Candlekeep & Strixhaven Bestiary - PDFCOFFEE.COM (2024)

Introduction Dedication

I dedicate this book to Ed Greenwood, the creator of the Forgotten Realms. Thank you for enriching our lives with your creativity and thank you for always supporting your fans.

Using This Book

Candlekeep Library Bestiary aims to be a complementary work to the Candlekeep Mysteries adventure book. Monsters, NPCs, and magical items found in this book can be encountered in the Candlekeep Library and other libraries across Faerûn. Although these monsters and NPCs can be found in many of the libraries across Faerûn, in the Candlekeep Library, visitors are prohibited from entering the Inner Rooms unless they possess a pass-token. Therefore it should be noted that many of the monsters can only found in the outer sections of the Candlekeep Library. Yet, as the DM, you can easily find a reason for anyone or anything to be in any room. Dungeon Masters can use this book to spice up and enrich their games when the players enter a library or a similar place of learning and knowledge. Players can also use this book to acquire magical items and use the Translator background for their characters.

Strixhaven Update

Welcome to the School of Mages! I wrote this book when the Candlekeep Mysteries was released, thinking that the monsters and NPCs here are the perfect fit for the library setting of that book. But when the Strixhaven was first announced, then I realized this book was actually the perfect companion for the new Strixhaven setting. All the statblocks that can be found in this book are specifically tailored and designed to fit in an arcane academy/library/wizard’s tower kind of setting, both as living places, and also as ruins and dangerous dungeons. So now, just before the release of Strixhaven: A Curriculum of Chaos, I have decided to update this book! I have added 8 more brand new statblocks that are inspired by the Strixhaven setting. When preparing the new statblocks, I have experimented with some new stuff such as combining arcane and divine magic for certain characters. I hope you will enjoy it and use it in your games!

Art Credit

Some artwork © 2015 Dean Spencer, used with permission. All rights reserved.

Jacob Blackmon,

DarkmoonArt_de from Pixabay

Mimic Desk artwork by Stefano Leone (Imago) [emailprotected]

Inspiration

The following D&D books provided material and inspiration for this book:

Elminster's Candlekeep Companion (2020)

Demihuman Deities (1998)

Faiths & Avatars (1996)

Monstrous Compendium Annual Volume Two (1995)

Table Of Contents

1.1 Introduction 1.1.1 Dedication 1.1.2 Using This Book 1.1.3 Strixhaven Update 1.1.4 Art Credit 1.1.5 Inspiration 2 List of Monsters by Challenge Rating 3 Bestiary 3.1 Animated Arcane Guardian 3.2 Awakened Spellbook 3.3 Clockwork Library Staff 3.4 Dead Loremaster 3.5 Ghost Librarian 3.6 Giant Globe 3.7 Golem, Book 3.8 Golem, Runestone 3.9 Ink of Juiblex 3.10 Library Cat 3.11 Manuscript-bound Maztican Warrior 3.12 Map Tapestry 3.13 Mimic, Study Desk 3.14 MonstrousMonsterManual 3.15 Palimpsest 3.16 PaperSpidersofChethRrhinn 3.17 Philosophical Discord 3.18 Servant of the Binder 3.19 Swarms in the Library 3.20 AppendixA:NonplayerCharacters 3.20.1 Booklifter 3.20.2 Disciple of the Passive Voice 3.20.3 Glyphscribe 3.20.4 Gondsman 3.20.5 Librarian 3.20.6 Lorekeeper 3.20.7 Potioneer 3.20.8 Tuneservant 3.20.9 Wise One 3.20.10 Xothar 3.21 AppendixB:CharacterBackgrounds 3.21.1 Translator 3.22 Appendix C: Magic Items 3.23 Appendix D: Strixhaven DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild. All other original material in this work is copyright [2021] by [CAN UZMEN] and published under the Community Content Agreement for Dungeon Masters Guild . Here's a link to that: https://support.dmsguild.com/hc/enus/articles/217520927-Ownership-and-License-OGLQuestions This PDF layout was prepared with The Homebrewery. Art used in this pdf are the courtesy of DM's Guild Creator's Resource Packs.

List of Monsters by Challenge Rating CR

Monster

Library Cat

1/8

Swarm of Paper Birds

1/4

Monstrous Monster Manual

1/4

Paper Spider

1/2

Ink of Juiblex

1/2

Swarm of Encyclopedia Volumes

1

Archivist, Clockwork

2

Apprentice Lumimancer

2

Firefighter,Clockwork

2

Palimpsest

3

Animated Arcane Guardian

3

Map Tapestry, Animated

3

Mimic, Study Desk

3

Ruin Rescuer Spirit

4

Manuscript-bound Maztican Warrior

4

Philosophical Discord

4

Thiromancer

5

Awakened Spellbook

5

Dead Loremaster

5

Ghost Librarian

5

Lumimancer

5

Ruin Warden

6

Fuming Effigy

7

Giant Globe

7

Lightscribe

7

Reflective Golem

9

Book Golem

9

Servant of the Binder

12

Runestone Golem

Bestiary Animated Arcane Guardian

An animated arcane guardian is an animated armor, wrapped with potent magic scrolls of enchantment to stand guard in various libraries and temples across Faerûn. Lifeless Sentinels. Clad in plate armor, an animated arcane guardian can also use the spells stored in the magical scrolls wrapped around its body as well as its heavy gauntlets to attack its targets. Scrolls on an animated arcane guardian are prepared and maintained by the library's spellcasting caretakers. While some of these spells are offensive in nature, some also protect the guardian against magical effects. These guardians obey the head of the library they are stationed and defend the library and its contents against any kind of harm. Constructed Nature. An animated object doesn't require air, food, drink, or sleep.

Animated Arcane Guardian Medium construct, unaligned

Armor Class 18 (natural armor) Hit Points 43 (7d8 + 12) Speed 25ft.

STR

DEX

CON

INT

WIS

CHA

12 (+1) 10 (+0) 14 (+2) 1 (-5) 8 (-2) 12 (+1) Damage Immunities poison, psychic Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8 Languages Challenge 3 (700 XP)

Antimagic Susceptibility. The guardian is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the guardian must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute. False Appearance. While the guardian remains motionless, it is indistinguishable from a normal suit of armor. Innate Spellcasting. The guardian's spellcasting ability is Charisma (spell save DC 11, +4 to hit with spell attacks). The guardian can innately cast the following spells, requiring only verbal components: At will: light, shocking grasp

2/day: faerie fire

1/day: flame blade

Magic Resistance. The guardian has advantage on saving throws against spells and other magical effects.

Actions Multiattack. The guardian makes two melee attacks. Slam. Melee Weapon Attack: +3 to hit, reach 5 ft ., one target. Hit: 4 (1d6 + 1) bludgeoning damage.

Spellcasting Variants Depending on the scrolls wrapped on the guardian, it can also cast other spells. These spells are usually similar to the ones given in the stat block in terms of power and potency.

4

Awakened Spellbook

In some extraordinary cases, an old spellbook collecting dust in a forgotten bookcase can be “awakened” by achieving an arcane sentience. Nobody exactly knows how can this happen or even if it is a real phenomenon but it is said that an ancient spellbook that records many archaic and potent spells, incantations, and enchantments can awaken by itself to act as a manifestation of the Weave. Arcane Awakening. These spellbooks, awakened by stirrings of arcane energy do not answer to any master and act on their own. Some might carry on the passions of their longdead wizards, try to gather and copy more spells in a certain school of magic on their pages while others seem to act completely random, sometimes even violent as if moving through with an insane and uncontrollable overload of cabalistic energy. Some wizards spend years trying to find awakened spellbooks to research them or to use them as guardians in their towers and study halls. Books of Different Schools. An awakened spellbook can have different types of magic spells stored in it depending on the wizard who originally owned the spellbook. As some wizards specialize in certain magical schools such as Evocation or Illusion, the awakened spellbook’s magical repertoire can also specialize accordingly. Constructed Nature. An animated object doesn't require air, food, drink, or sleep.

Awakened Spellbook Small construct, unaligned

Armor Class 15 (hardcover armor) Hit Points 38 (11d6) Speed fly 30 ft. (hover)

STR

DEX

CON

INT

WIS

CHA

10 (+0) 10 (+0) 10 (+0) 12 (+1) 10 (+0) 15 (+2) Damage Immunities poison, psychic Damage Vulnerabilities fire Damage Resistances bludgeoning from nonmagical attacks Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned Senses blindsight 30 ft. (blind beyond this radius), passive Perception 10 Languages Challenge 5 (1,800 XP)

False Appearance. While the spellbook remains motionless, it is indistinguishable from a normal book. Magic Resistance. The spellbook has advantage on saving throws against spells and other magical effects. Innate Spellcasting. The spellbook's spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). The spellbook can innately cast the following spells stored in its pages, requiring no material components:

Variant: Spellbook of Illusion An awakened spellbook that used to belong to a specialist wizard of illusion would contain the following spells from the illusion spellschool instead of the ones in the normal stat block. At will: fire bolt, minor illusion, prestidigitation 2/day each: color spray, fog cloud, magic missile 1/day each: counterspell, fear, lightning bolt

At will: fire bolt, prestidigitation, ray of frost

2/day each: fog cloud, magic missile, shield

1/day each: counterspell, fireball, lightning bolt

Actions Slam. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.

5

Clockwork Library Staff

The clerics of Gond, especially gnome followers of the invention deity, keep working on inventing new mechanical constructs to improve people’s lives and clockworks are such inventions. Since their discovery, many organizations in Faerûn are curious about obtaining clockwork constructs but libraries have been particularly keen and fast in acquiring them. Many libraries use clockwork workers to sort out and organize books, tidy up bookshelves and even watch out for hazards such as fires. Constructed Nature. A clockwork doesn't require air, food, drink, or sleep.

Archivist, Clockwork Medium construct, unaligned Armor Class 11 Hit Points 27 (6d8) Speed 25 ft.

STR

DEX

Firefighter,Clockwork Medium construct, unaligned

Armor Class 13 (natural armor) Hit Points 45 (7d8 +14) Speed 30 ft.

STR

DEX

CON

INT

WIS

CHA

14 (+2) 14 (+2) 14 (+2) 8 (-1) 10 (+0) 7 (-2) Skills Acrobatics +4, Athletics +4, Perception +4 Damage Resistances fire Damage Immunities poison, psychic Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses darkvision 60 ft., passive Perception 14 Languages understands one language of its creator but can't speak Challenge 2 (450 XP)

Detect Fire. The firefighter can sense the presence and location of any fire within 120 feet of it. CON

INT

WIS

CHA

12 (+1) 12 (+1) 10 (+0) 10 (+0) 12 (+1) 7 (-2) Skills Arcana +2, History +2, Perception +3, Religion +2 Damage Immunities poison, psychic Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses darkvision 60 ft., passive Perception 13 Languages understands one language of its creator but can't speak Challenge 1 (200 XP)

Immutable Form. The archivist is immune to any spell or effect that would alter its form. Magic Resistance. The archivist has advantage on saving throws against spells and other magical effects. Self-Repairing. If the archivist starts its turn with at least l hit point, it regains 3 (1d4+1) hit points. If it takes lightning damage, this ability doesn't function at the start of its next turn.

Actions Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.

Immutable Form. The firefighter is immune to any spell or effect that would alter its form. Magic Resistance. The firefighter has advantage on saving throws against spells and other magical effects. Self-Repairing. If the firefighter starts its turn with at least l hit point, it regains 4 (1d6+1) hit points. If it takes lightning damage, this ability doesn't function at the start of its next turn.

Actions Fire Axe. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 11 (2d8+2) slashing damage. Water Cannon. The firefighter uses its hand water cannon to shoot water in a 30-foot line that is 5 feet wide. Any ongoing fire in that line is extinguished at the end of the firegihter's turn. Each creature in that line must make a DC 13 Dexterity saving throw. On a failure, a target takes 18 (4d8) bludgeoning damage and, if it is Large or smaller, is pushed up to 10 feet away from the firefighter and knocked prone. On a success, a target takes half the bludgeoning damage, but is neither pushed nor knocked prone.

Reactions Fire Alarm. When the firefighter detects smoke or fire within 120 feet of itself, it emits an alarm audible within 300 feet of it. The alarm continues until the fire is extinguished or the creator of the firefighter silences it.

6

Dead Loremaster

When unlucky explorers and adventurers disturb the longforgotten ruins of an ancient library, they hear the faint lamentation of the dead loremaster. These relics of the past are the undead remnants of long-dead researchers and academics who died during the destruction of a library and stayed buried in it for ages. The trauma and terror they have felt when they realized how much knowledge and lore will be lost with the library’s destruction and their unfinished academic pursuits prevented these unlucky souls from passing over. Fury of the Dead. The dead loremaster feels hatred in the presence of the living. They are furious about their unlucky fate and they want to get their revenge on life itself. These creatures have fueled their anger and resentment against the living in the centuries they were left forgotten among the ruins. Their minds are mostly gone and unstable while their bodies are decayed and rotten. These undead wretches are forever bound to the ruins of the library they died in and are unable to venture more than five miles from there. Mint Condition Hoarders. These undead academics are obsessed with the contents of the ruined library they are forced to unlive in. A dead loremaster knows which tomes and scrolls lie in the ruins with it and always looks for opportunities to add more books to its collection, usually taking them from the dead bodies of adventurers. Undead Nature. A ghost doesn't require air, food, drink, or sleep.

Dead Loremaster Medium undead, neutral evil

Armor Class 11 (14 with mage armor) Hit Points 45 (10d8) Speed 30 ft.

STR

DEX

CON

INT

WIS

CHA

8 (-1) 13 (+1) 10 (+0) 15 (+2) 16 (+3) 12 (+1) Saving Throws Int +5, Wis +6 Skills Arcana +5, History +8, Insight +6, Religion +6 Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered Damage Immunities poison Condition Immunities exhaustion, poisoned Senses darkvision 60 ft., passive Perception 13 Languages any four languages it knew in life Challenge 5 (1,800 XP)

Detect Life. The loremaster can magically sense the presence of living creatures inside the ruins of the library it haunts. Spellcasting. The loremaster is a 7th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). The loremaster has the following spells prepared: Cantrips (at will): fire bolt, mage hand, prestidigitation, shocking grasp

1st level (4 slots): comprehend languages, detect magic, mage armor, magic missile

2nd level (3 slots): detect thoughts, mirror image, hold person

3rd level (3 slots): bestow curse, counterspell, lightning bolt

4th level (1 slot): blight

Sunlight Sensitivity. While in sunlight, the loremaster has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft. , one target. Hit: 3 (1d4 + 1) piercing damage. Life Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 8 (2d6 + 1) necrotic damage. The target must succeed on a DC 15 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain by this attack rises 24 hours later as a zombie under the loremaster's control, unless the humanoid is restored to life or its body is destroyed. The loremaster can have no more than twelve zombies under its control at one time.

7

Ghost Librarian

A ghost librarian is the soul of one of the once-living staff of the library that has been prevented from passing to the afterlife for some reason and now haunts the library, wandering among the bookshelves, sometimes aiding researchers and sometimes hiding books from them. One thing a ghost librarian can't tolerate is, researchers being loud and disrespectful in the library. Unfinished Research. A ghost librarian yearns to complete an unfinished task from its past life such as finishing reading a research paper, writing a manuscript, or solving an ancient mystery. Undead Nature. A ghost doesn't require air, food, drink, or sleep.

Ghost, Librarian Medium undead, any alignment

Armor Class 11 Hit Points 54 (12d8) Speed 0 ft., fly 40 ft. It can hover.

STR

DEX

CON

INT

WIS

CHA

7 (-2) 13 (+1) 10 (+0) 14 (+2) 12 (+1) 17 (+3) Skills Arcana +5, History +8, Insight +4, Investigation +5, Nature +5, Religion +5 Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities cold, necrotic, poison Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained Senses darkvision 60 ft., passive Perception 11 Languages any languages it knew in life Challenge 5 (1,800 XP)

Ethereal Sight. The ghost can see 60 ft. into the Ethereal Plane when it is on the Material Plane, and vice versa. Incorporeal Movement. The ghost can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Scholar Intuition. The ghost can add its Intelligence modifier to its initiative rolls.

Actions Withering Touch. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) necrotic damage. Etherealness. The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.

8

Horrifying Visage. Each non-undead creature within 60 ft. of the ghost that can see it must succeed on a DC 14 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4 x 10 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this ghost's Horrifying Visage for the next 24 hours. The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring. Possession (Recharge 6). One humanoid that the ghost can see within 5 ft. of it must succeed on a DC 15 Charisma saving throw or be possessed by the ghost; the ghost then disappears, and the target is incapacitated and loses control of its body. The ghost now controls the body but doesn't deprive the target of awareness. The ghost can't be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies. The possession lasts until the body drops to 0 hit points, the ghost ends it as a bonus action, or the ghost is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, the ghost reappears in an unoccupied space within 5 ft. of the body. The target is immune to this ghost's Possession for 24 hours after succeeding on the saving throw or after the possession ends.

Reactions Librarian Shush (1/Day). When a creature that the ghost can see casts a spell that includes a verbal component, the ghost can use its reaction to shush and silence the spellcaster interrupting the casting, similar to the effects of the silence spell.

Giant Globe

Giant map globes, representing the world are starting to get popular in many libraries throughout Faerûn. Thanks to recent geographical discoveries and improved mapping techniques, many sages, loremasters, and explorers are preferring to use globes instead of paper maps to represent and study the shape of the world. But some years ago, this was not the case. It took a lot of time to convince people that a globe is a better representation of the spherical world. The pioneers in using globe maps were ridiculed among their fellow geographers and academics. Some claimed that globes were useless because there were major parts of the globe that were unexplored and simply labeled as terra incognita, while a loud minority claimed the world was flat and a spherical map was absurd. Academic Revenge. Some of the pioneer crafters of global world maps were very resentful against their fellow professors and couldn’t handle the ridicule and criticism well. They were determined to shut up those who claimed a globe map was useless or those who insisted that the world was flat. These pioneers crafted and imbued their creations with potent magic to follow their orders and take revenge as animated objects. There have been several mysterious accidents in libraries throughout the world that involved a giant globe crushing a professor to death, who was coincidentally a Flat-Earther. Forgotten Relics. Nowadays, with the popularization of using globes as maps in major libraries, the magically animated giant globes are considered as a myth and joke among scholars. But, in a few libraries, there are forgotten giant globes full of strong magic, just waiting for a command from their long-dead creators, and sometimes these objects may start acting on their own…to punish those who ridicule new theories and inventions. Constructed Nature. An animated object doesn't require air, food, drink, or sleep.

Giant Globe Huge construct, unaligned.

Armor Class 15 (natural armor) Hit Points 126 (11d12 + 55) Speed 10 ft. (30ft. when rolling, 60ft. rolling downhill)

STR

DEX

CON

INT

WIS

CHA

22 (+6) 8 (-1) 20 (+5) 3 (-4) 10 (+0) 1 (-5) Damage Immunities poison, psychic Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons. Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, prone. Senses blindsight 60 ft. (blind beyond this radius), passive Perception 10 Languages Challenge 7 (2,900 XP)

Antimagic Susceptibility. The globe is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the globe must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute. False Appearance. While the globe remains motionless, it is indistinguishable from a normal map globe. Rolling Charge. If the giant globe rolls at least 20 feet straight toward a target and then hits it with a slam attack on the same turn, the target takes an extra 13 (2d12) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

Actions Slam. Melee Weapon Attack: +9 to hit, reach 5 ft ., one target. Hit: 19 (2d12 + 6) bludgeoning damage. Animate Map Projections. The giant globe magically animates up to two map tapestries it can see within 60 feet of it. Map tapestries animated by the giant globe have the same statistics like those of a regular animated map tapestry. A map tapestry remains animated for 1 minute before giant globe's stored magic for animating maps is depleted.

9

Golem, Book

A book golem is a collection of tomes stacked in the shape of a giant and bound together with arcane energy. These golems are created by loremasters and spellcaster librarians to stand guard in libraries. Some are also known to be used by solitary mages as sentinels in their towers. These construct servants exist to follow their creator's orders. If not given any other order, a book golem would continue guarding the secret vaults containing priceless scrolls and books or even ruined libraries long after the death of its creator. Some rumors claim that there are “wild” book golems that are “born” out of the collective knowledge and lore contained in a very large book pile on its own and that they jealously guard the knowledge found in them against anyone. Hardcover Fists & Arcane Tricks. Book golems possess astonishing strength and durability along with the ability to cast spells against their targets. These golems can harvest the arcane energies stored in the spellbooks that compromise their body and touch the Weave to manifest spells and other magical effects. Some mages prefer creating a book golem using only spellbooks to amplify their magical strength while others prefer more sturdy tomes to make their golems tougher. Constructed Nature. A golem doesn't require air, food, drink, or sleep.

Book Golem

Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.

Large construct, unaligned

Magic Weapons. The golem's weapon attacks are magical.

Armor Class 15 (natural armor) Hit Points 136 (13d10 + 65) Speed 30 ft.

STR

DEX

CON

INT

WIS

CHA

20 (+5) 10 (+0) 20 (+5) 8 (-1) 14 (+2) 5 (-3) Damage Vulnerabilities fire Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from non magical weapons that aren't adamantine Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses darkvision 120 ft., passive Perception 12 Languages understands the languages of its creator but can't speak Challenge 9 (5,000 XP)

Aversion of Fire. If the golem takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn. Immutable Form. The golem is immune to any spell or effect that would alter its form.

10

Innate Spellcasting. The golem's innate spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components: At will: alarm, detect magic, magic missile, ray of frost 2/day each: blur, counterspell, hold person, shatter 1/day each: confusion, power word stun

Actions Multiattack. The golem makes two slam attacks. Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage. Animate Books (1/Day). The golem magically animates one or two piles of books it can see within 60 feet of it. These animated book piles have the same statistics as a Swarm of Encyclopedia Volumes. These animated swarms act as an ally of the golem. A swarm remains animate for 1 day or until it is destroyed; until the golem is destroyed or is more than 120 feet from the swarm; or until the golem takes a bonus action to turn it back into an inanimate pile of books.

Golem, Runestone

A runestone is a raised stone with a runic inscription that is often placed as memorials to the dead. It is believed that the tradition was passed from Giants to humans ages ago. The tradition of raising stones that had runic inscriptions first appeared among the Uthgardt tribes of the North but there are also similar practices observed among the barbarian tribes of the Icewind Dale and the Northmen of the Moonshae Isles. Runestone inscriptions also include magical rune wards and other arcane symbols and glyphs. Runic Juggernauts. A runestone golem is a rare magical construct consisting of a raised runestone as its body. These golems can have great variety in shape and form due to the different shapes of the runestones used in creating them. Most bear humanoid features that resemble giants. They are similar to stone golems in strength and durability but they have much more potent arcane energies stored in them. Runestone golems can unleash spells stored in the runes covering their rocky bodies and they can also strongly manipulate the ebb and flow of time itself. Hibernating Relics. A runestone golem is usually created to guard sacred sites and barrows of barbarian tribes. Once they receive their order and placed on a site, they can continue their watch for all the eternity, but, due to the nature of the runes carved on their stone bodies, after centuries of service they require a sort of rest to restore the arcane energies that fuel their inner runic magic and go into hibernation. While in hibernation, they are often mistaken for rune-totems and stone statues with myths and lore carved on them, and sometimes they are taken by a curious loremaster back to a library to be researched further and sometimes even put on display in royal museums. There is a known incident where a hibernating runestone golem woke up inside a library and started to destroy anything and anyone that stand in its path. Constructed Nature. A golem doesn't require air, food, or drink.

Runestone Golem Large construct, unaligned

Armor Class 17 (natural armor) Hit Points 207 (18d10 + 108) Speed 30 ft.

STR

DEX

CON

INT

WIS

CHA

22 (+6) 10 (+0) 22 (+6) 5 (-3) 13 (+1) 3 (-4) Damage Immunities lightning, poison, psychic; bludgeoning, piercing, and slashing from non magical weapons that aren't adamantine Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses darkvision 120 ft., passive Perception 11 Languages understands the languages of its creator but can't speak Challenge 12 (8,400 XP)

False Appearance. While the golem is hibernating, it is indistinguishable from a runestone totem. Immutable Form. The golem is immune to any spell or effect that would alter its form. Lightning Absorption. Whenever the golem is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt. Magic Resistance. The golem has advantage on saving throws against spells and other magical effects. Magic Weapons. The golem's weapon attacks are magical. Innate Runic Spellcasting. The golem's innate spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells stored in its runes, requiring no material components:

At will: magic missile, shocking grasp

2/day each: call lightning, lightning bolt

1/day each: cone of cold, fire shield

Actions Multiattack. The golem makes two slam attacks. Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage. Slow (Recharge 4-6). The golem targets one or more creatures it can see within 10 feet of it. Each target must make a DC 18 Wisdom saving throw against this magic. On a failed save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

11

Ink of Juiblex

Juiblex the Slime Lord is an alien entity, known for spawning the evil oozes found throughout the Realms. This Demon Lord of Ooze is said to see and know what its slithering minions see and encounter. Incurably disturbed and delusional cultists of Juiblex attempt to infiltrate libraries and other centers of learning to gain information and knowledge that is otherwise out of their reach. They hide a tiny, dark, malignant ooze known as the Ink of Juiblex into an ordinary inkwell in one of the study rooms to be used by the unsuspecting scribes and researchers. Any information written by this ink is instantly known by the cultists of Juiblex. Sinister Slime. The ink of Juiblex is also sometimes used as a sabotaging weapon to destroy certain tomes or scrolls in a library. This tiny ooze can smear acid to corrode and destroy any paper it wishes to. There is also at least one known incident that happened in the Underdark, where the Ink was used to assassinate an apprentice drow mage known to frequent one section of a library by planting the ooze there. Ooze Nature. An ooze doesn't require sleep.

Ink of Juiblex Tiny ooze, unaligned

Armor Class 8 Hit Points 16 (3d4 + 9) Speed 10 ft., climb 10 ft.

STR

DEX

CON

INT

WIS

CHA

12 (+1) 6 (-2) 16 (+3) 6 (-2) 8 (-1) 2 (- 4) Skills Perception +3, Stealth +2 Damage Resistances acid, bludgeoning, piercing, and slashing that is nonmagical Damage Immunities poison Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone Senses blindsight 30 ft. (blind beyond this radius), passive Perception 13 Languages Challenge 1/2 (100 XP)

Amorphous. The ooze can move through a space as narrow as 1 inch wide without squeezing. False Appearance. While the ooze remains motionless, it is indistinguishable from regular ink. Spider Climb. The ooze can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions Pseudopod. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage plus 2 (1d4) acid damage.

Reactions Melt Paper. When a creature makes an attack against the ooze using a spell scroll, if the attacker is within 10 feet of the ooze and the ooze can see the attacker, the ooze can splash acid on the scroll to melt it before the spell is cast. The attacker must succeed on a DC 13 Dexterity saving throw to avoid the acid. On a failed save the attacker's spell scroll is destroyed before the spell can be cast.

12

Library Cat

Library cats are domesticated cats that live in both public and private libraries (such as the Candlekeep Library) and temples with extensive book and scroll collections such as the temples of Oghma (The Silent Room in Suzail, Cormyr for example) and Deneir across Faerûn. The relationship between cats and libraries is centuries old as the librarians keep cats in libraries to control rats that might otherwise eat valuable manuscripts. Kitten Scholars. Priests of Deneir usually claim that there are great benefits of having cats in libraries. These librarian cats have been used to befriend patrons, boost librarian and scholar morale, and inspire reading and literacy among the common people. The presence of a cat in the library can create a relaxed and comfortable environment and ease daily stress for patrons, scholars, acolytes, and librarians alike, without the typically disruptive loud noises other animals such as dogs may produce. The independent character of the cats also suits the liberal intellectual atmosphere of the libraries, and since cats don’t require much maintenance or intensive care they get along well with the usually busy and preoccupied intellectual characters who frequent libraries and temples. Prophet Cats. Libraries and the temples belonging to the Deities of Knowledge and Invention usually compete with each other to draw more patrons and receive more donations. Sometimes a library cat becomes the subject of a local street legend, claiming that if you spend enough time with the cat, she will bring you the tome or scroll you need for your research or if you learn to read the cat’s movements and follow her, you will find the lost knowledge you are looking for in the library. Many libraries jump on these legends to use them as marketing campaigns to draw patrons all over the world.

Library Cat Tiny beast, unaligned

Armor Class 12 Hit Points 2 (1d4) Speed 40ft., climb 30ft.

STR

DEX

CON

INT

WIS

CHA

3 (-4) 15 (+2) 10 (+1) 5 (-3) 14 (+2) 7 (-2) Skills Perception +4, Stealth +4 Senses passive Perception 14 Languages Challenge 0 (10 XP)

Keen Smell. The cat has advantage on Wisdom (Perception) checks that rely on smell. Library Camouflage. The cat has advantage on Dexterity (Stealth) checks made while in the library, hiding among piles of books and scrolls. Purrofessor's Intuition. Spending time with the library cat while researching and studying, can help a character find what it is looking for faster. Either through the calm and relaxed environment created by the purring cat or the sheer luck of finding a long-forgotten book the character is looking for under the sleeping cat, the characters who take care of a library cat during studying have 20% more chance to find what they are looking for each day. Spray. There is a 10% chance that a magical scroll or spellbook located in one of the cat’s favorite hangouts in the library to be corrupted due to cat spray. On non-magical books and scrolls, the cat spray only causes a terrible yellow stickiness and a reek, but it is known that, rarely the cat’s spray can corrupt and break the magical information or enchantments on a paper such as a spellbook or a spell scroll.

Actions Claws. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 slashing damage.

13

Manuscript-bound Maztican Warrior

When Maztica was discovered by Amnian explorers led by Captain Cordell and the Golden Legion in 1361 DR, Amn was quick to lay its claim to the land. Many people from Amn, especially followers of the deity Helm migrated to the newfound Maztican colonies. The native peoples of Maztica were devastated by diseases brought by the foreign colonists and the merciless conquests of the invaders. The land itself was exploited by the merchants of Amn and many riches were sent back from Maztica to Faerûn. Spirits of Vengeance. Included in the many treasures sent to Faerûn were ancient manuscripts and religious texts of the native Mazticans. It is said that, in one of these manuscripts, lies the bound spirit of Maztican warriors. These warriors were slain while defending their tribe and somehow their angry spirits were bound within the tribe’s sacred texts. Spirits of these warriors sleep inside the sacred scroll, waiting for the right moment to be read by an unsuspecting scholar or adventurer to come back to life and exact vengeance against those who wronged their people. Driven by their thirst for vengeance, these spirits are bloody-minded and don’t care who stands in their way. Although not evil in life, these undead beings are now blinded by their hate and do not differentiate between innocent and guilty. Many libraries across Faerûn contain such texts, scrolls, and manuscripts brought from Maztica and nobody suspects that they are infused with angry spirits. Undead Nature. A spirit warrior doesn't require air, food, drink, or sleep.

Manuscript-bound Maztican Warrior Medium undead, any alignment Armor Class 14 Hit Points 71 (13d8 + 13) Speed 30 ft.

STR

DEX

CON

INT

WIS

CHA

14 (+2) 18 (+4) 12 (+1) 10 (+0) 16 (+3) 12 (+1) Skills Acrobatics +6, Athletics +4, Nature +2, Perception +5, Stealth +6 Damage Resistances bludgeoning, piercing, and slashing from non magical weapons Damage Immunities necrotic, poison Condition Immunities charmed, exhaustion, poisoned Senses darkvision 60 ft., passive Perception 15 Languages any languages it knew in life Challenge 4 (1,100 XP)

Shapechanger. The spirit warrior can use its action to polymorph into a Medium jaguar, or back into its true form. Its statistics 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. Pack Tactics. The spirit warrior has advantage on an attack roll against a creature if at least one of its allies is within 5 feet of the creature and the ally isn't incapacitated. Pounce (Jaguar Form Only). If the jaguar moves at least 15 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the jaguar can make one bite attack against it as a bonus action. Reckless. At the start of its turn, the spirit warrior can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.

Actions Multiattack. In humanoid form, the spirit warrior makes two club attacks. In jaguar form, it can make one claw and one bite attack. Bite (Jaguar Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft ., one target. Hit: 9 (1d10 + 4) piercing damage. Claw (Jaguar Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. Spiked Obsidian Club (Humanoid Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage plus 7 (1d6 + 4) piercing damage.

14

Map Tapestry

A map tapestry is a kind of textile art, traditionally woven by hand on a loom, depicting a regional or local map. Most map tapestries are designed to hang vertically on a wall in a ruler or commander’s chambers (or sometimes in the tents of warchiefs and warlords), or sometimes horizontally over a piece of furniture such as a table for studying geography and movements of an army. Many libraries across Faerûn have rich collections of map tapestries, both historic and modern. Constructed Nature. An animated object doesn't require air, food, drink, or sleep. Sinister Guardians. It is known that some wizards and rulers choose innocent-looking ordinary objects such as tapestries or rugs in their chambers, to enchant them with powerful magic for using as animated objects against unwanted guests and would-be thieves. In rare cases, an animated map tapestry is disguised as a map of teleportation, yet when a character touches the map to use it for teleporting, the animated map tapestry treacherously starts smothering its victim.

Hidden between the woven textile, a map tapestry stores arcane enchantments that allow it to focus the elements represented on the map unto its targets. A map that includes large bodies of water can call forth the element of water during combat or a map that depicts a tundra can use its arcane energy to blast forth a cold wave to freeze its targets. Even maps with volcanoes depicted on them are known to have small lava eruptions arising from the mountain symbol on the tapestry to burn its unsuspecting victims.

Map Tapestries throughout the World. Map tapestries from western Faerûn, especially from Cormyr, are normally made to be seen only from one side, include important geographical and political details, and often have a plain lining added on the back. However, in other traditions, such as Shou Lung in Kara-Tur and that of Pre-Amnian Maztica, map tapestries are crafted in such a way that allows them to be seen from both sides and they usually include many vibrant colours and delicate calligraphies. Most weavers use a natural warp thread, such as wool, linen, or cotton. The weft threads are usually wool or cotton but may include silk, gold, silver, or other alternatives depending on the status of the crafter’s patron

Map Tapestry, Animated

Actions

Armor Class 12 Hit Points 52 (8d10 + 8) Speed 10ft.

Smother. Melee Weapon Attack: +4 to hit, reach 5 ft., one Medium or smaller creature. Hit: The creature is grappled (escape DC 13). Until this grapple ends, the target is restrained, blinded, and at risk of suffocating, and the tapestry can't smother another target. In addition, at the start of each of the target's turns, the target takes 9 (2d6 + 2) bludgeoning damage.

Large construct, unaligned

STR

DEX

CON

15 (+2)

14 (+2)

13 (+1)

INT

WIS

CHA

2 (-5) 4 (-3) 1 (-5)

Damage Immunities poison, psychic Condition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned Senses blindsight 60 ft. (blind beyond this radius), passive Perception 7 Languages Challenge 3 (700 XP)

Antimagic Susceptibility. The tapestry is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the tapestry must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute. Damage Transfer. While it is grappling a creature, the tapestry takes only half the damage dealt to it, and the creature grappled by the tapestry takes the other half. False Appearance. While the tapestry remains motionless, it is indistinguishable from a normal map tapestry.

Summon Elements (Recharge 5-6). The tapestry can summon elements depending on the regions depicted on the map. 1. Cold. The tapestry emits a 15-foot cone of cold air. Each creature in that area must succeed on a DC 13 Dexterity saving throw, taking 13 (3d8) cold damage on a failed save, or half as much damage on a successful one. 2. Lava. 15-foot cone of molten lava is erupted from the tapestry. Each creature in that area must succeed on a DC 13 Dexterity saving throw, taking 13 (3d8) fire damage on a failed save, or half as much damage on a successful one. 3. Sand. Blinding sand swirls magically around the map tapestry. Each creature within 5 feet must succeed on a DC 13 Constitution saving throw or be blinded until the end of the creature's next turn. 4. Water. The tapestry magically shoots a water jet in a 60foot line that is 5 feet wide. Each creature in that line must succeed on a DC 13 Dexterity saving throw, taking 13 (3d8) bludgeoning damage and knocked prone on a failed save, or half as much damage on a successful one.

15

Mimic, Study Desk

Mimic, Study Desk

Large monstrosity (shapechanger), neutral Armor Class 13 (natural armor) Hit Points 75 (10d10 + 20) Speed 30 ft.

STR

DEX

CON

INT

WIS

CHA

18 (+4) 10 (+0) 15 (+2) 6 (-2) 13 (+1) 8 (-1) Skills Stealth +4 Damage Immunities acid Condition Immunities prone Senses darkvision 60 ft., passive Perception 11 Languages Challenge 3 (700 XP)

Shapechanger. The mimic can use its action to polymorph into an object or back into its true, amorphous form. Its statistics 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. Adhesive (Object Form Only). The mimic adheres to anything that touches it. A Huge or smaller creature adhered to the mimic is also grappled by it (escape DC 13). Ability checks made to escape this grapple have disadvantage. False Appearance (Object Form Only). While the mimic remains motionless, it is indistinguishable from an ordinary study desk. Charge. (Object Form Only). If the mimic moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 9 (2d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Actions Multiattack. The mimic makes two attacks, either with its pseudopods or biting drawer. Pseudopod (Table Leg in Object Form). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) bludgeoning damage. If the mimic is in object form, the target is subjected to its Adhesive trait. Bite (Biting Drawer in Object Form). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 4 (1d8) acid damage. Ram. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) bludgeoning damage.

16

A study desk mimic is a rare, strange, and deadly creature that can be found in ancient libraries, ruins of wizard’s towers, or other forgotten places. It is said that study desk mimics were created by long-dead wizards to guard their hidden treasures of arcane knowledge. Guardians of Old Knowledge. A study desk mimic can hibernate and stay dormant for decades, acting as an ordinary desk while people who are allowed in the wizard’s tower, study hall, or library the mimic is located are using it. Only to surprise an unsuspecting and unwanted researcher or an adventurer when they are using the desk by adhering them on the desk’s surface and lashing out with its heavy pseudopods and biting with its drawer with razor-sharp teeth.

MonstrousMonsterManual A monster manual is an illustrated bestiary that collects much information and lore on various monsters, beasts, and creatures. Some of these tomes offer a general variety of information while others are more specialized on certain types of creatures such as aberrations or dragons. One of the best examples of a top-quality monster manual is the “Volo’s Guide to Monsters,” written by the esteemed loremaster Volothamp Geddarm. Action-packed Page-turners. A monstrous monster manual is such a bestiary that gained vicious sentience through unknown procedures or influences. Some claim that the collection of forbidden lore on alien creatures such as horrible aberrations or otherworldly demons sparkles some kind of arcane spark in the Weave and causes the book itself to become a monster similar to its content, while others simply state that these monstrous tomes are creations of evil wizards to keep their libraries guarded against intruders. Near Mint Monsters. These monster books do not require air, food, drink, or sleep and they guard the information on their pages jealously against anyone who tries to read them. Usually bound to a specific section of a library or a bookcase, these creatures are vile horrors that enjoy attacking unsuspecting targets. Many inexperienced loremasters and academicians have lost their fingers to the razor-sharp teeth hidden under the covers of a monstrous monster manual.

Monstrous Monster Manual Tiny monstrosity, neutral evil

Armor Class 13 (hardcover armor) Hit Points 14 (4d4 + 4) Speed 10 ft., fly 30 ft. (hover)

STR

DEX

CON

INT

WIS

CHA

12 (+1) 8 (-1) 12 (+1) 4 (-3) 10 (+0) 6 (-2) Skills Perception +2 Damage Immunities poison, psychic Damage Vulnerabilities fire Damage Resistances bludgeoning from nonmagical attacks Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned Senses blindsight 30 ft. (blind beyond this radius), passive Perception 12 Languages Challenge 1/4 (50 XP)

Ambusher. The monster manual has advantage on attack rolls against any creature it has surprised. False Appearance. While the monster manual remains motionless, it is indistinguishable from a scary looking normal tome.

Actions Bite. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit: 5 (1d8 + 1) piercing damage. Slam. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.

Reactions Animated Attack. If the monster manual is motionless and a creature grabs hold of it, the monster manual makes a Dexterity check contested by the creature's Strength check. If the monster manual wins the contest, it flies out of the creature's grasp and makes a melee attack against it with advantage on the attack roll.

17

Palimpsest

A palimpsest, is a manuscript page, either from a scroll or a tome, from which the text has been scraped or washed off so that the page can be reused for another recording other information for other documents. When these sheets are used for storing magical information such as runes or arcane spells they can be animated by all the arcane energy contained in them for decades and become semi-sentient. Carnivorous Parchments. Palimpsests can move slithering from shelf to shelf and even hovering from desk to desk as if blown by a gentle breeze. They are normally indistinguishable from ordinary scrolls when they are not moving. These awakened parchments usually hide among tomes, scroll cases, and bookcases, waiting silently for the right moment to strike. They are expert ambushers. When it finds a solitary target, (usually a scribe taking notes or a researcher reading in the library) the palimpsest attempts to absorb it. Absorbed creatures appear as sketches and illustrations drawn on the palimpsest such as an unsuspecting scribe screaming for help. After it completely absorbs its target, the palimpsest starts draining its life energy and eventually kills the target. Applying lightning damage to the parchment can release the absorbed creatures, yet if the palimpsest dies with a creature absorbed in it, the victim can only be brought back to life with a wish spell. Treacherous Lore. Some loremasters claim that palimpsests reproduce by splitting themselves into two when they are located in a large library and absorbed enough life force. There are unreliable reports and rumors of entire false libraries made up of palimpsests and many old folklore tales warn against books with very enticing titles such as “Elminster’s Guide to Everything” or “Sune Followers’ Bodily Health Codex,” as being covers for palimpsests to lure victims.

Palimpsest

Small monstrosity, neutral Armor Class 10 Hit Points 44 (8d6 + 16) Speed 10 ft., fly 10 ft. (hover)

STR

DEX

CON

INT

WIS

CHA

1 (-5) 10 (+0) 14 (+2) 13 (+1) 12 (+1) 8 (-1) Skills Arcana +3, Perception +3, Stealth +4 Damage Immunities fire Damage Vulnerabilities lightning Damage Resistances piercing, slashing Condition Immunities blinded, deafened, petrified, prone Senses blindsight 60 ft. (blind beyond this radius), passive Perception 13 Languages Challenge 2 (450 XP)

Ambusher. The palimpsest has advantage on attack rolls against any creature it has surprised. False Appearance. While the palimpsest remains motionless, it is indistinguishable from an ordinary parchment. Lightning Release. Lightning damage can force the palimpsest to release an absorbed creature. When hit by lightning damage, the palimpsest must succeed on a DC 10 Wisdom saving throw or release the creature it has absorbed. Any lightning damage it receives while in the process of absorbing a target abruptly ends the absorption.

Actions Paper Cut. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 18 (4d8) slashing damage and the target is grappled (escape DC 13) and restrained until the grapple ends. Absorb (Recharge 4-6). The palimpsest makes one paper cut attack against a creature it is grappling. If the attack hits, the creature takes the normal paper cut damage and also starts getting absorbed into the palimpsest as a drawn illustration on the parchment. Absorption lasts until the end of the palimpsest's next turn. A creature in the process of being absorbed, can try to escape by taking an action to make a DC 13 Wisdom check. On a success, the creature escapes and enters a space of its choice within 5 feet of the palimpsest. While absorbed, the creature is blinded, deafened and restrained in terror, it has total cover against attacks and other effects outside the palimpsest and it can't communicate or take any action until released. The palimpsest can only absorb one creature every 24 hours.

18

PaperSpidersofChethRrhinn In the deep, dark caverns of the Underdark lies the purple and green hazy cradle of deceit and chaos, the cities of the dark elves. In the ruthless society of the drow, secrecy and treachery always go hand in hand. Over the ages, many drow has sought ways to gain the upper hand in their evercontinuing dance of deception. Tiny paper-made constructs are one of those smart inventions. Spies & Guards. Cheth Rrhinn is one of these cities. This city is known for its extensive and magnificent libraries along with powerful arcane schools. Mages of Cheth Rrhinn recently took an interest in the art of papercraft. One of the most interesting products of their curious tinkering is the stealthy and sinister paper spider. These paper spiders are used both as spies and as secret guardians. They are usually placed between the pages of a tome or hidden in a bookcase. These paper spiders are both useful for stealing secrets, arcane or otherwise, from rivals and for protecting valuable tomes and scrolls. Thanks to the spells stored in them, these tiny constructs can cast web and alarm spells to hinder any thieves and summon the guards. Constructed Nature. A paper spider doesn't require air, food, drink, or sleep.

Paper Spider Tiny construct, unaligned Armor Class 12 Hit Points 7 (3d4) Speed 20ft., climb 20 ft.

STR

DEX

CON

INT

WIS

CHA

1 (-5) 14 (+2) 10 (+0) 3 (-4) 10 (+0) 1 (-5) Skills Perception +2, Stealth +4 Damage Immunities poison, psychic Damage Vulnerabilities fire Damage Resistances bludgeoning, piercing, slashing Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, prone Senses blindsight 30 ft. (blind beyond this radius), passive Perception 12 Languages Challenge 1/4 (50 XP)

Innate Spellcasting. The spider's innate spellcasting ability is Wisdom (spell save DC 10). It can innately cast the following spells, requiring no material components:

Variant: Poisonous Paper Spiders Some drow mages experiment with papercraft to produce poison carrying constructs. This art is fairly new to the drow society and needs much perfection before it can be considered a serious menace. Some of these experimental paper spiders can carry small doses of poison smeared on their paper legs and use the following attack.

Poisonous Paper Cut. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) slashing damage and the target must succeed on a DC 12 Constitution saving throw or take 2 (1d4) poison damage.

At will: alarm

1/day: web

Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web. Web Walker. The spider ignores movement restrictions caused by webbing.

Actions Paper Cut. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) slashing damage.

19

Philosophical Discord Large swarm of Medium humanoids, unaligned Armor Class 11 Hit Points 52 (8d10 + 8) Speed 30 ft.

STR

DEX

CON

INT

WIS

CHA

12 (+1) 12 (+1) 12 (+1) 22 (+6) 8 (-1) 10 (+1) Skills Arcana +8, History +8, Nature +8, Religion +8 Damage Resistances bludgeoning, piercing, slashing Damage Immunities psychic Condition Immunities charmed, frightened, paralyzed, petrified, prone, restrained, stunned Senses passive Perception 9 Languages any six languages Challenge 4 (1,100 XP)

Passionate Heckling. The swarm can add its Intelligence modifier to its initiative rolls. Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Medium humanoid. The swarm can't regain hit points or gain temporary hit points.

Actions Multiattack. The swarm makes two melee attacks or one melee and one ranged attack. Random Punch. Melee Weapon Attack: +3 to hit, reach 5 ft. , one target. Hit: 5 (1d8 + 1) bludgeoning damage. Book Throw. Ranged Weapon Attack: +3 to hit, range 30/60 ft., one target. Hit: 5 (1d8 + 1) bludgeoning damage. Random Spell (Recharge 6). Some of the philosophers arguing in the group have spellcasting abilities. They randomly cast spells at each other than can accidently hit other targets. The spawn's spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). The swarm can innately cast the following spells, requiring no material components: 2/day each: acid splash, ray of frost, shocking grasp

1/day each: burning hands, magic missile

Reactions Political Rant. When a creature that the swarm can see within 60 feet of it makes an attack roll, an ability check, or a damage roll, the furious ideological debate and loud insults coming from the swarm confuses the creature and makes it question its own world-view. The creature then must reroll and use the lower result.

20

Philosophical Discord The peacefully serene and liberal atmosphere of a library can suddenly transform into a chaotic mess of intolerance when passionate and narrow-minded supporters of opposing theories and ideas clash against each other in a heated debate. Debates Gone Wild. Many respectful libraries and centers of learning across Faerûn hold formal discussions on philosophical ideas, theology, and politics. Most of the time these debates are conducted in peace and respect, yet there are some rare (perhaps not so rare), instances where the debates turn into a violent discord. It is rather disappointing to witness a group of brilliant academics turn into each other just like savage wolves. Most of the time something like this happens, the staff of the library and the visiting patrons try to break up the fight, but they can also join the brawl if one side or the other touched a nerve. Random Spells Flying Around. Usually there are a couple of spellcasters in any philosophical debate group and once the discussion turns into a chaotic brawl, these spellcasters start casting random spells against each other. This can be a real threat against the library hosting the debate as these spells have the potential to harm or destroy the books and other valuable items around.

Servant of the Binder Servants of the Binder are angels that act as divine agents and messengers of Oghma, the Wise God. These celestial beings are often summoned by the Lorekeepers of libraries to bring those who have wronged a place of knowledge to justice. They are usually tasked with tracking and hunting down those who have borrowed an important book from a library but haven’t returned it in the allowed time. Servants rarely engage in combat and they are often benevolent and forgiving than cruel or vindictive. But as embodiments of law and good, they are also firm and stern against those who willingly steal books and scrolls from libraries, suppress new ideas, prevent people from receiving education, or block access to knowledge as they believe that knowledge is the greatest tool of mortals, outweighing anything else. Steadfast Guardians of Knowledge. When a servant is summoned, it appears in blue-green radiance accompanied by chords of rising and echoing music. After receiving their mission, the angel doesn’t stop until the task is done. In their true form, they appeared as beautiful humanoids with pale and silvery skin, gleaming eyes, and feathery wings unfurling from their shoulder blades. They rarely communicate but they have melodic voices and usually speak gently. Fire, rot, and mold are all banished in their divine presence. They can read and write any known language and they offer aid to those who preserve written knowledge, restore damaged writings, and translate books. Inspiration Givers. Legend tells of servants that take the form of old loremasters or young apprentice scribes who secretly plant ideas or reveal missing crucial information to researchers and academicians in libraries. Instruments of the Deities of Knowledge and Invention. These angelic servants are also known to serve Deneir, Gond, and Milil who are allies of Oghma. Immortal Nature. An angel doesn't require food, drink, or sleep.

21

Servant of the Binder

Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands, plus 13 (3d8) radiant damage.

Medium celestial, lawful good

Armor Class 16 (natural armor) Hit Points 105 (14d8 + 42) Speed 30 ft., fly 90ft.

STR

DEX

CON

INT

WIS

CHA

17 (+3) 17 (+3) 16 (+3) 20 (+5) 20 (+5) 20 (+5) Saving Throws Int +9, Wis +9, Cha +9 Skills Arcana +9, Insight +9, Investigation +9, Perception +9 Damage Resistances fire, radiant; bludgeoning, piercing, and slashing from nonmagical weapons Condition Immunities charmed, exhaustion, frightened Senses darkvision 120 ft., passive Perception 19 Languages all, telepathy 120 ft. Challenge 9 (5,000 XP)

Angelic Weapons. The servant's weapon attacks are magical. When the servant hits with any weapon, the weapon deals an extra 3d8 radiant damage (included in the attack). Innate Spellcasting. The servant's spellcasting ability is Charisma (spell save DC 17). The servant can innately cast the following spells, requiring only verbal components: At will: command, detect evil and good, detect magic, detect thoughts, identify

2/day each: bless, suggestion

1/day each: commune, raise dead, scrying

Magic Resistance. The servant has advantage on saving throws against spells and other magical effects.

Actions Multiattack. The servant makes two melee attacks.

22

Wall of Phantom Tomes (1/Day). The servant magically forms a translucent wall of force that resemble open books on a solid surface it can see within 60 feet of it. The wall is 1 foot thick and up to 30 feet long and 12 feet high. When the wall appears, each creature in its space is pushed out of it by the shortest route. The creature chooses which side of the wall to end up on, unless the creature is incapacitated. The creature then makes a DC 16 Dexterity saving throw, taking 27 (5d10) force damage on a failed save, or half as much damage on a successful one.

The wall lasts for 1 minute or until the servant is incapacitated or dies. The wall can be damaged and breached; each 10-foot section has AC 3 and 20 hit points. It can also be destroyed by dispel magic. Whenever a creature finishes moving 5 ft. next to the wall on a turn, willingly or otherwise, the creature must make a DC 16 Dexterity saving throw, taking 14 (4d6) force damage on a failed save, or half as much damage on a successful one as the books start snapping their covers, striking anything between their translucent pages.

Healing Touch (2/Day). The servant touches another creature. The target magically regains 15 (3d8 + 2) hit points and is freed from any curse, disease, poison, blindness, or deafness. Change Shape. The servant magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form . It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the servant's choice). In a new form, the servant retains its game statistics and ability to speak, but its AC, movement modes, Strength , Dexterity, and special senses are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks.

Swarms in the Library

Over the years, many wizards and other mischief-loving curious spellcasters have tinkered with magically animated swarms of tiny objects and constructs. At first most of these creations were started as innocent cantrips such as making paper birds fly around the library and carry messages across rooms or magically levitating heavy tomes to carry them around the study halls with ease. But some carried this magic a step forward creating flying swarms of encyclopedia volumes and flocks of paper birds. Some of these were created as jokes while others were specifically created to guard a library chamber against intruders or blocking access to a restricted section of the library.

Constructed Nature. An animated object doesn't require air, food, drink, or sleep.

Swarm of Encyclopedia Volumes Medium swarm of Tiny constructs, unaligned Armor Class 13 (hardcover armor) Hit Points 22 (6d8) Speed 10 ft., fly 40 ft .

STR

DEX

CON

INT

WIS

CHA

12 (+1) 11 (+0) 10 (+0) 3 (-4) 10 (+0) 3 (-4) Damage Immunities poison, psychic Damage Vulnerabilities fire Damage Resistances bludgeoning, piercing, slashing Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, prone Senses blindsight 30 ft., passive Perception 10 Languages Challenge 1/2 (100 XP)

Antimagic Susceptibility. The swarm is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the swarm must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.

Swarm of Paper Birds

Medium swarm of Tiny constructs, unaligned Armor Class 11 Hit Points 17 (5d8 – 5) Speed 5ft., fly 40 ft .

STR

DEX

CON

INT

WIS

CHA

6 (-2) 12 (+1) 8 (-1) 3 (-4) 10 (+0) 1 (-5) Skills Perception +2 Damage Immunities poison, psychic Damage Vulnerabilities fire Damage Resistances bludgeoning, piercing, slashing Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, prone Senses blindsight 30 ft., passive Perception 12 Languages Challenge 1/8 (25 XP)

Antimagic Susceptibility. The swarm is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the swarm must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute. False Appearance. While the swarm remains motionless and isn't flying, it is indistinguishable from a normal pile of folded paper birds. Swarm. The swarm can occupy another creature's space and vice versa , and the swarm can move through any opening large enough for a Tiny bird made of paper. The swarm can't regain hit points or gain temporary hit points.

Actions Paper Wing Cut Melee Weapon Attack: +3 to hit, reach 5 ft., one target in the swarm's space. Hit: 5 (2d4) slashing damage, or 2 (1d4) slashing damage if the swarm has half of its hit points or fewer.

False Appearance. While the swarm remains motionless and isn't flying, it is indistinguishable from a normal pile of tomes. Swarm. The swarm can occupy another creature's space and vice versa , and the swarm can move through any opening large enough for a tome. The swarm can't regain hit points or gain temporary hit points.

Actions Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target in the swarm's space. Hit: 8 (2d6 + 1) bludgeoning damage or 4 (1d6 + 1) bludgeoning damage if the swarm has half of its hit points or fewer.

23

AppendixA:NonplayerCharacters This appendix contains statistics for various humanoid nonplayer characters (NPCs) that adventurers might encounter in the Candlekeep Library or in other libraries.

Booklifter

Small humanoid (halfing), any alignment Armor Class 13 Hit Points 31 (7d6 + 7) Speed 25 ft.

STR

DEX

CON

INT

WIS

CHA

10 (+0) 16 (+3) 12 (+1) 12 (+1) 14 (+2) 14 (+2) Saving Throws Dex +5, Cha +4 Skills Acrobatics +5, Deception +4, Insight +4, Investigation +3, Perception +4, Persuasion +4, Sleight of Hand +5, Stealth +5 Senses passive Perception 14 Languages Common and Halfling Challenge 2 (450 XP)

Cunning Action. On each of its turns, the booklifter can use a bonus action to take the Dash, Disengage, or Hide action. Keen Hearing and Sight. The booklifter has advantage on Wisdom (Perception) checks that rely on hearing or sight. Lucky. When the booklifter rolls a 1 on an attack roll, ability check, or saving throw, it can reroll the die and must use the new roll. Sneak Attack (1/Turn). The booklifter deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll , or when the target is within 5 feet of an ally of the booklifter that isn't incapacitated and the booklifter doesn't have disadvantage on the attack roll.

Actions Multiattack. The booklifter makes two melee attacks. Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft. , one target. Hit: 6 (1d6 + 3) piercing damage. Hand Crossbow. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

24

Booklifter Booklifters are skilled halfling burglars who enter libraries or arcane colleges under disguise to steal books or scrolls that contain valuable information. They are known to be hired by organizations and powerful individuals who can’t access a certain book in a library for one reason or another. Even a rival library could resort to such lowly tactics if their need is dire. Sometimes they also steal expensive, rare books on their own to sell to third-party merchants. As booklifters develop a taste for books, it is also possible that they start lifting tomes from libraries for their personal taste.

Glyphscribe

Disciple of the Passive Voice

Glyphscribes are followers of Deneir who believe that information that is not recorded is information that is lost. They think that information should be free to all and all should be able to read it. They dedicate their lives protecting written knowledge and punish those who destroy books and archives. They spend their days gathering and writing knowledge from creative works to copying mundane annals.

Medium humanoid (human), lawful neutral Armor Class 14 Hit Points 49 (9d8 + 9) Speed 40 ft.

STR

DEX

CON

INT

WIS

CHA

13 (+1) 14 (+2) 12 (+1) 14 (+2) 14 (+2) 12 (+1) Saving Throws Dex +4, lnt +4, Wis +4 Skills Acrobatics +4, Insight +4, Perception +4 Senses passive Perception 14 Languages Common and any one language Challenge 3 (700 XP)

Unarmored Defense. While the disciple is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.

Glyphscribe

Unarmored Movement. While the disciple is wearing no armor and wielding no shield, its walking speed increases by 10 feet (included in its speed) and the disciple can climb difficult surfaces, without needing to make an ability check.

Armor Class 13 (chain shirt) Hit Points 22 (5d8) Speed 30 ft.

Wind Step. On each of its turns, the disciple can use a bonus action to take the Dash, or Disengage action.

Actions Multiattack. The disciple makes two unarmed strikes. Unarmed Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage and the target must succeed on a DC 13 Dexterity saving throw or be knocked prone.

Reactions Missile Deflection. The disciple adds 3 to its AC against one ranged weapon attack that would hit it. To do so, the disciple must see the attacker.

Disciple of the Passive Voice

Children of the Passive Voice is an old and prestigious order of learned monks whose members protect many libraries, shrines and temples across Faerûn. A disciple of this order is a capable and stern guardian of places of knowledge.

Medium humanoid (any race), neutral good

STR

DEX

CON

INT

WIS

CHA

10 (+0) 10 (+0) 11 (+0) 14 (+2) 17 (+3) 14 (+2) Skills Arcana +4, History +4, Medicine +5, Persuasion +4, Religion +6 Senses passive Perception 13 Languages any four languages Challenge 2 (450 XP)

Divine Eminence. As a bonus action, the glyphscribe can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the glyphscribe expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st. Spellcasting. The glyphscribe is a 6th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13 , +5 to hit with spell attacks). The glyphscribe has the following spells prepared: Cantrips (at will): light, sacred flame , thaumaturgy, word of radiance

1st level (4 slots): command, cure wounds, identify, sanctuary

2nd level (3 slots): augury, spiritual weapon, suggestion

3rd level (3 slots): dispel magic, glyph of warding, tongues

Actions Mace. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage.

25

Gondsman

Gondsmen are dedicated elite priests of Gond the Wonderbringer. These priests are highly skilled in all matters involving forging, casting, or tempering. They devote their lives to invent and make new things that work. Gondsmen can be found in libraries and other places of learning, researching, and studying various techniques of engineering.

Armor Class 14 (scale mail) Hit Points 27 (6d8) Speed 30 ft.

CON

Armor Class 12 (15 with mage armor) Hit Points 22 (5d8) Speed 30 ft.

INT

WIS

DEX

CON

INT

WIS

CHA

12 (+1) 14 (+2) 11 (+0) 17 (+3) 16 (+3) 15 (+2)

Medium humanoid (any race), lawful neutral

DEX

Medium humanoid (any race), any lawful alignment

STR

Gondsman

STR

Librarian

CHA

10 (+0) 10 (+0) 10 (+0) 16 (+3) 12 (+1) 12 (+1) Skills History +5, Investigation +5, Perception +3, Religion +5 Senses passive Perception 13 Languages any two languages Challenge 4 (1,100 XP)

Spellcasting. The gondsman is a 3th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11 , +3 to hit with spell attacks). The gondsman has the following spells prepared:

Saving Throws Int +5, Wis +5, Cha +4 Skills Arcana +5, History +7, Insight +5, Investigation +5, Nature +5, Perception +5, Religion +7 Damage Resistances psychic Senses passive Perception 15 Languages any three languages Challenge 4 (1,100 XP)

Path of Wisdom. Whenever the librarian is required to make a Wisdom saving throw against spells and other magical effects, it also adds its Intelligence modifier to the roll. Spellcasting. The librarian is a 4th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The librarian has the following wizard spells prepared:

Cantrips (at will): light, mending , thaumaturgy

1st level (4 slots): identify, guiding bolt, searing smite, unseen servant

2nd level (2 slots): heat metal, magic weapon

Cantrips (at will): light, mage hand, shocking grasp, true strike

1st level (4 slots): comprehend languages, detect magic, mage armor, identify

2nd level (3 slots): locate object, see invisibility, suggestion

Actions

Actions

Mace. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage.

Quarterstaff. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage, or 6 (1d8 + 2) bludgeoning damage if used with two hands.

Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage. Hand Mortar (Recharge 5-6). Ranged Weapon Attack: +2 to hit, range 30/600 ft., one target. Hit: 9 (2d8) fire damage. Upon a hit, everything within 5 ft of the target must make a DC 13 Dexterity saving throw or suffer 5 (1d10) fire damage. If the gondsman rolls a 1 for the hand mortar's recharge die, the weapon misfires on the gondsman hands and the gondsman suffers 4 (1d8) fire damage.

Reactions Librarian Shush (1/Day). When a creature that the librarian can see casts a spell that includes a verbal component, the librarian can use its reaction to shush and silence the spellcaster interrupting the casting, similar to the effects of the silence spell.

Librarian

A librarian is a person who works professionally in a library, providing access to information while offering insight and guidance to visitors. They often have a certain amount of spellcasting abilities they mostly use in their daily tasks and they are very knowledgeable information experts. They research the topics of interest for their libraries, suggest books to patrons, review books and manuscripts, assist loremasters, archive and maintain the library’s collection. 26

Lorekeeper Lorekeepers are special priests of Oghma, the God of Knowledge. They believe that knowledge is power, and must be used with care. They dedicate their lives defending places of knowledge and learning such as libraries and academies. They enjoy philosophical and historical debates and are particularly interested and skilled in wrestling.

Lorekeeper

Cantrips (at will): light, sacred flame, thaumaturgy

1st level (4 slots): charm person, cure wounds, guiding bolt, identify

2nd level (3 slots): lesser restoration, silence, spiritual weapon

3rd level (2 slots): dispel magic, spirit guardians

Medium humanoid (any race), neutral Armor Class 15 (chain shirt) Hit Points 60 (11d8 + 11) Speed 30 ft.

STR

DEX

CON

INT

Lorekeepers usually wear grand, stylish clothing that reveals their heavily muscled bodies and are always in very good physical shape. These unorthodox priests believe that there is more to life than being cloistered in temples and they honor Oghma by improving their wrestling skills, as they believe the Wise God to be fond of this martial art.

WIS

CHA

14 (+2) 14 (+2) 12 (+1) 16 (+3) 16 (+3) 14 (+2) Skills Athletics +5, Medicine +6, Persuasion +5, Religion +6 Senses passive Perception 13 Languages any two languages Challenge 5 (1,800 XP)

Brave. The lorekeeper has advantage on saving throws against being frightened. Divine Eminence. As a bonus action, the lorekeeper can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the lorekeeper expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st. Spellcasting. The lorekeeper is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14 , +6 to hit with spell attacks). The lorekeeper has the following spells prepared:

Actions Multiattack. The lorekeeper makes two melee attacks. Binder's Mace. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage. If the target is a Fiend, it receives an additional 6 (1d8 + 2) radiant damage. Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage and the target must succeed on a DC 15 Constitution saving throw or be stunned until the end of the lorekeeper's next turn. Wrestling Grapple. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage and the target is grappled (escape DC 15) if it is a Large or smaller creature and the lorekeeper doesn't have another creatures grappled.

Reactions Palm Block. The lorekeeper adds 2 to its AC against one melee attack that would hit it. To do so, the lorekeeper must see the attacker and must not be surprised.

27

Potioneer

Potioneer

Medium humanoid (any race), any alignment Armor Class 10 (13 with Potion of Resilience) Hit Points 45 (6d8 + 18) Speed 30 ft.

STR

DEX

CON

INT

WIS

CHA

10 (+0) 10 (+0) 16 (+3) 15 (+2) 14 (+2) 12 (+1)

A potioneer, also known as a potion-master or elixir-brewer, is a specialist who makes and uses potions for a living. A potioneer is not necessarily a spellcaster but, they have a good understanding of arcane matters and they are also knowledgeable in alchemy. These potion masters are experts in using different kinds of potions and mixtures both in and outside of combat. Some libraries house laboratories where potioneers study and research.

Saving Throws Con +5 Skills Arcana +4, Medicine +4, Nature +4 Damage Resistances acid Damage Immunities poison Condition Immunities poisoned Senses passive Perception 12 Languages any two languages Challenge 3 (700 XP)

Wonderous Potions. The potioneer carries the following collection of potions it brewed. It can use its action to drink one. Draught of Healing: The drinker regains 7 (1d8 + 3) hit points. Elixir of Speed: The drinker gains the effect of the haste spell for 1 minute. Potion of Invisibility: The drinker becomes invisible until it attacks or casts a spell. Potion of Resilience:* The drinker gains a +3 bonus to AC for 3 hours. Tonic of Transformation: The drinker's body is transformed as if by the alter self spell for 1 hour. *The potioneer drinks this potion before combat.

Actions Dagger. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 5 (2d4) piercing damage plus 5 (2d4) poison damage. Acid Bomb (Recharge 5-6). The potioneer throws a vial of explosive acid at a point up to 60 feet away. Each creature within 5 feet of that point must succeed on a DC 13 Dexterity saving throw or take 10 (3d6) acid damage.

28

Tuneservant

Spellcasting. The tuneservant is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It has the following spells prepared:

Medium humanoid (any race), neutral good Armor Class 15 (chain shirt) Hit Points 58 (9d8 + 18) Speed 30 ft.

STR

DEX

CON

INT

WIS

CHA

11 (+0) 15 (+2) 14 (+2) 12 (+1) 16 (+3) 14 (+2) Saving Throws Dex +4, Wis +5, Cha +4 Skills Acrobatics +4, Arcana +5, History +3, Medicine +5, Perception +5, Performance +6, Persuasion +5, Religion +5 Senses passive Perception 15 Languages any three languages Challenge 4 (1,100 XP)

Dispel Silence (1/day). The tuneservant offers a silent chant to Milil to dispel the effects of the silence spell within 60 ft. Divine Eminence. As a bonus action, the tuneservant can expend a spell slot to cause its melee weapon attacks to magically deal an extra 7 (2d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the tuneservant expends a spell slot of 2nd level or higher, the extra damage increases by 1d4 for each level above 1st. Magic Resistance. The tuneservant has advantage on saving throws against spells and other magical effects.

Cantrips (at will): friends, light, thaumaturgy, vicious mockery

1st level (4 slots): charm person, cure wounds, heroism, sleep 2nd level (3 slots): enthrall, invisibility, shatter

3rd level (2 slots): dispel magic, hypnotic pattern

Taunting Song (3/Day). The tuneservant can use a bonus action on its turn to target one creature within 30 feet of it. If the target can hear the tuneservant, the target must succeed on a DC 14 Charisma saving throw or have disadvantage on ability checks, attack rolls, and saving throws until the start of the tuneservant's next turn.

Actions Rapier. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. Light Crossbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

Reactions Cutting Words. When a creature that the tuneservant can see within 60 feet of it makes an attack roll, an ability check, or a damage roll, the tuneservant uses its wit to distract and sap the confidence of the creature. The creature then must reroll and use the lower result.

Tuneservant A tuneservant is a specialized priest of Milil, the Lord of All Songs. Tuneservants are musically-inclined, sensual, and good-hearted troubadours who appreciate good food and good wine. These musical priests usually spend their days wandering from town to town looking for opportunities to spread the word of Milil, but also can be found in libraries and places of learning, composing new songs, writing new epic poems, or copying rare stories.

29

Wise One

Wise One

Medium humanoid (any race), lawful neutral Armor Class 13 (studded leather) Hit Points 49 (9d8 + 9) Speed 30 ft.

STR

DEX

CON

INT

WIS

CHA

12 (+1) 12 (+1) 12 (+1) 17 (+3) 18 (+4) 14 (+2) Saving Throws Wis +6 Skills History +5, Insight +6, Medicine +6, Persuasion +4, Religion +7 Senses passive Perception 13 Languages any two languages Challenge 4 (1,100 XP)

Curna's Wisdom. The wise one can add its Wisdom modifier to its initiative rolls. Divine Eminence. As a bonus action, the wise one can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the wise one expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st. Insightful Speech. The wise one gives an insightful and smart speech, any intelligent creatures that hears its speech must make a DC 14 Wisdom saving throw or suffer disadvantage when attacking the wise one. Spellcasting. The wise one is a 7th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). The wise one has the following spells prepared: Cantrips (at will): friends, light, ray of frost, sacred flame

1st level (4 slots): comprehend languages, cure wounds, guiding bolt, identify

2nd level (3 slots): hold person, spiritual weapon, zone of truth

3rd level (3 slots): daylight, dispel magic, spirit guardians

4th level (1 slot): banishment

Actions Binder's Mace. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage. If the target is a Fiend, it receives an additional 5 (1d8 + 1) radiant damage. Blinding Flash (Recharge 5-6). A beam of bright light erupts from the wise one's holy symbol. Each creature within 20 feet of the wise one must succeed on a DC 14 Dexterity saving throw or be blinded until the end of the wise one's next turn.

30

A wise one is an experienced and specialized cleric of Oghma. After a certain age, many archivists, writers, bards, cartographers, loremasters, sages, scholars, and scribes decide to dedicate their life studying and spreading the ways of Oghma and become wise ones. People look to them for answers as they offer their immense wisdom to the common folk. A wise one is especially effective in fighting against fiends and banishing them from the material plane. Wise ones also act as leaders and custodians of Oghma’s temples, libraries, academies, and other places of learning and knowledge.

Xothar Followers of Dugmaren Brightmantle, the dwarven deity of scholarship, discovery, and invention, believe that the world is full of secrets waiting to be unraveled. Xothor (singular: Xothar), are special priests of the Wandering Tinker who travel widely to learn more about the mysteries of life and spread the word of their religion. These priests spend their days in academic pursuits, trying to learn and research any field of lore that can be of interest to Dwarves. They are especially knowledgeable on rune magic and are capable warriors. A xothar can be encountered in a library, hunched over dusty tomes and taking notes.

Xothar

Medium, humanoid (dwarf), chaotic good Armor Class 17 (chain mail) Hit Points 39 (6d8 + 12) Speed 25 ft.

STR

DEX

CON

INT

WIS

CHA

16 (+3) 12 (+1) 14 (+2) 12 (+1) 15 (+2) 11 (+0) Saving Throws Con +4 Skills Arcana +3, Medicine +4, Religion +5 Damage Resistances poison Condition Immunities petrified Senses darkvision 60 ft., passive Perception 12 Languages Dwarvish and any two languages Challenge 3 (700 XP)

Brightmantle. The xothar has advantage on saving throws against illusion spells, and being charmed. Dethek Runemagic. As a bonus action the xothar can select one of the following damage types: lightning, cold, or fire. Until it uses this action again, the xothar has resistance to the chosen damage type. Divine Eminence. As a bonus action, the xothar can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the xothar expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st. Dwarven Resilience. The xothar has advantage on saving throws against poison. Spellcasting. The xothar is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12 , +4 to hit with spell attacks). The xothar has the following spells prepared: Cantrips (at will): mending, sacred flame, shocking grasp, thaumaturgy

1st level (4 slots): cure wounds, identify, magic missile, searing smite

2nd level (3 slots): augury, lesser restoration, spiritual weapon

3rd level (2 slots): dispel magic, magic weapon

Actions Runestone Mace. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage, or 8 (1d10 + 3) bludgeoning damage if used with two hands to make a melee attack, plus 4 (1d8) lightning damage. Instead of lightning damage, the xothar can deal the damage type currently in effect for its Dethek Runemagic trait.

31

AppendixB:CharacterBackgrounds

Translator You were always been captivated by languages. From ancient dialects of Elvish to modern variants of Common, learning and studying new languages have always been a passion to you. By studying old or young scripts, foreign languages, or neighboring dialects you have also become very wellinformed on other cultures’ customs, laws, philosophies, ideas, art, and religious beliefs. Your eagerness for learning new languages and meeting with new cultures has pushed you out of your little corner of the world and made you a seasoned traveler. You have traveled across many countries and visited many libraries, museums, and other places of cultural importance. Your personality as an avid learner and a devoted bookworm, combined with your expertise in languages and communication got you employed as a translator by many adventure groups, guilds, religious organizations, and even royal institutions. Skill Proficiencies: History, Religion

Languages: Two of your choice

Equipment: A leather-bound codex containing linguistic notes and glossary and dictionary of words, a bottle of black ink, a quill, reading glasses, a set of traveler's clothes, and a pouch containing 10 gp. Specialized Translator

With time, a translator working on a specific area or using a certain method becomes specialized in that field. All translators who have an excellent command of the languages they are working on can produce translation but a specialized translator is an expert on the subject and knows how to reach the target culture and achieve communication better than anyone. d10 Specialization

32

d10 Specialization

1 Literature

6 Draconic Language

2 Religious Texts

7 Medical

3 Underdark Languages

8 Interpreting

4 Poetry

9 Ancient Languages

5 Rune Scripts

10 Arcane Texts

Feature: Polyglot

A competent translator is not only bilingual but bicultural. As an experienced linguist with a profound understanding of the etymological and idiomatic correlates between languages, you can communicate with other humanoids even if they don’t speak the languages you do. After observing the humanoids communicating with each other for 1d4 hours, you start roughly understanding the grammar rules and syntax of their language, and become able to communicate with them on a basic level. After you spend two days with them, you can understand their language on an intermediate level and you become knowledgeable about their culture and customs. Suggested Characteristics

A good translator is a well-read person who knows how to research and be patient while having great self-discipline. Translation always involves interpretation, and a translator needs to think as deeply as humanly possible about each verbal, poetic, and interpretative choice. A translator’s interpretation can cause kingdoms to go to war with each other and the translation of a long-lost piece of literature can have an immense effect on people. Translating is a skill achieved by spending long years studying different languages and cultures, a person who has fair fluency in two languages, by virtue of that fact alone, can’t be consistently competent to translate between them.

d6 Personality Trait

d6 Flaw

1 I would risk my life by entering a monster infested, ruined library, just to obtain a lost tome

1 I am easily distracted by procrastination.

2 I prefer the company of those who don't speak my mother tongue. 3 Sometimes I pretend to understand something said in a language I don’t know just to impress people. 4 I'm used to helping out those who don't understand something said in a foreign language and I patiently translate for them...for free! 5 By living among foreign people, I have become estranged to my own culture.

2 Sometimes I omit parts of the text from translation if I deem them unnecessary. 3 I overlook obvious simple translations in favor of complicated and inverted sentences. 4 After learning the language of a tribe of evil monsters, I found myself thinking like them more and more. 5 No one must ever learn that I once stole a book from my local library. 6 I secretly believe that I am better than everyone.

6 I can't stop reading a good book until I finish it.

d6 Ideal 1 Knowledge. Any fool can know. The point is to understand. (Any) 2 Power. Knowledge is the path to understanding other cultures, and understanding them is the path to manipulating and dominating them. (Evil) 3 Love. I am convinced that my soulmate speaks a language that I don't know and I must learn it to find love. (Chaotic) 4 Tradition. There are certain styles and guides to follow while translating specific types of texts and they should not be ignored. (Lawful) 5 Compassion. Translation, brings different people and cultures together. Communication will help us achieve peace and understanding. (Good) 6 Immortality. By translating a great work of literature, I will be forever immortalized. (Any)

d6 Bond 1 The library where I spend most of my time is the most important place in the world to me. 2 My grandfather gave me a dictionary of old idioms. I must never lose it. 3 I have a religious text that contradicts the generally accepted translation. It could cause great chaos in the wrong hands. 4 My life's work is a series of translations related to a certain field of lore. 5 I want to learn more about a particular Underdark language that fascinates and scares me at the same time. 6 I have a friendly translator rival who is translating the same work of literature as me and only one of us can receive the patronage of the local library. I must prove that I am the better translator.

33

Appendix C: Magic Items

Various magic items that can be found in a library or a similar place of knowledge are presented here in alphabetical order. A magic item's description gives the item's name, its category, its rarity, and its magical properties.

Glass Plaque of Scribing

Wondrous item, uncommon A glass plaque of scribing is a rectangular piece of clear glass that allows the user to copy, edit or move a piece of text from a piece of paper to another. You can place the plaque on the text you want to copy and the letters appear on the glass. You can then paste this text onto another page or scroll. This plaque also allows the user to change the size and shapes of the letters when pasting them on another paper. Goggles of Translation

Amulet of Moonlight

Wondrous item, rare An amulet of moonlight can magically and artificially project moonlight onto a 5 ft. square surface the wearer chooses. The wearer can choose which moon stage’s light will be projected. If the amulet is crafted by a master craftsman, depending on its potency, it can trigger effects of moonlight such as turning of lycanthropes or revealing moon-runes. The amulet can project moonlight for 1 hour before its charge is depleted. Once depleted of light, the wearer must expose the amulet to the natural moonlight for an hour to restore its charge. The stage of the moon when the amulet is restored does not affect its power of projection.

Moon-Runes Moon-runes are a method of ancient writing to conceal information from unwanted eyes. These runes are carved in such a way that they could only be read when the moonlight shines on them. The light of the moon needs to be of the same moon by which the night the runes were first written. If the runes were written under a full moon, they could only be read when the light of the full moon shines on them and so on. Some even more secretive and potent moonrunes also required the moonlight to shine on them at the same time of the year, as when they were written. An Amulet of Moonlight can possibly project the necessary moonlight to reveal moon-runes on a surface, depending on the potency of the runes and the amulet.

34

Wondrous item, uncommon If you try to read a text written in a language you don’t know while wearing these lenses, the text is magically translated into a language you know to your eyes. Only the wearer can see the translation of the text. The quality of the translation is mediocre but the main topic of the text can be clearly understood. The goggles are not very suitable for literary translation and it works best on clear, academic texts. You can read up to 4000 words a day using the goggles. After that, the item requires another 24 hours to start translating again.

Hourglass of Study

Wondrous item, uncommon An hourglass of study is a magical timekeeping device that allows the user to focus and study more than possible in an hour. When you turn an hourglass of study and start reading, writing, or researching, you complete two hours of work in just one hour. The user also feels that two hours have passed but to any observer from the outside, it has been only one hour. Depending on the potency of the hourglass the extra time it provides can also be longer. Many large libraries store hourglasses of study, only to be given to most trusted patrons who are in a dire hurry or trying to complete a task before a short deadline.

Whatever its original purpose was, nowadays this ominouslooking flower is only used for one thing: to forget about reading a particular book. Once this flower is touched upon the forehead of the reader and then placed inside the book it has read, the reader slowly starts to forget the contents of the book as the flower starts drying inside the book’s pages. The whole process usually takes around 1d10 days depending on the length of the book and the strength of the reader’s mind against magical effects. Some organizations use Shar’s Tulips to make their employees forget about secret information they have read while others just use these flowers to forget about a really good book they have read, so they can read it again and enjoy it just like the first time.

Map of Teleportation

Wondrous item, very rare A map of teleportation looks just like a regular small-scale map depicting a region. When you touch the center of the map, it acts as a teleport spell and transports you and up to eight willing creatures of your choice that you can see within range or a single object that you can see within range, to the region depicted on the map. The map can only be used once every 24 hours. Depending on the skill of its crafter, the map can teleport you directly on the spot you touched or to a nearby location. It can also transport more or fewer creatures depending on the potency of its magic. Generally, you need to be willing to teleport for the magic of the map to work but, there are rumors of teleportation maps being used as traps that transport the person who touches it without consent or knowledge. Postage Case

Wondrous item, common A postage case is similar to a scroll case that is attached to messenger pigeons. This case has an interior space slightly larger than its outside dimensions for storing letters, scrolls, and books. The case can store up to 10 pounds but the case weighs 14 ounces, regardless of its contents. These cases are attached to messenger pigeons to act as flying postage. They are completely resistant to weather effects such as rain, wind, or snow and the case’s contents never get wet. Shar’s Tulip

Wondrous item, rare A Shar’s Tulip is a dark-colored special variety of tulips that is very rare to find. It is also unofficially known as Forget-Me Flower. The origin of this magical flower is unknown but some speculate that it was devised by the goddess Shar herself to force forgetfulness upon mages and archmages, rendering their spellbooks useless and make them more susceptible to the Shadow Weave.

Speakstone

Wondrous item, common A speakstone is a small magical orb carved out of a shiny, polished metal that can be used to read a written page out loud. When you put the orb on a page, it absorbs the written knowledge and then repeats it out loud in a speaking voice. Voice of a speakstone is selected by its crafter. Usually, a clear-voiced bard is hired to be magically recorded as the voice of the speakstone, and the better the reader’s voice, the more valuable the item is. Some crafters go to great lengths at securing world-renowned minstrels to record their voices in their speakstones. These wondrous items are often used by old loremasters whose eyes are failing to read tiny scribbles, visually impaired people, or even by lazy parents to read stories out loud to their children. Libraries usually have speakstones that the patrons can use, but most of the time these speakstones have only whispering level voices.

35

Appendix D: Strixhaven Fuming Effigy

Fuming Effigy Some elemental spirits are known for their anger. Particularly the fire elementals. When an angry fire elemental spirit inhabits and possesses an effigy, it can lash out at anyone who dares to disturb it. These elementals are mad with anger and it is impossible to reason with them. These fuming effigies are usually created as a result of an inexperienced mage trying to summon a fire elemental from its native plane of fire and then being unable to control it, the elemental latches on to a nearby statue or similar host object, becoming the corporeal, burning nightmare that is the fuming effigy. Elemental Nature. An elemental doesn't require air, food, drink, or sleep.

Fuming Effigy

Illumination. The elemental sheds bright light in a 30foot radius and dim light in an additional 30 feet.

Large elemental, neutral

Siege Monster. The elemental deals double damage to objects and structures.

Armor Class 15 (natural armor) Hit Points 114 (12d10 + 48) Speed 30 ft.

STR

DEX

CON

Water Susceptibility. For every 5 feet the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage. INT

WIS

CHA

17 (+3) 14 (+2) 18 (+4) 7 (-2) 10 (+0) 8 (-1) Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities fire, poison Condition Immunities exhaustion, paralyzed, petrified, poisoned, prone, unconscious Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 10 Languages Ignan, Terran Challenge 6 (2,300 XP)

Earth Glide. The elemental can burrow through nonmagical, unworked earth and stone. While doing so, the elemental heats up the material it moves through.

36

Actions Multiattack. The elemental makes two slam attacks. Slam. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage and 5 (1d10) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns. Fuming (Recharge 5–6). The elemental emits deadly gas. Each creature within 5 feet of it must make a DC 15 Constitution saving throw, taking 28 (8d6) poison damage on a failed save, or half as much damage on a successful one.

Lightscribe

Lightscribes are specialized mages who are experts in spells and runes that involve radiant energies. These spellcasters can use their magic to harm their foes and support their allies. Lightscribes can fill the hearts of their friend with hope and pride, using the awe-inspiring power of the light.

Lightscribe

Actions

Medium humanoid (any race), any alignment

Light-rune Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage plus 3 (1d6) radiant damage.

Armor Class 12 (15 with mage armor) Hit Points 49 (9d8 + 9) Speed 30 ft.

STR

DEX

CON

INT

WIS

CHA

12 (+1) 14 (+2) 12 (+1) 16 (+3) 12 (+1) 15 (+2) Saving Throws Int +6, Cha +5 Skills Arcana +9, History +6 Senses passive Perception 11 Languages Common, Dwarvish and any two languages Challenge 7 (2,900 XP)

Spellcasting. The lightscribe is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The lightscribe has the following spells prepared:

Cantrips (at will): blade ward, light, mending, word of radiance

1st level (4 slots): chromatic orb, detect magic, mage armor, shield

2nd level (3 slots): heat metal, scorching ray, zone of truth

3rd level (3 slots): beacon of hope, counterspell, glyph of warding

4th level (3 slots): fire shield, sickening radiance

5th level (1 slot): wall of light

Blinding Explosion (Recharge 5–6). The lightscribe creates a magical blinding explosion of light centered on a point it can see within 120 feet of itself. Each creature in a 20-foot-radius sphere centered on that point must make a DC 13 Dexterity saving throw, taking 28 (8d6) radiant damage on a failed save, or half as much damage on a successful one. Creatures that fail the saving throw become blinded until the end of the lightscribe's next turn.

Reactions Runic Defense (3/Day). When the lightscribe is hit by an attack, the lightscribe protects itself with a translucent barrier of radiant magical light. Until the end of its next turn, the lightscribe gains a +5 bonus to AC, including against the triggering attack. Guided Strike (Recharges after a Short or Long Rest). The lightscribe grants a + 10 bonus to an attack roll made by itself or another creature within 30 feet of it. The lightscribe can make this choice after the roll is made but before it hits or misses.

37

Lumimancer Lumimancers are specialist wizards who harness the magical energies of light. Most of these spellcasters are highly intelligent and peaceful individuals, only choosing violence when there is no other alternative. They prefer to defeat their foes using their wits and radiant arcane powers.

Apprentice Lumimancer Medium humanoid (any race), any good alignment Armor Class 11 (14 with mage armor) Hit Points 22 (4d8 + 4) Speed 30 ft.

STR

DEX

CON

INT

WIS

Medium humanoid (any race), any good alignment Armor Class 12 (15 with mage armor) Hit Points 52 (8d8 + 16) Speed 30 ft.

STR

DEX

CON

INT

WIS

CHA

10 (+0) 14 (+2) 14 (+2) 16 (+3) 14 (+2) 14 (+2) CHA

10 (+0) 12 (+1) 12 (+1) 15 (+2) 12 (+1) 11 (+0) Skills Arcana +6, History +4, Medicine +3, Religion +4 Senses passive Perception 11 Languages Common and any other language Challenge 2 (450 XP)

Spellcasting. The apprentice is a 3rd-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). It has the following spells prepared: Cantrips (at will): dancing lights, light, sacred flame

1st level (4 slots): color spray, faerie fire, guiding bolt, mage armor

2nd level (2 slots): darkness, moonbeam

Actions Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d4 + 1) piercing damage. Simple Staff of Lumination. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage plus 2 (1d4) radiant damage.

38

Lumimancer

Skills Arcana +9, History +6, Medicine +5, Persuasion +5, Religion +6 Senses passive Perception 12 Languages Common and any three other language Challenge 5 (1,800 XP)

Spellcasting. The lumimancer is a 5th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). It has the following spells prepared: Cantrips (at will): dancing lights, fire bolt, light, sacred flame

1st level (4 slots): color spray, faerie fire, guiding bolt, mage armor

2nd level (3 slots): darkness, moonbeam, see invisibility

3rd level (2 slots): daylight, fireball

Actions Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Staff of Lumination. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 9 (2d8) bludgeoning damage plus 4 (1d8) radiant damage. Blinding Lumination (Recharge 5-6). The lumimancer hurls a flashing lightbeam at a point it can see within 20 feet of it. The beam explodes in a blinding flash of light on impact. Each creature within 5 feet of the flash must succeed on a DC 13 Dexterity saving throw or be blinded until the end of the lumimancer's next turn.

Reflective Golem Reflective Golem

Large construct, unaligned

A reflective golem is a construct sculpted from delicate, highly reflective metals. Apart from acting as a mirror, these golems can also reflect spells and other arcane energies directed at them. Their spell-reflection feature makes them highly prized for anyone who is planning to go against spellcasters. Constructed Nature. A golem doesn't require air, food, drink, or sleep.

Armor Class 16 (natural armor) Hit Points 102 (12d10 + 36) Speed 30 ft.

STR

DEX

CON

INT

WIS

CHA

20 (+5) 7 (-2) 16 (+3) 3 (-4) 11 (+0) 1 (-5) Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine Damage Immunities fire, poison, psychic; bludgeoning, piercing, and slashing from magical attacks that aren't adamantine Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 10 Languages understands the languages of its creator but can't speak Challenge 8 (3,900 XP)

Immutable Form. The golem is immune to any spell or effect that would alter its form. Magic Resistance. The golem has advantage on saving throws against spells and other magical effects. Magic Weapons. The golem's weapon attacks are magical.

Actions Multiattack. The golem makes two slam attacks. Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage.

Reactions Spell Reflection. If the golem makes a successful saving throw against a spell, or a spell attack misses it, the golem can choose another creature (including the spellcaster) it can see within 30 feet of it. The spell targets the chosen creature instead of the golem. If the spell forced a saving throw, the chosen creature makes its own save. If the spell was an attack, the attack roll is rerolled against the chosen creature.

39

Ruin Rescuer Spirit & Ruin Warden Some ruins in the world are inhabited by more than simple monsters. Particularly the ruins of old magic academies or ancient libraries can have very extraordinary dwellers. A ruin rescuer spirit is a type of ghost that is bound to a certain ruined structure. These good-natured spirits go out of their way to aid people who get lost or injured while exploring the ruins they are bound to. They very, very rarely engage in combat and instead focus most of their energies on guiding and helping unlucky mortals. Ruin wardens on the other hand are guardian constructs, usually sculpted out of stone statues, that are tasked with defending certain ruins against intruders and looters. These wardens have no feelings or will of their own, simply existing forever to defend the ruins they are assigned to as lifeless and ageless sentries.

Ruin Rescuer Spirit Medium undead, neutral good Armor Class 12 Hit Points 31 (7d8) Speed 0 ft., fly 40 ft. (hover)

STR

DEX

CON

INT

WIS

CHA

7 (-2) 14 (+2) 10 (+0) 12 (+1) 14 (+2) 12 (+1) Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities cold, necrotic, poison Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained Senses darkvision 60 ft., passive Perception 11 Languages any languages it knew in life Challenge 3 (700 XP)

Incorporeal Movement. The spirit can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Rejuvenation. If it is destroyed, the spirit re-forms after 24 hours. Spellcasting. The spirit is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +2 to hit with spell attacks), and It requires no somatic or material components to cast its spells. It has the following cleric spells prepared:

Cantrips (at will): guidance, light, mending, spare the dying

1st level (4 slots): cure wounds, sanctuary, shield of faith

2nd level (3 slots): aid, calm emotions

Actions Ghostly Touch. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3) necrotic damage.

40

Ruin Warden

Immutable Form. The construct is immune to any spell or effect that would alter its form.

Medium construct, unaligned

False Appearance. While the construct remains motionless, it is indistinguishable from a stone statue.

Armor Class 15 (natural armor) Hit Points 76 (9d8 + 36) Speed 30 ft.

STR

DEX

CON

Magic Resistance. The construct has advantage on saving throws against spells and other magical effects. INT

WIS

CHA

20 (+5) 10 (+0) 18 (+4) 3 (-4) 11 (+0) 1 (-5) Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses darkvision 120 ft., passive Perception 10 Languages understands the languages of its creator but can't speak Challenge 5 (1,800 XP)

Actions Multiattack. The construct makes two melee attacks. Stone Battleaxe. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage. Slow (Recharge 5–6). The construct targets one or more creatures it can see within 10 feet of it. Each target must make a DC 15 Wisdom saving throw against this magic. On a failed save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

41

Thiromancer

Thiromancers (also known in some magic academies as animal wizards) are specialized spellcasters who can transform themselves into an animal and back again at will. While some wizards can innately acquire this skill through their families, others must have great skill, practice, and patience to study and achieve this transformation.

The thiromancers receive the following traits (use the better one when both animal and human form have the same skill) when they are in their respective animal forms:

Medium humanoid (any race), any alignment Armor Class 11 (in humanoid form) Hit Points 33 (6d8 + 6) Speed 30 ft.

DEX

CON

INT

Cat WIS

CHA

10 (+0) 12 (+1) 13 (+1) 16 (+3) 14 (+2) 10 (+0) Saving Throws Int +5, Wis +4 Skills Arcana +7, Survival +4 Senses passive Perception 12 Languages any three languages (can't speak in animal form) Challenge 4 (1,100 XP)

Keen Hearing and Smell. The thiromancer has advantage on Wisdom (Perception) checks that rely on hearing or smell. Shapechanger. The thiromancer can use its action to transform into an animal, or back into its true form, which is humanoid. Its statistics, other than its size, 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. Spellcasting. The thiromancer is a 7th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The thiromancer has the following spells prepared: Cantrips (at will): druidcraft, firebolt, light, mage hand

1st level (4 slots): detect magic, longstrider, magic missile, speak with animals

2nd level (3 slots): animal messenger, beast sense, mirror image

3rd level (3 slots): counterspell, lightning bolt, water breathing

4th level (1 slot): dominate beast

Actions Quarterstaff. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, 4 (1d8) bludgeoning damage if wielded with two hands.

42

Most thiromancers can only transform into one specific animal in their life while rarely some extraordinary talented ones can transform themselves into different kinds of animals at will.

Animal Forms of Thiromancers

Thiromancer

STR

Types of Thiromancers

Armor Class 12

Speed 40 ft., climb 30 ft.

Skills. Stealth +4

Senses darkvision 60 ft., passive perception 13

Evasion. If the cat is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the cat instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Claws. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 slashing damage.

Dog

Armor Class 13

Skills. Stealth +1

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

Rat

Speed 30 ft., climb 20 ft.

Skills. Stealth +6

Senses darkvision 30 ft.

Cunning Action. On each of its turns, the rat can use a bonus action to take the Dash, Disengage, or Hide action.

Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 piercing damage plus 2 (1d4) poison damage.

Stag

Armor Class 12

Speed 50 ft.

Charge. If the stag moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.

Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one prone creature. Hit: 8 (2d4 + 3) bludgeoning damage.

Candlekeep & Strixhaven Bestiary - PDFCOFFEE.COM (2024)
Top Articles
Latest Posts
Article information

Author: Ray Christiansen

Last Updated:

Views: 5974

Rating: 4.9 / 5 (69 voted)

Reviews: 92% of readers found this page helpful

Author information

Name: Ray Christiansen

Birthday: 1998-05-04

Address: Apt. 814 34339 Sauer Islands, Hirtheville, GA 02446-8771

Phone: +337636892828

Job: Lead Hospitality Designer

Hobby: Urban exploration, Tai chi, Lockpicking, Fashion, Gunsmithing, Pottery, Geocaching

Introduction: My name is Ray Christiansen, I am a fair, good, cute, gentle, vast, glamorous, excited person who loves writing and wants to share my knowledge and understanding with you.