Nexus. Vox is working in the nexus to call forth an army of
elemental minions (see “Para-elemental Queen”).
To enter the nexus, a creature must place an elemental key in
the keyhole on the southern end of the high altar (area
T9 on map 1.1). Only the cult leaders carry these keys.
Vox is a ruthless leader. Last week she executed a cultist named
Werth for daring to suggest Vox’s plan might not work. (This is
the body found in area T1 of map 1.1.)
When Vox’s work is done, the cultists will lead the elemental
army on a rampage throughout Flanaess.
Temple Features
The temple has the following features:
Ceilings. The ceilings are 30 feet high. Where rubble is depicted on
the map, the roof has collapsed and is open to the sky.
Cultists. All cultists in and around the temple are Chaotic Evil and
fight to the death. The cultists attack if they realize the characters are
enemies. The temple’s large size and tall piles of rubble mean the
sounds of combat in one area don’t alert cultists in other areas.
Doors. The interior doors are made of wood and are unlocked.
Light. During the day, the interior spaces are illuminated with Bright
Light spilling in from outside. At night, torches along the interior walls
cast Dim Light.
Rubble. As shown on the map, areas of rubble are Difficult
Terrain and can provide cover.
Stone Construction. The temple is made of old, durable stones.
Windows. The temple’s windows are shaped like arrow slits and
shielded with iron bars. Only Tiny creatures can squeeze through
them. Each windowsill is 15 feet above the ground outside.
Temple Locations
The following locations are keyed to map 1.1.
Stacey Allan & Will Doyle
Map 1.1: Temple of Elemental EvilView Player Version
T1: Temple Grounds
Overgrown thornbushes and weeds choke the temple grounds. From
the west, shuffling sounds and ominous chuckling herald the
approach of cultists.
This area is overgrown with foliage and is Difficult Terrain.
The approaching group consists of four human Cultist
Fanatics patrolling the temple grounds. The cultists complete a route
around the temple every 20 minutes. They’ll arrive within sight of the
vestibule entrance (area T2) in 3 minutes and be out of sight again in
5 minutes. The characters can slip into the temple without alerting
the cultists by hurrying into the vestibule or waiting until the cultists
are gone.
Alternatively, the characters can use the heavy undergrowth to
ambush the cultists, causing the cultists to have Disadvantage on
their Initiative rolls.
Dumped Body. As a Search action, a character can examine the
temple’s southern-facing end and make a DC 12 Wisdom
(Perception) check. On a successful check, the character notices
black cloth behind the rubble between the western wall of area
T3 and the southeastern wall of area T5.
If the characters investigate, they find cloth wrapped around the body
of a young human man with short brown hair and deep cuts across his
neck. This corpse belongs to Werth, a cultist Vox executed last week
for disloyalty.
There is nothing of value on Werth’s body. As a Search action, a
character can examine the body and make a DC 14 Wisdom
(Medicine) check. On a successful check, the character determines
the young man died of exsanguination somewhere else and his body
was brought here. (Werth was killed on the altar in area T4.)
T2: Vestibule
Broken doors lie on the ground near entrances to the south, east, and
west. Inside, wall carvings depict scenes of debauched horror.
To the north, the vestibule widens into a vaulted nave. A giant,
bipedal statue with a fiendish face grins devilishly in the opening
leading to the nave.
The statue guards the temple’s nave (area T3) and uses the game
statistics of a Stone Golem, except it speaks and understands
Common. While the characters keep their distance, the guardian
doesn’t move. If a creature hasn’t observed the guardian moving or
acting, that creature must succeed at a DC 15 Intelligence
(Investigation) check to discern that the guardian is animate.
Guardian’s Challenge. When a character comes within 5 feet of the
statue, the guardian animates and says:
“Oblivion is nigh! State your intent or leave, puny fleas.”
Each character can make a DC 10 Intelligence (Arcana) check upon
hearing the guardian’s challenge (this doesn’t require an action). On a
successful check, the character realizes this creature is incredibly
powerful and likely to kill the characters if a fight breaks out. If the
guardian attacks, it doesn’t pursue characters who leave this area.
The golem steps aside to let the characters pass if a character
expresses loyalty to Elemental Evil, the intent to join the cults, or any
similar sentiment. The guardian does nothing if the characters don’t
answer, but if a character condemns the cults or tries to step past the
guardian into area T3 without expressing positive sentiment toward
Elemental Evil, the guardian attacks. The characters’ actions in other
nearby temple areas don’t prompt the statue to attack.
Combat in this area alerts Peluze, the Incubus in area T3, who joins
the fight on Initiative count 0 (losing Initiative ties) on the third round.
T3: Nave
The temple’s nave lies in ruin. Piles of masonry from the roof litter the
floor. From somewhere ahead, you hear muffled voices and low
chants.
A silver-masked cultist waits in the middle of the floor. Leathery, bat-
like wings spread from behind the cultist’s black robes.
This is Peluze, an Incubus loyal to the Order of Falling Ash. A powerful
Fiend in his own right, Peluze has accepted the important duties of
welcoming recruits to the temple and solving any intercult squabbles
that arise.
Speaking to Peluze. If the characters approach wearing cult
initiates’ masks and robes, Peluze addresses them:
“Welcome to the Primordial Alliance. Your Para-elemental Queen,
Ulsedra Vox, awaits your service in the coming calamity. First, I must
assign you to your order. To which element do you pledge: ash, ice, or
ooze?”
Peluze becomes suspicious if the characters ask more than one
question: he assumes they’ve been briefed on the cultists’ alliance. If
Peluze is suspicious, characters must assure him of their loyalty and
succeed on a DC 10 Charisma (Deception) check to convince him.
Peluze attacks the characters if they fail to convince him.
When a character claims loyalty to an element, Peluze offers them
welcome. He then directs them as appropriate:
Ash. “Turn right into the east wing. There you’ll find the Order of
Falling Ash.” Peluze points to area T7.
Ooze. “Turn left into the west wing. The Children of Suffocating Ooze
await you there.” Peluze points to area T5.
Ice. “Move ahead to the elemental throne and join the Children of
Splintered Ice.” Peluze points behind him to area T10.
If the characters ask to see Ulsedra Vox, Peluze says the Para-
elemental queen is busy working on a cataclysmic ritual deeper in the
temple. Peluze tells the characters Vox must not be disturbed, and
that Vox will kill the characters if they disobey.
Fellow Cultists. If the characters follow Peluze’s directions, the
cultists in the temple welcome them as allies (see “Infiltrating the
Cult” above).
T4: Central Altar
This seven-foot-long, oval altar is made of pink stone. A depression
atop the altar is stained blackish red.
The cult leaders execute disloyal cultists here. As a Study action, a
character can examine the top of the altar and make a DC 10
Intelligence (Nature) check. On a successful check, the character
identifies the stains as blood. The blood belonged to Werth, a cultist
Vox executed last week. (Werth’s body is in area T1.)
T5: West Wing
Dirty, scarred cultists lounge near the pools of murky water that mar
this chamber’s floor. Barrels and crates surround a pair of covered
wagons. A door stands in the southwest wall, from which emanates
muffled, intermittent violin music.
The Children of Suffocating Ooze are lounging around their camp
here; they are four human Berserkers.
Containers and Wagons. The barrels and crates hold food and
digging supplies. A creature hiding behind a crate or barrel has Half
Cover against attacks. A creature hiding behind a covered wagon
has Total Cover.
Pools. The temple floor collapsed in these areas, creating 10-foot-
deep pits filled with murky rainwater.
T6: Nightfall Vestry
When the characters open the door to this area, read or paraphrase
the following:
A man stands with his back to the door, playing a mournful tune on a
violin. Cascading from his shoulders is a crimson velvet cape. Two
gray oozes slither around him as though dancing to his music. In the
room’s southeast corner, an impassable stairway is choked with
rubble.
Garthezz Drule, a human Tough Boss and leader of the Children of
Suffocating Ooze, is inside the vestry writing a love song. Drule keeps
two Chaotic Evil Gray Oozes here as guards. They see Drule as an
ally thanks to the cult’s influence.
As an Influence action, characters can show interest in Drule’s music
and make a DC 12 Charisma (Deception or Persuasion) check. On a
successful check, Drule stops playing, motions for his oozes to stand
down, and chats with the characters. If Drule becomes suspicious that
the characters are enemies, he and the oozes attack.
Fighting Drule. On his first turn, Drule throws his Bead of
Force (see appendix A) in an area where the greatest number of
characters would be affected.
Drule’s Music. Drule is composing a love song for Cinderhide, leader
of the Order of Falling Ash, with whom he is smitten. Drule finds
Cinderhide’s demonic powers of manipulation fascinating, though she
has shown no interest in the gang leader. Drule is not yet pleased
with his song’s final verses.
Garthezz Drule
Garthezz Drule fancies himself a poet and musician, though his only
accomplishments are as a gang leader. Drule once called his gang the
Glinting Blades. The Blades were based in the Free City of Greyhawk
until a wronged nobleman attempted to drown the gang’s members in
a well. As darkness descended upon him, Drule heard the call of
Bwimb II, who promised to preserve the lives of Drule and his crew in
exchange for their worship. Drule agreed. The gang emerged from the
well and slaughtered the nobleman; as promised, the Glinting Blades
became the Children of Suffocating Ooze. The gang traveled to the
Temple of Elemental Evil to serve the Princess of Ooze forever.
As an Influence action, a character can offer to help with Drule’s
song and make a DC 12 Charisma (Performance) check. On a
successful check, the character improves the song. Ecstatic, Drule
sends the characters away, insisting that he must practice the
finished song for a few hours before playing it for Cinderhide. If the
character fails, Drule grumpily orders them to leave him to his work.
Treasure. Drule carries a key to the high altar (area T9) on a cord
around his neck. If he hasn’t used it in combat, Drule carries a Bead
of Force (see appendix A) in his breast pocket.
T7: East Wing
Robed cultists lounge near tents pitched on the flagstones in this
camp. Braziers filled with burning coals dot the camp, polluting the air
with swirling ash.
The six elf Cultists and four elf Cultist Fanatics of the Order of
Falling Ash camp here. All ten are ashen creatures (see the “Ashen
Creatures” sidebar).
Ashen Creatures
Many Humanoids involved with the Order of Falling Ash are touched
by Gazra, Prince of Ash, a powerful Fiend of Elemental Evil. These
Humanoids use the stat block indicated. When an ashen creature
dies, its body becomes a cloud of ash that lasts for 5 minutes before
dispersing. Equipment the creature is wearing or carrying isn’t turned
to ash. The cloud doesn’t obscure vision.
Braziers. As an action, a creature can kick over a brazier, causing
scorching ash to explode outward. Each creature in a 15-
foot Cone originating from the brazier must make a DC 12 Dexterity
saving throw, taking 7 (2d6) Fire damage on a failed save or half as
much damage on a successful one.
T8: Dawn Vestry
When the characters open the door to this area, read or paraphrase
the following:
A redheaded elf woman stands with her back to the door. She
whispers, “It is done. In a fortnight, the elven queen dies.”
Cinderhide, a Succubus and leader of the Order of Falling Ash, has
just used one of a pair of Sending Stones (see appendix A) to
communicate with an operative in Queen Yolande’s court. Cinderhide
has just returned from a reconnaissance mission in Celene and
remains in an elf’s form.
Observing Cinderhide. The cult leader is engrossed in her
murderous thoughts and doesn’t notice the characters opening the
door to this area. If a character wishes to leave the area without
alerting Cinderhide to their presence, the character must make a DC
12 Dexterity (Stealth) check. On a successful check, the character
silently slips away. On a failure, Cinderhide notices the character and
screams at them to leave the room and close the door.
Fighting Cinderhide. If the characters fight Cinderhide, when
combat begins, she dismisses her elf disguise (no action required),
spreads her wings and cackles evilly before attacking.
Warning the Queen. The characters realize that Cinderhide’s
utterance portends another attempt on Queen Yolande’s life. If the
characters warn the queen when they return to her palace, Queen
Yolande gives them each an extra 500 GP gem from her crown jewels
(see the “Rewards” section at the end of the adventure).
Cinderhide
The succubus known as Cinderhide has hated Queen Yolande and her
court ever since a knight unmasked the succubus’s true nature and
drove her from the Curling Ivy tavern, where Cinderhide masqueraded
as a bartender. Cinderhide turned her attention from draining the life
of unsuspecting patrons to targeting the queen. The succubus
doubled down on her efforts when her patron god, Gazra, ordered her
to found the Order of Falling Ash. Now convinced the cult is her path
to power, Cinderhide will do anything to unseat Queen Yolande, even
if it means working with cults of other gods she distrusts.
Treasure. Cinderhide carries a key to the high altar (area T9). In her
pocket is one of a pair of Sending Stones (see appendix A); the other
stone is in the possession of a traitorous elf named Saris, who is one
of the pages in Queen Yolande’s court.
T9: High Altar
An enormous bronze bowl eight feet across stands here on six short
legs. Green flames dance inside the bowl.
This altar magically transports cultists to and from the Primordial
Nexus (see “Para-elemental Queen”). The magical flames in the bowl
don’t damage anyone who touches them.
Hidden Keyhole. A keyhole is set into the bowl’s southern rim.
Characters who learned about this keyhole from the cultists (see the
“Infiltrating the Cult” section earlier in this part) easily find the
keyhole. Otherwise, as a Search action, a character can make a DC
10 Wisdom (Perception) check to examine the bowl. On a successful
check, the character finds the keyhole.
Portal. When a cult leader’s key (see areas T6, T8, and T10) is turned
in this lock, the altar’s flames roar to the ceiling and form a burning
archway that acts as a portal. Creatures who climb into the bowl and
walk through the flames are teleported to the Primordial
Nexus (see map 1.2). The portal remains as long as the key is in place
and for 1 minute after the key is removed.
T10: Elemental Throne
Curved steps ascend from a circular dais to a looming throne adorned
with grinning skulls. A woman dressed in a long, fur-trimmed pirate’s
coat kneels in prayer before the throne. Four leather-clad ruffians
stand motionless in formation near her, their forms rimed in glittering
frost.
The praying woman is Captain Kara Blayne, a human Pirate
Captain and leader of the Children of Splintered Ice. The ruffians are
Blayne’s cultists; they are human Pirates. All four are ice creatures
(see the “Ice Creatures” sidebar).
Ice Creatures
Cultists from the Children of Splintered Ice are touched by Cryonax,
Prince of Ice. These Humanoids use the stat blocks indicated. When
an ice creature dies, its body collapses into a pile of ice shards.
Equipment it’s wearing or carrying isn’t turned to ice.
The cultists are under a magical effect originating from Cryonax, the
deity the cult venerates.
Thanks to the effect, the four cultists have the Paralyzed condition
until Blayne orders them to fight (Blayne must do this on her turn, but
it doesn’t require an action).
The characters can sneak up on Blayne with a successful DC 17
Dexterity (Stealth) check. If the characters interrupt Blayne, she
barks at them to leave her to her prayers. Blayne orders her cultists
to join the fight as soon as she realizes the characters are attacking
her.
Treasure. Kara Blayne carries a key to the high altar (area T9).
Captain Kara Blayne
The wicked Kara Blayne was captain of the Black Crab when the ship
sank to the icy depths of Lake Quag during a terrible storm. While
underwater, the god Cryonax promised to imbue Captain Blayne and
her pirates with the power to temporarily breathe water in exchange
for leading the god’s cult from the Temple of Elemental Evil. Blayne
agreed. Once the crew emerged from the water, Blayne brought the
pirates to join the Primordial Alliance.
Para-elemental Queen
Ulsedra Vox recently learned from the Elder Elemental Eye how to
activate the portal in the Temple of Elemental Evil’s high altar. The
portal led to the buried Primordial Nexus 500 feet underground. Vox
excavated the nexus; now, she uses its power to summon evil
elemental monsters to do her destructive bidding.
By the time the characters confront her, Vox has called forth her first
minions. The characters must defeat Vox and these monsters before
the minions become an army.
Ulsedra Vox, Para-elemental Queen
Ulsedra Vox leads the Primordial Alliance. Murderous and
egomaniacal, Vox believes loosing evil elemental powers to rampage
across the world will elevate her to godhood. Vox believes the Elder
Elemental Eye chose her for this purpose. During combat, Vox speaks
to the entity as if it were next to her. Though she initially revered only
Chlimbia, Prince of Magma, Vox now worships all Para-elements. Vox
decorates her body with sigils written in ash, and fire and frostbite
scar her limbs.
Primordial Nexus
The characters are magically transported to the Primordial Nexus
when they step through the portal on the temple’s high altar (area
T9 of map 1.1).
The nexus is shown on map 1.2. The characters arrive in the brazier
shown on the map. The brazier’s portal works the same way as the
portal in the high altar.
Stacey Allan & Will Doyle
Map 1.2: Primordial Nexus
Primordial Nexus Features
The nexus has the following features:
Ceiling. The ceiling is 30 feet high.
Light. The nexus’s elemental pools cast Bright Light.
Obsidian Construction. The nexus is made from obsidian bedrock.
Confronting Vox
When the characters arrive in the nexus, read or paraphrase the
following:
This area splits into four antechambers, each holding a circular pool.
The northeast pool glows silver and spews ashes; the southeast glows
violet and bubbles with slimy goop; the southwest glows blue and
blasts icy snow; and the northwest glows red and burbles with lava.
Lumpy figures writhe near the pools’ surfaces.
A black-cloaked woman with primordial sigils painted on her face
stands on a platform in the room’s middle. She fixes you with a wild
stare.
“Soon, everyone shall bow to me! My minions, destroy them!” she
shouts.
The lumps in the pools take shape into towering, bipedal monsters
that crawl from the pools, ready to attack. The woman screams and
erupts in a gout of multicolored flame, transforming into an enormous
elemental monster with lava dripping from a body of boulders!
The woman is Ulsedra Vox, the Para-elemental Queen. When Initiative
is rolled, Vox transforms into a Large monster made of elemental
energy; use the game statistics of a Fire Elemental.
When the Fire Elemental would be destroyed, Vox transforms into
an unharmed, Chaotic Evil human Cultist Fanatic. The
transformation doesn’t require Vox to use an action.
Vox’s Minions. One Para-elemental minion is next to each pool. Each
minion uses the game statistics of an Ogre, except its weapons deal
damage based on its pool’s associated element instead of
Bludgeoning damage, as indicated in the Para-elemental Pools table
below. Each minion also has Resistance to the same damage type that
its weapons deal.
Para-elemental Pools
Pool Element Damage
Northeast Ash Fire
Southeast Ooze Acid
Southwest Ice Cold
Northwest Magma Fire
Elemental Pools. The pools are bottomless and connect directly to
their corresponding Para-elemental Plane. The pools have no lip. Any
creature that falls or is shoved into a pool by an Unarmed Strike takes
55 (10d10) damage of the type indicated on the Para-elemental Pools
table. A creature still in a pool at the end of their next turn is sucked
into the hostile plane and destroyed.
Treasure. Vox carries a key that can be used to access the portal in
the brazier at the northern end of the map and in the high altar
in area T9 of map 1.1.
Conclusion
Once the characters defeat Ulsedra Vox, any cultists remaining inside
the temple flee when told their leader is gone. The characters can
easily leave the building.
On the temple’s outskirts, the characters rejoin the elf Filonia in her
small camp. Pleased beyond measure to see the characters, the
knight asks to hear tales of their mission during their return to Celene.
Rewards
When the characters return to Queen Yolande’s palace, word quickly
spreads of their success. The queen’s attendants prepare a lavish
banquet in the characters’ honor. Courtiers and palace residents extol
the characters’ heroism and thank them for their service.
At the banquet, Queen Yolande presents each character with a blue
sapphire worth 1,000 GP as promised. If the characters warn the
queen about the upcoming attempt on her life, Queen Yolande is
deeply grateful and gives each of them an additional gem worth 500
GP.
Although the forces of Elemental Evil are thwarted, the threat to
Queen Yolande and Celene is far from over. At the banquet, the queen
offers the characters employment as royal bodyguards dedicated to
stamping out cult threats. If the characters accept, more adventures
lie ahead!
Appendix A: Magic Items
This product uses magic items from the 2024 Dungeon Master’s
Guide, which are presented below. The characters might find these
magic items during this adventure.
Bead of Force
Wondrous Item, Rare
This small black sphere measures 3/4 of an inch in diameter and
weighs an ounce. Typically, 1d4 + 4 Beads of Force are found
together.
You can take a Magic action to throw the bead up to 60 feet. The
bead explodes in a 10-foot-radius Sphere on impact and is destroyed.
Each creature in the Sphere must succeed on a DC 15 Dexterity
saving throw or take 5d4 Force damage. A sphere of transparent force
then encloses the area for 1 minute. Any creature that failed the save
and is completely within the area is trapped inside this sphere.
Creatures that succeeded on the save or are partially within the area
are pushed away from the center of the sphere until they are no
longer inside it. Only breathable air can pass through the sphere’s
wall. No attack or other effect can pass through.
An enclosed creature can take a Utilize action to push against the
sphere’s wall, moving the sphere up to half the creature’s Speed. The
sphere can be picked up, and its magic causes it to weigh only 1
pound, regardless of the weight of creatures inside.
Boots of Elvenkind
Wondrous Item, Uncommon
While you wear these boots, your steps make no sound, regardless of
the surface you are moving across. You also have Advantage on
Dexterity (Stealth) checks.
Sending Stones
Wondrous Item, Uncommon
Sending Stones come in pairs, with each stone carved to match the
other so the pairing is easily recognized. While you touch one stone,
you can cast Sending from it. The target is the bearer of the other
stone. If no creature bears the other stone, you know that fact as
soon as you use the stone, and you don’t cast the spell.
Once Sending is cast using either stone, the stones can’t be used
again until the next dawn. If one of the stones in a pair is destroyed,
the other one becomes nonmagical.
Appendix B: Creatures
The following creatures appear in this adventure. These creatures
appear in the 2025 Monster Manual and aren’t the final versions.
Berserker
Medium or Small Humanoid, Any Alignment
AC 13 Initiative +1 (11)
HP 67 (9d8 + 27)
Speed 30 ft.
MO SAV
D E
ST 1 + +
R 6 3 3
DE 1 + +
MO SAV
D E
X 2 1 1
CO 1 + +
N 7 3 3
MO SAV
D E
− −
INT 9
1 1
WI 1 + +
S 1 0 0
CH − −
9
A 1 1
Gear Greataxe, Hide Armor
Senses Passive Perception 10
Languages Common
CR 2 (XP 450; PB +2)
Actions
Greataxe. Melee Attack Roll: +5 (with Advantage if the target
doesn’t have all its Hit Points), reach 5 ft. Hit: 9 (1d12 + 3) Slashing
damage.
Cultist
Medium or Small Humanoid, Any Alignment
AC 12 Initiative +1 (11)
HP 9 (2d8)
Speed 30 ft.
MO SAV
D E
MO SAV
D E
ST 1 + +
R 1 0 0
DE 1 + +
X 2 1 1
CO 1 + +
N 0 0 0
MO SAV
D E
1 + +
INT
0 0 0
WI 1 + +
S 1 0 2
CH 1 + +
A 0 0 0
Skills Deception +2
Gear Leather Armor, Sickle
Senses Passive Perception 10
Languages Common
CR 1/8 (XP 25; PB +2)
Actions
Ritual Sickle. Melee Attack Roll: +3, reach 5 ft. Hit: 3 (1d4 + 1)
Slashing damage plus 1 Necrotic damage.
Cultist Fanatic
Medium or Small Humanoid, Any Alignment
AC 13 Initiative +2 (12)
HP 44 (8d8 + 8)
Speed 30 ft.
MO SAV
D E
ST 1 + +
R 1 0 0
DE 1 + +
X 4 2 2
CO 1 + +
N 2 1 1
MO SAV
D E
1 + +
INT
0 0 0
WI 1 + +
S 4 2 4
CH 1 + +
A 3 1 1
Skills Deception +3, Persuasion +3
Gear Leather Armor
Senses Passive Perception 12
Languages Common
CR 2 (XP 450; PB +2)
Actions
Pact Blade. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2)
Slashing damage plus 3 (1d6) Necrotic damage.
Spellcasting (Cleric). The fanatic casts one of the following spells,
using Wisdom as the spellcasting ability (spell save DC 12):
At Will: Light, Thaumaturgy
2/Day: Command
1/Day: Hold Person
Bonus Actions
Spiritual Weapon (2/Day). The fanatic casts the Spiritual
Weapon spell: +4, reach 5 feet of the spectral weapon. Hit: 6 (1d8 +
2) Force damage.
Fire Elemental
Large Elemental, Neutral
AC 13 Initiative +3 (13)
HP 93 (11d10 + 33)
Speed 50 ft.
MO SAV
D E
ST 1 + +
R 0 0 0
DE 1 + +
X 7 3 3
CO 1 + +
N 6 3 3
MO SAV
D E
− −
INT 6
2 2
WI 1 + +
S 0 0 0
CH − −
7
A 2 2
Resistances Bludgeoning, Piercing, Slashing
Vulnerabilities Cold
Immunities Fire,
Poison; Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Pr
one, Restrained, Unconscious
Senses Darkvision 60 ft., Passive Perception 10
Languages Primordial (Ignan)
CR 5 (XP 1,800; PB +3)
Traits
Fiery Aura. At the end of each of the elemental’s turns, each
creature in a 10-foot Emanation originating from the elemental takes
5 (1d10) Fire damage. Creatures and flammable objects in the
Emanation start burning.
Fire Form. The elemental can move through a space as narrow as 1
inch wide without expending extra movement to do so, and it can
enter a creature’s space and stop there. The first time it enters a
creature’s space on a turn, that creature takes 5 (1d10) Fire damage.
Illumination. The elemental sheds Bright Light in a 30-foot radius
and Dim Light for an additional 30 feet.
Water Susceptibility. The elemental takes 3 (1d6) Cold damage for
every 5 feet the elemental moves in water or for every gallon of water
splashed on it.
Actions
Multiattack. The elemental makes two Burn attacks.
Burn. Melee Attack Roll: +6, reach 5 ft. Hit: 10 (2d6 + 3) Fire
damage. If the target is a creature or a flammable object, it
starts burning.
Gray Ooze
Medium Ooze, Unaligned
AC 8 Initiative −2 (13)
HP 22 (3d8 + 9)
Speed 10 ft., Climb 10 ft.
MO SAV
D E
ST 1 + +
R 2 1 1
DE − −
6
X 2 2
CO 1 + +
N 6 3 3
MO SAV
D E
− −
INT 1
5 5
WI − −
6
S 2 2
CH − −
2
A 4 4
Skills Stealth +2
Resistances Acid, Cold, Fire
Immunities Blinded, Charmed, Deafened, Exhaustion, Frighten
ed, Prone
Senses Blindsight 60 ft., Passive Perception 8
Languages None
CR 1/2 (XP 100; PB +2)
Traits
Amorphous. The ooze can move through a space as narrow as 1 inch
without expending extra movement to do so.
Corrosive Form. A creature that hits the ooze with a melee attack
roll takes 4 (1d8) Acid damage. The ooze eats through 2-inch-thick
nonmagical wood or metal in 1 round.
Actions
Pseudopod. Melee Attack Roll: +3, reach 5 ft. Hit: 8 (2d6 + 1) Acid
damage. Nonmagical armor worn by the target takes a −1 penalty to
the AC it offers. The armor is destroyed if the penalty reduces its AC
to 10. The penalty can be removed by a creature who takes
the Utilize action and succeeds on a DC 15 Dexterity check
using Tinker’s Tools to repair the armor.
Incubus
Medium Fiend, Neutral Evil
AC 15 Initiative +3 (13)
HP 66 (12d8 + 12)
Speed 30 ft., Fly 60 ft.
MO SAV
D E
ST − −
8
R 1 1
DE 1 + +
X 7 3 3
CO 1 + +
N 3 1 1
MO SAV
D E
1 + +
INT
5 2 2
WI 1 + +
S 2 1 1
CH 2 + +
A 0 5 5
Skills Deception +9, Perception +5, Stealth +7
Resistances Cold, Fire, Poison, Psychic
Senses Darkvision 60 ft., Passive Perception 15
Languages Abyssal, Common, Infernal; telepathy 60 ft.
CR 4 (XP 1,100; PB +2)
Traits
Succubus Form. When the incubus finishes a Long Rest, it
can shape-shift into a Succubus, using that stat block instead of
this one. Any equipment it’s wearing or carrying isn’t transformed.
Actions
Multiattack. The incubus makes two Nightmare Touch attacks.
Nightmare Touch. Melee Attack Roll: +7, reach 5 ft. Hit: 15 (3d6 +
5) Psychic damage, and the target is cursed for 24 hours or until the
incubus dies. Until the curse ends, the target gains no benefit from
finishing Short Rests.
Spellcasting. The incubus casts one of the following spells, requiring
no Material components and using Charisma as the spellcasting
ability (spell save DC 15):
At Will: Charm Person, Disguise Self, Etherealness
1/Day Each: Dream, Hypnotic Pattern
Bonus Actions
Nightmare (Recharge 6). Wisdom Saving Throw: DC 15, one
creature the incubus can see within 60 feet. Failure: If the target has
20 Hit Points or fewer, it has the Unconscious condition for 1 hour,
until it takes damage, or until a creature within 5 feet of it takes an
action to wake it. Otherwise, the target takes 18 (4d8) Psychic
damage.
Knight
Medium or Small Humanoid, Any Alignment
AC 18 Initiative +0 (10)
HP 52 (8d8 + 16)
Speed 30 ft.
MO SAV
D E
ST 1 + +
R 6 3 3
DE 1 + +
X 1 0 0
CO 1 + +
N 4 2 4
MO SAV
D E
1 + +
INT
1 0 0
WI 1 + +
S 1 0 2
CH 1 + +
A 5 2 2
Gear Greatsword, Heavy Crossbow, Plate Armor
Senses Passive Perception 10
Languages Common plus one other language
CR 3 (XP 700; PB +2)
Actions
Multiattack. The knight makes two attacks, using Greatsword or
Heavy Crossbow in any combination.
Greatsword. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3)
Slashing damage plus 4 (1d8) Radiant damage.
Heavy Crossbow. Ranged Attack Roll: +2, range 100/400 ft. Hit: 11
(2d10) Piercing damage plus 4 (1d8) Radiant damage.
Reaction
Parry. Trigger: The knight is hit by a melee attack roll while holding a
weapon. Response: The knight adds 2 to its AC against that attack,
possibly causing it to miss.
Ogre
Large Giant, Chaotic Evil
AC 11 Initiative −1 (9)
HP 68 (8d10 + 24)
Speed 40 ft.
MO SAV
D E
ST 1 + +
R 9 4 4
DE − −
8
X 1 1
CO 1 + +
N 6 3 3
MO SAV
D E
− −
INT 5
3 3
WI − −
7
S 2 2
CH − −
7
A 2 2
Gear Greatclub, Javelins (3)
Senses Darkvision 60 ft., Passive Perception 8
Languages Common, Giant
CR 2 (XP 450; PB +2)
Actions
Greatclub. Melee Attack Roll: +6, reach 5 ft. Hit: 13 (2d8 + 4)
Bludgeoning damage.
Javelin. Melee or Ranged Attack Roll: +6, reach 5 ft. or range 30/120
ft. Hit: 11 (2d6 + 4) Piercing damage.
Pirate
Medium or Small Humanoid, Any Alignment
AC 14 Initiative +5 (15)
HP 27 (5d8 + 5)
Speed 30 ft.
MO SAV
D E
ST 1 + +
R 0 0 0
DE 1 + +
X 6 3 5
CO 1 + +
N 2 1 1
MO SAV
D E
− −
INT 8
1 1
WI 1 + +
S 2 1 1
CH 1 + +
A 4 2 4
Gear Daggers (6), Leather Armor
Senses Passive Perception 11
Languages Common plus one other language
CR 1 (XP 200; PB +2)
Actions
Multiattack. The pirate makes two Dagger attacks. It can replace
one of these attacks with a use of Enthralling Panache.
Dagger. Melee or Ranged Attack Roll: +5, reach 5 ft. or range 20/60
ft. Hit: 5 (1d4 + 3) Piercing damage.
Enthralling Panache. Wisdom Saving Throw: DC 12, one creature
the pirate can see within 30 feet. Failure: The target has
the Charmed condition until the start of the pirate’s next turn.
Pirate Captain
Medium or Small Humanoid, Any Alignment
AC 17 Initiative +7 (17)
HP 78 (12d8 + 24)
Speed 30 ft.
MO SAV
D E
ST 1 + +
R 0 0 3
DE 1 + +
X 8 4 7
CO 1 + +
N 4 2 2
MO SAV
D E
1 + +
INT
0 0 0
WI 1 + +
S 4 2 5
MO SAV
D E
CH 1 + +
A 7 3 6
Skills Acrobatics +7, Perception +5
Gear Pistol, Rapier
Senses Passive Perception 15
Languages Common plus one other language
CR 6 (XP 2,300; PB +3)
Actions
Multiattack. The pirate makes three attacks, using Rapier or Pistol in
any combination.
Rapier. Melee Attack Roll: +7, reach 5 ft. Hit: 13 (2d8 + 4) Piercing
damage, and the pirate has Advantage on the next attack roll it
makes before the end of this turn.
Pistol. Ranged Attack Roll: +7, range 30/90 ft. Hit: 15 (2d10 + 4)
Piercing damage.
Bonus Actions
Captain’s Charm. Wisdom Saving Throw: DC 14, one creature the
pirate can see within 30 feet. Failure: The target has
the Charmed condition until the start of the pirate’s next turn.
Reactions
Riposte. Trigger: The pirate is hit by a melee attack roll while holding
a weapon. Response: The pirate adds 3 to its AC against that attack,
possibly causing the attack to miss. On a miss, the pirate makes one
Rapier attack against the triggering creature.
Stone Golem
Large Construct, Unaligned
AC 18 Initiative +3 (13)
HP 252 (24d10 + 120)
Speed 30 ft.
MO SAV
D E
ST 2 + +
R 2 6 6
DE − −
9
X 1 1
CO 2 + +
N 0 5 5
MO SAV
D E
− −
INT 3
4 4
WI 1 + +
S 1 0 0
CH − −
1
A 5 5
Immunities Poison,
Psychic; Charmed, Exhaustion, Frightened, Paralyzed, Petrified,
Poisoned
Senses Darkvision 120 ft., Passive Perception 10
Languages Understands Common plus two other languages but can’t
speak
CR 10 (XP 5,900; PB +4)
Traits
Immutable Form. The golem can’t shape-shift.
Magic Resistance. The golem has Advantage on saving throws
against spells and other magical effects.
Actions
Multiattack. The golem makes two attacks, using Slam or Force Bolt
in any combination.
Slam. Melee Attack Roll: +10, reach 5 ft. Hit: 15 (2d8 + 6)
Bludgeoning damage plus 9 (2d8) Force damage.
Force Bolt. Ranged Attack Roll: +9, range 90 ft. Hit: 26 (4d12) Force
damage.
Slow (Recharge 5–6). The golem casts Slow (spell save DC 17),
requiring no spell components and using Constitution as the
spellcasting ability.
Succubus
Medium Fiend, Neutral Evil
AC 15 Initiative +3 (13)
HP 66 (12d8 + 12)
Speed 30 ft., Fly 60 ft.
MO SAV
D E
ST − −
8
R 1 1
DE 1 + +
X 7 3 3
CO 1 + +
N 3 1 1
MO SAV
D E
1 + +
INT
5 2 2
WI 1 + +
S 2 1 1
CH 2 + +
MO SAV
D E
A 0 5 5
Skills Deception +9, Perception +5, Stealth +7
Resistances Cold, Fire, Poison, Psychic
Senses Darkvision 60 ft., Passive Perception 15
Languages Abyssal, Common, Infernal; telepathy 60 ft.
CR 4 (XP 1,100; PB +2)
Traits
Incubus Form. When the succubus finishes a Long Rest, it
can shape-shift into an Incubus, using that stat block instead of this
one.
Actions
Multiattack. The succubus makes two Fiendish Touch attacks and
can use Spellcasting to cast Dominate Person. It can replace one
attack with a use of Draining Kiss.
Fiendish Touch. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3)
Psychic damage.
Draining Kiss. Constitution Saving Throw: DC 15, one
creature Charmed by the succubus within 5 feet. Failure: 13 (3d8)
Psychic damage. Success: Half damage. Failure or Success: The
target’s Hit Point maximum is reduced by an amount equal to the
damage taken.
Spellcasting. The succubus casts one of the following spells,
requiring no Material components and using Charisma as the
spellcasting ability (spell save DC 15):
At Will: Dominate Person (level 8 version)
1/Day: Hypnotic Pattern
Bonus Actions
Shape-Shift. The succubus shape-shifts to resemble a Medium or
Small Humanoid or back into its true form. Its game statistics are the
same in each form, except its Fly Speed is available only in its true
form. Any equipment it’s wearing or carrying isn’t transformed.
Tough Boss
Medium or Small Humanoid, Any Alignment
AC 16 Initiative +2 (12)
HP 82 (11d8 + 33)
Speed 30 ft.
MO SAV
D E
ST 1 + +
R 7 3 5
DE 1 + +
X 4 2 2
CO 1 + +
N 6 3 5
MO SAV
D E
1 + +
INT
1 0 0
WI 1 + +
S 0 0 0
CH 1 + +
A 1 0 2
Gear Chain Mail, Heavy Crossbow, Warhammer
Senses Passive Perception 10
Languages Common
CR 4 (XP 1,100; PB +2)
Traits
Pack Tactics. The tough boss has Advantage on an attack roll
against a creature if at least one of the tough’s allies is within 5 feet
of the creature and the ally doesn’t have
the Incapacitated condition.
Actions
Multiattack. The tough boss makes two attacks, using Warhammer
or Heavy Crossbow in any combination.
Warhammer. Melee Attack Roll: +5, reach 5 ft. Hit: 12 (2d8 + 3)
Bludgeoning damage, and if the target is Large or smaller, the tough
can push the target up to 10 feet straight away from itself.
Heavy Crossbow. Ranged Attack Roll: +4, range 100/400 ft. Hit: 13
(2d10 + 2) Piercing damage.