You are on page 1of 12

Dungeon Module S2

White Plume Mountain


D&D 5e conversion notes

Regarding the player handout: A DC 20 Intelligence (History) or Intelligence (Arcana) check will
recognize the sigil as that of Keraptis.

Start
Regarding the trap door in the cave: A DC 15 Intelligence (Investigation) check by a character probing the
muck near the back of the cave will reveal a small square trap door with a rusted iron ring set in it. Once
the muck has been cleared away it will require DC 20 Strength check to pull up the encrusted door (or
appropriate magic).

General Features
Ceilings. All corridors in this dungeon are ten feet in height, and have been carved and, in some places,
seemingly melted through solid rock.
Doors. Unless stated otherwise, all doors are 8' by 8', made of oak and bound in iron. Though the doors
are swollen by the dampness, and thus difficult to open, the wood is not by any means rotten.
Light. Most areas are dimly lit by a reddish glow. The source of this light is not obvious, and the light
slowly shifts and surges, giving the impression of lava slowly flowing along the walls.
Magic items and creatures specific to this module detailed in the appendices.

KEY TO THE DUNGEON LEVEL


Wandering Monsters
An encounter occurs on a 1 in 12.
d6 result
1
2
3
4
5
6

Encounter
black pudding
1d4 + 1 bugbears
2 gargoyles
invisible stalker
1d3 ogres
1d2 wights

Encounter Areas
1. Landing
Regarding the partially flooded corridors: The water and mud make these areas difficult terrain.
Additionally, any checks that depend on silence or having sure footing will be made at disadvantage.
2. Intersection
gynosphinx (MM p282, CR 11) not in lair.
The wall of force is weaker than most, and can be brought down by dispel magic, disintegrate, or
bypassed with passwall.

3. Slimy Corridor
Large patch of green slime. Hazard, Noticed by characters with a passive Wisdom (Perception) score of
20 or higher. Characters actively searching can spot it with a DC 15 Wisdom (Perception) check.
Identifiable as a hazardous slime with a successful DC 15 Intelligence (Nature) check. The slime covers
a 20 foot section of the floor under the water. Creatures who come into contact with the slime take 2d6
acid damage at the start of each of their turns. Slime on a creature can be scraped off or killed by taking
11 damage or more from weapons, cold or fire. Dealing damage to the slime also deals half damage to
the creature it is covering. Green slime can also be removed from a creature by any spell that removes
disease (such as lesser restoration).
4. Globe Room
1: 3 folded-up shadows (MM p269, CR )
2: A potion of silver dragon control
3: air elemental (MM p124, CR 5)
4: A ring of flying
6: gray ooze (MM p243, CR )
7: wand of paralyzation
5. Golem Room
5x flesh golems (MM p169, CR 5)
6. Turnstile
The turnstile can be ripped out with a DC 20 Strength check.

7. Geyser Cavern
Wooden disks. Between the two stone platforms, a series of wooden disks is suspended from the
ceiling by massive steel chains. The disks are about four feet in diameter, and three feet apart. Each disk
is attached to its chain by a giant staple fixed in its center. The disks swing freely and will tilt when weight
is placed upon them. Creatures can move from disk to disk by taking their action to make a successful
DC 10 Strength (Athletics) or Dexterity (Acrobatics) check. It takes approximately one minute for a
creature to cross the cavern this way, assuming no failed checks.
Phosphorescent scum. The disks and chains, as well as the walls of the cavern, are covered with a
wet, slippery algal scum that lives on the water and nutrients spewed up from the geysers. This coating
gives off a feeble phosphorescent glow and causes any Strength or Dexterity checks to be made at
disadvantage.
Geysers. Points A and B mark the locations of geysers. Geyser A spouts once every five minutes.
Geyser B spouts once every three minutes, with both geysers firing at the same time once every 15
minutes. When the geysers erupt, they reach nearly to the roof of the cavern, and creatures holding onto
the disks or chains will take damage from the scalding hot water and may be washed off to fall into the
mud below. Hanging on requires a successful Strength check, with the DC depending on which geyser is
erupting and which disk the creature is standing on (see chart for DC and base damage). If the creature
succeeds on a Dexterity saving throw with a +5 bonus against the same DC they only take half damage
from the scalding water, as they were able to quickly shield sensitive portions of their body from the blast.

Disk
1
2
3
4
5
6
7
8
9

DC
16
18
20
18
16
14
12
10
8

Geyser A
Damage
3d10
4d10
5d10
4d10
3d10
2d10
1d10
1d6
1d4

DC
6
8
10
12
14
16
18
20
18

Geyser B
Damage
1d4
1d4
1d6
1d10
2d10
3d10
4d10
5d10
4d10

Both Geysers
DC
Damage
21
5d10
23
6d10
25
7d10
23
6d10
21
5d10
21
5d10
23
6d10
25
7d10
21
6d10

Boiling Mud. 50 below the wooden disks is a deep pool of boiling mud. Falling into the mud causes
3d6 bludgeoning damage. Creatures starting their turn in the mud take 5d10 fire damage. Additionally,
the mud is very thick and hard to swim or maneuver in, requiring a successful DC 20 Strength (Athletics)
check to stay afloat or maneuver.

8. Ctenmiirs Lair
vampire (MM p350, CR 13)
Darkness. This room is under a specialized and permanent darkness effect. This magical darkness
functions just like the 2nd-level spell, with the exception that it has been made permanent, and it has
been attuned to not effect anyone who has been granted a special wizard mark by Keraptis. Ctenmiir has
such a mark, and thus is unaffected by the darkness. Note: darkvision does not function in areas of
magical darkness.
Niche. Under Ctenmiirs coffin is a niche containing several items. This niche is completely covered by
the coffin, and thus impossible to spot. A successful DC 20 Intelligence (Investigation) check will notice
some faint scratch marks on the floor from when the coffin was moved.
Coffin. This is but one of many coffins Ctenmiir can use to rest and regenerate and if it is destroyed,
Ctenmiir will travel in gaseous form to one of the spares Keraptis has hidden for him in the deeper levels.
This particular coffin is more of a sarcophagus, made of stone and extremely heavy. Moving this coffin
requires a successful DC 20 Strength check.
Treasure
In the hidden niche beneath the coffin are the following items: Whelm, 10,000 sp and 9000 gp in six
leather sacks, a potion of detect thoughts, a potion of black dragon control, and a scroll of 3 spells: magic
mouth, dispel magic and conjure minor elementals.
9. Drainage System
This room contains a ten-foot-deep pool. At the bottom is a very stiff valve wheel which requires a DC 20
Strength check to turn. When turned, a tube will open which will drain out all of the water in the wet
corridors in 10 turns. Also at the bottom of the pit is a magical secret door (which can easily be found by
detect magic, or a DC 25 Intelligence (Arcana) check) that leads to Keraptis' Indoctrination Center (see
End Note).
10. Kelpie Lair
4x kelpies
Treasure
Scattered about the lair are 600 gp, a piece of jewelry worth 2000 gp, and Malthera.
11. Spinning Corridor
This is a thirty-foot-long spinning cylinder, apparently made of some light metal. It is ten feet in diameter,
and spins counterclockwise at about eight miles an hour.
Spinning cylinder. The entire inner surface of the cylinder is covered with slippery oil and painted with
a dizzying black-and-white spiral pattern. The cylinder can be traversed with a running start and a
successful DC 15 Strength (Athletics) check to simply slide through. It is nearly impossible to walk
through and maintain balance, requiring a successful DC 25 Dexterity (Acrobatics) check. This cylinder
has no controls in this area and cannot be deactivated or jammed.
Burning oil. The oil in the cylinder is extremely combustible and will quickly ignite if exposed to any
flame source. Creatures starting their turn or moving into the cylinder while it is ignited will take 2d8 fire
damage.

12. Outer Room


Burket is a veteran, Snarla is a wizard cursed with lycanthropy.
The room contains only a couple of benches and a table upon which are Snarla's spell book and a large
candlestick. Snarla is a mage who has been cursed with lycanthropy. If Burket is killed or she is caught in
a very bad situation, she will change into hybrid form and attack with desperate savagery, gaining
advantage on all attacks.
Snarlas spell book. The spellbook is protected by a glyph of warding (explosive runes, DC 14, 5d8
thunder damage), and contains the following spells: detect magic, mage armor, magic missile, shield,
misty step, suggestion, counterspell, fireball, haste, greater invisibility, ice storm, cone of cold.
Developments
If captured alive, it may be possible to convince Snarla to talk. If Burket has been spared, this will only
require a successful DC 15 Charisma check. If Burket has been slain however, she is so overcome with
grief and rage that it is nearly impossible, requiring a successful DC 25 Charisma check instead.
13. Inner Sanctum
Illusory luxury. Anyone who investigates the bed will find that it actually feels quite uncomfortable, and
anybody tasting the food will be disappointed in the extreme, finding it tough and not very tasty. True
seeing or detect illusion will reveal that the opulent bed is actually only an old straw tick, and the delicious
treats are something very much like iron rations. In reality, the walls, floor and ceiling of the room are quite
bare. Only the brass-bound chest appears as it actually is. Dispel magic will remove the illusion.
Brass bound chest. The chest must be opened while uttering a command word known only to Snarla,
or it will dissolve into a stinking cloud.
Treasure
Within the chest are 400 ep, 300 gp, and 7 gems worth 1300 gp total.

17. Bubble Room


A sunken stone ledge projects out into the boiling lake. The corridor from the dungeon continues out into
the lake under a rubbery magical force field that keeps out the waters by forming a sort of elastic skin of
super surface-tension. The shape of the corridor is not square in cross-section, but rather semi-circular,
as if a series of hoops were supporting the ceiling.
After thirty feet the corridor widens out into a low, dome shaped area. Here lives the guardian of the
treasure, a gargantuan crab. On one of its "forearms" it wears a rune covered copper band that protects
it from all mind effecting spells. Unfortunately, it is worthless as a treasure, as the magic is keyed
specifically to this particular monster.
The crab will intelligently attack any and all intruders, being careful not to bump the waterskin walls. The
crab is experienced in fighting in this manner.
Characters wielding melee weapons with the two-handed property or any ranged weapons will pierce the
waterskin walls on any attack roll that misses by 5 or more, unless they declare that they are taking care
not to swing into the walls, and take disadvantage on their attack rolls. Area effect spells such as fireball
or lightning bolt will automatically damage the walls.
Waterskin walls. The elastic skin is soft, resilient and uncomfortably warm to the touch. Under any
pressure it immediately becomes taut, and any character unwise enough to puncture it with something
sharp will leave a permanent hole. A stream of scalding water will rush in, burning whoever made the
hole for 1d6 fire damage unless they make a successful DC 15 Dexterity saving throw. The skin will not
heal once punctured. Major damage to the waterskin, as from a slash with a sword or axe, will collapse
the entire field like a balloon in 3 rounds.
Boiling lake. The water surrounding this room is boiling hot. In the event of a collapse of the waterskin
walls, the area becomes increasingly filled with scalding water. In the first round, water will be shooting in
a large jet from the ruptured area. Any creature within 20 feet must succeed on a DC 15 Dexterity saving
throw or take 4d6 fire damage (half as much damage on a successful save). In the second round, the
rupture spreads around the entire room, causing a much larger jet of boiling water to crash into the area.
Any creature in the room or corridor must succeed on a DC 20 Dexterity saving throw or take 8d6 fire and
3d6 bludgeoning damage (half as much damage on a successful save). In the final round, the room and
corridor are completely submerged in boiling water. Creatures in the boiling lake at the start of their turn
will take 8d6 fire damage and are submerged.
Treasure
In the chest is Wave as well as 1000 gp in small sacks, 20 gems (3 big ones worth 1000,1000 & 5000 gp,
and 17 others worth 3,935 gp total), a ring of darkvision, a luckstone, and a wand of winter.
Developments
The DM will note that a character grabbing Wave while the waterskin is collapsing should be able to save
his own and others' lives by invoking the wall of force ability (Wave will instantly make the holder aware of
the ability, if the holder worships a sea god or is willing to convert on the spot). Characters inside the wall
of force will probably end up being blown out the geyser at the top of the mountain. The air-filled cube will
float, drain down the cascade, and be ejected from the Plume - a rocky ride that will result in 4d10
bludgeoning damage to all inside.
18. Pit Corridor
Creatures falling into this pit will take no damage, but will have to swim to get out.
19. Induction Corridor
Induction plates. This area functions exactly as described in the module.
20. Secret Room
2 ghasts and 6 ghouls (MM p148, CR 2 and 1). These creatures all wear amulets that make them
immune to turning.

22. The Frictionless Room


Pits. The strips labeled A are five-foot-wide open pits. They are ten feet deep and the bottoms are lined
with rusty razor-like blades. Anyone falling in will take 1d12 piercing damage and must make a DC 18
Constitution saving throw or contract super-tetanus. An infected creature must make a DC 18
Constitution saving throw at the start of each of its turns. Failure indicates that the disease is
progressing, with the following effects: 1st failed save, muscle spasms and cramping cause disadvantage
on all attack rolls and skill checks. 2nd failed save, major muscles lock up, causing the creature to
become paralyzed. 3rd failed save, the creature dies.
Slipstuff. Functions exactly as described in the module.
Illusory wall. The dotted line at C is the illusion of a west wall: the actual west wall is ten feet farther.
Objects hitting the false wall will pass through and apparently disappear.
No fly zone. Spells that grant the ability to fly, levitate, jump, dimension door, blink or teleport do not
work in this room.
24. Ambush Room
8 thugs (MM p350, CR ) under the command of the cruel knight (MM p347, CR 3) Sir Bluto Sans Pite
await here to ambush any who come through the tunnel.
Sir Bluto carries the magic key to the secret doors (25) and is wearing boots of striding and springing.
26. Inverted Ziggurat
Step B: In this square pool live six giant crayfish.
Step C: A dry level with four giant scorpions (MM p327, CR 3)
Step D: Another wet level with six merrow (MM p219, CR 2)
Step E: Here are four wing-clipped manticores (MM p213, CR 3)
Trapped safe. A safe is set in the wall opposite the door on level E. Opening this safe will trigger a
vibration device in the wall which will shatter the glass walls in 1d6 rounds. This mechanism can be
detected with a successful DC 18 Intelligence (Investigation) check, and disabled with a successful DC 15
Dexterity check. The safe contains 6000 sp and one piece of jewelry worth 3000 gp.
27. Qesnefs Lair
Qesnef, a huge ogre mage (MM p239, CR 7)
Qesnef also wears a ring of enhanced protection on his left hand and a ring of mirror images on his right.
Treasure
Several items have been casually shoved beneath a sumptuous divan: Blackrazor, 1000 ep, 200 pp, 4
pieces of jewelry worth a total of 11,000 gp, a potion of healing, a scroll of protection from evil and good,
and armor of vulnerability.

End Note
Nix and Nox, two efreet (MM p145, CR 11)

Monsters
Gargantuan Crab
Gargantuan beast, unaligned
Armor Class 15 (natural armor)
Hit Points 125 (10d20 + 20)
Speed 30 ft., swim 30 ft.
STR
DEX
CON
INT
WIS
CHA
20 (+5) 15 (+2) 14 (+2) 1 (-5)
9 (-1)
3 (-4)
Skills Stealth +6
Senses blindsight 30 ft., passive Perception 9
Languages Challenge 9 (5,000 XP)
Amphibious. The crab can breathe air and water.

Actions
Multiattack. The crab makes two claw attacks.
Claw. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 18 (2d12 + 5) bludgeoning damage, and the
target is grappled (escape DC 15). Until this grapple ends, the target is restrained and takes 18 (2d12 + 5)
bludgeoning damage at the start of each of the crabs turns. The crab has two claws, each of which can grapple only
one target.

Giant Crayfish
Large beast, unaligned
Armor Class 15 (natural armor)
Hit Points 75 (10d10 + 20)
Speed 30 ft., swim 30 ft.
STR
DEX
CON
INT
WIS
CHA
18 (+4) 15 (+2) 14 (+2) 1 (-5)
9 (-1)
3 (-4)
Skills Stealth +4
Senses blindsight 30 ft., passive Perception 9
Languages Challenge 3 (700 XP)
Water Breathing. The crayfish can breathe only underwater.

Actions
Multiattack. The crayfish makes two claw attacks.
Claw. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 10 (1d12 + 4) bludgeoning damage, and the
target is grappled (escape DC 14). Until this grapple ends, the target is restrained and takes 10 (1d12 + 4)
bludgeoning damage at the start of each of the crayfishs turns. The crayfish has two claws, each of which can
grapple only one target.

Kelpie
Medium plant, neutral evil
Armor Class 13 (natural armor)
Hit Points 39 (6d8 + 12)
Speed 10 ft., swim 40 ft.
STR
DEX
CON
INT
WIS
CHA
16 (+3) 10 (+0) 15 (+2) 12 (+1) 10 (+0) 4 (-3)
Damage Resistances fire
Senses darkvision 60 ft., passive Perception 12
Languages Common, Aquan
Challenge 2 (450 XP)
Amphibious. The kelpie can breathe air and water.
Comely illusion. The kelpie can assume the shape of a comely humanoid (male or female) in order to lure prey into
deep water. Anyone viewing this form and succeeding on a DC 13 Wisdom saving throw will see through the
disguise.

Actions
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.
Binding tendrils. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: the target is grappled (escape DC 13).
Until this grapple ends, the target is restrained. The kelpie will attempt to drag the target underwater if it isnt already.
Luring charm (recharge 5-6). The kelpie targets one humanoid that it can see within 30 feet. If the target can see
the kelpie and is affected by its comely illusion ability, it must succeed on a DC 16 Wisdom saving throw or be
magically charmed. The charmed creature regards the kelpie as an extremely desirable mate and will willingly
abandon its friends and allies to be with it. The creature will act as though it can breathe water and will swim to any
depth in an attempt to be with the kelpie.

Snarla
Medium humanoid (human, shapechanger), chaotic evil
Armor Class 12 (15 with mage armor)
Hit Points 58 (9d8 + 18)
Speed 30ft. (40 ft. in wolf form)
STR
DEX
CON
INT
WIS
CHA
15 (+2) 14 (+2) 14 (+2) 17 (+3) 12 (+1) 10 (+0)
Saving Throws lnt +6, Wis +4
Skills Arcana +6, History +6, Perception +5, Stealth +4
Damage Immunities bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't silvered
Senses passive Perception 11
Languages Common
Challenge 6 (2,300 XP)
Shapechanger. The werewolf can use its action to polymorph into a wolf-humanoid hybrid or into a wolf, or back into
its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it, is
wearing or carrying isn't transformed. It reverts to its true form if it dies.
Keen Hearing and Smell. The werewolf has advantage on Wisdom (Perception) checks that rely on hearing or
smell.
Spellcasting. Snarla is a 9th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 14, +6 to hit with
spell attacks). She has the following wizard spells prepared:
Cantrips (at will): fire bolt, light, mage hand, prestidigitation
1st level (4 slots): detect magic, mage armor, magic missile, shield
2nd level (3 slots): misty step, suggestion
3rd level (3 slots): counterspell, fireball, haste
4th level (3 slots): greater invisibility, ice storm
5th level (1 slot): cone of cold
ACTIONS
Multiattack (Humanoid or Hybrid Form Only). The werewolf makes two attacks: one with its bite and one with its
claws or spear.
Bite (Wolf or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing
damage. If the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be cursed with
werewolf lycanthropy.
Claws (Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (2d4 + 2) slashing
damage.
Dagger (Humanoid Form Only). Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one
creature. Hit: 4 (1d4 + 2) piercing damage.

Magic Items
Armor of Vulnerability
Armor (plate), cursed
This armor appears to be a suit of magical armor, but is cursed. You have a -1 penalty to your Armor
Class while wearing this armor, but will believe you have a +1 bonus instead. This armor will fall to pieces
when struck by a critical hit. Otherwise, once donned it cannot be removed until the curse is broken (via
remove curse or similar magic).

Blackrazor
Weapon (greatsword), legendary, requires attunement
A sentient (chaotic neutral) greatsword, Blackrazor is capable of speech in Common. Blackrazor can also
communicate via telepathy. Blackrazors only goal is to suck souls. It is a black sword that shines like a
piece of night sky filled with stars, and it is sheathed in a black scabbard decorated with pieces of cut
obsidian. Even if you arent attuned to the sword, you gain a +1 bonus on attack rolls and damage rolls
made with this weapon.
Increased potency. While you are attuned to this weapon, its bonus on attack rolls and damage rolls
increases to +2.
Soul devour. On a killing stroke, Blackrazor sucks the soul out of the target. If you are attuned to this
weapon, you are granted temporary hit points equal to four times the HD of the target. These temporary
hit points last until depleted or until you take a short or long rest. Creatures killed by Blackrazor cannot be
raised as their souls have been consumed by the sword.
Soul hunger. When you are attuned to the sword, if more than three days passes without the sword
devouring a soul, you must succeed on a Charisma saving throw or be compelled to kill a human or
humanoid being with the sword. The DC for this saving throw is 12 + the number of days since the last
kill.
Necrotic affinity. Blackrazor is a necrotic entity that exists by absorbing life energy from those it kills.
However, if it strikes a necrotic infused being, such as many undead, it will work in reverse, reducing its
wielders maximum hit point total by 4d8 and granting the same amount as temporary hit points to the
target. If the wielders hit point maximum is reduced to 0, it dies, and its soul is consumed by the sword.
This trait will not be revealed by Blackrazor to the wielder. These lost hit points can be restored either by
using the soul devour ability on a creature of the same race as the wielder, or the greater restoration spell.
Detect living. Blackrazor can detect the presence of living creatures within 60 feet.
Haste (1/Day). While you are attuned to this weapon, you can cast the haste spell on yourself as a
bonus action.
Indomitable will. While you are attuned to this weapon, you have advantage on all saving throws
against charm and fear affects.

Luckstone
Wondrous item, rare
This magical stone is typically a bit of rough polished agate or similar mineral. Its possessor gains
advantage on all saving throws.

Malthera
Armor (breastplate), legendary
This breastplate is deep black, with dark red veins marbled throughout. The armor reshapes to fit its
wearer. You have a +2 bonus to your Armor Class while wearing this armor.
Indomitable. While wearing this armor and fatigued, you are considered to be one level less fatigued
than you actually are.
Leaden. While wearing this armor, you have disadvantage on all checks related to swimming.

Potion of Dragon Control


Potion, very rare
This potion allows you to cast a limited version of dominate monster that only targets a specific type of
dragon. The dragon must succeed on a DC 15 Wisdom saving throw or be affected. The effects last 1
hour. There are various sorts of dragon control potions, as shown below (d20):
1-2
3-4
5-7
8-9
10
11-12
13-14
15
16
17
18-19
20

white dragon control


black dragon control
green dragon control
blue dragon control
red dragon control
brass dragon control
copper dragon control
bronze dragon control
silver dragon control
gold dragon control
evil dragon control*
good dragon control**

* Black, blue green, red white.


** Brass, bronze, copper, gold, silver.

Ring of darkvision
Ring, uncommon
While you wear this ring, you have darkvision in a 60-foot radius. If you already have darkvision, wearing
the ring increases its radius by 60 feet.

Ring of Flying
Ring, uncommon
This ring has 4 charges. While wearing this ring you can use your action and expend one charge to cast
the 3rd-level spell fly.
The ring regains 1d4 expended charges each night at midnight. However, if you expend the rings last
charge, roll a d20. On a 1, the ring dissolves into mist and is destroyed.

Ring of Mirror Images


Ring, uncommon
This ring has 5 charges. While wearing this ring you can use your action and expend one charge to cast
the 2nd-level spell mirror image.
The ring regains 1d4 + 1 expended charges each day at dawn. However, if you expend the rings last
charge, roll a d20. On a 1, the ring flickers into insubstantiality and is destroyed.

Ring of Enhanced Protection


Ring, very rare (requires attunement)
While you wear this ring, you have a +2 bonus to AC and saving throws.

Wand of Paralyzation
Wand, very rare
While you hold this wand, you can use an action to expend 1 of its 5 charges to cast the hold monster
spell (save DC 15) without using any components.
The wand regains 1d4 + 1 expended charges each day at midnight. However, if you expend the wands
last charge, roll a d20. On a 1, the wand becomes brittle as bone and shatters, instantly destroyed.

Wave

Weapon (trident), legendary, requires attunement


A sentient (neutral) trident, Wave is capable of speech in Common and Aquan. Wave can also
communicate via telepathy. Waves purpose is the death or disfigurement to all who wont convert to the
worship of the god of the sea, and can only be attuned by someone who either already worships a sea
god or agrees to convert. On a hit, Wave does 1d10 piercing damage. Even if you arent attuned to the
trident, you gain a +1 bonus on attack rolls and damage rolls made with this weapon. Wave has 6
charges which are used to fuel some of its spells and abilities. Each day at dusk, Wave regains 1d6
expended charges. While Wave is in your hand and you are attuned to it, you can access the following
properties.
Increased Potency. While you are attuned to this weapon, its bonus on attack rolls and damage rolls
increases to +2.
Fish command. You can use your action and expend 1 charge to cast a modified version of the
dominate beast spell. This spell is limited to fish only (including sharks and eels but excluding mollusks,
crustaceans, amphibians, reptiles, mammals and similar sorts of non-piscine marine creatures) and has a
save DC of 15 and a duration of 1 hour.
Warning. You can use your action and expend 1 charge to determine the location, depth, species and
number of hostile and/or hungry marine predators within 1 mile.
Find water. You can use your action to detect the location of water within 100 feet. This detection
ability is not blocked by stone, wood or dirt but is blocked by a thin sheet of lead.
Underwater action. You can breathe underwater and have a swim speed equal to your normal speed.
Wall of force. You can use your action and expend 3 charges to cast wall of force. You do not have to
concentrate to maintain the wall and can dismiss it at will. The wall will last up to 10 minutes.
Dehydrate. On a critical hit, Wave does an additional 2d8 necrotic damage as it sucks the water out of
the target.

Whelm
Weapon (light hammer), legendary, requires attunement
A sentient (lawful neutral) light hammer, Whelm is capable of speech in thickly accented Common and
Dwarvish. Whelm is obviously of dwarven manufacture. Even if you arent attuned to the hammer, you
gain a +1 bonus on attack rolls and damage rolls made with this weapon. If you are not attuned to
Whelm, you deal an extra 1d6 bludgeoning damage to creatures with the goblin or giant type.
Increased Potency. While you are attuned to this weapon, its bonus on attack rolls and damage rolls
increases to +2, and a hit deals an extra 2d6 bludgeoning damage to creatures with the goblin or giant
type (instead of 1d6).
Shock wave (1/Day). When struck upon the ground by an attuned wielder, Whelm will send forth a
shock wave. Each creature in a 60-foot cone must make a DC 15 Constitution saving throw or be
stunned for 1d4 rounds.
Detection. Whelm can detect gold, gems and the presence of goblins within 100 feet. This detection
ability is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Agoraphobia. A creature attuned to Whelm is affected by a severe case of agoraphobia (fear of wide,
open places) and will make all attack rolls, ability checks and saving throws with disadvantage when not
inside a building, at night or underground.

You might also like