TEXT: dysseynthOlOgy
  Volume III:
  In ArIxmethes' ClutChes
  
  In ArIxmethes' ClutChes
  2
  FOrewOrd
  Where the ocean meets the night sky, you see it— 
  a glistening waterfall stretching across the horizon, 
  where the wine-dark sea cascades into an endless 
  starfield—the edge of the world. 
  Welcome to Odyssey Anthology Volume III: In 
  Arixmethes’ Clutches. This volume sails into myth, just 
  as Callaphe when she sailed over the edge of the world, 
  exploring bizarre islands, so far from the mainland 
  that few mortals would believe in their existence. Also 
  included are a series of rules for krakens, the great 
  monsters of the Theran oceans, with over 20 traits 
  to create dozens of unique krakens, each bound to 
  their territories beneath the waves. Lastly, this volume 
  ends with a new Mythic encounter—Arixmethes, the 
  slumbering isle, greatest of Theros’s krakens, and 
  favourite pet of Thassa.
  COntents
  4 
  IntrOduCtIOn
  5 
  KrAKens OF therOs
  9 
  IslAnds - tIer 1
  9 
   
  Kru'vOurAs, hAven OF CrAbs
  14 
   
  nIsí ergAleíOn, the ClOCKwOrK IslAnd
  19 
  IslAnds - tIer 2
  19 
   
   the gAle ClIFFs, Isle OF hIdden hArpIes
  23 
   
   hámyterA, the eternAl hArvestlAnd
  27 IslAnds - tIer 3
  27 
   
   AnphAgOs, the IslAnd OF the peOple 
  eAters
  32 
   
  AnurAphAnOs, Isle OF FrOgs
  37 
   
  ArIxmethes, slumberIng KrAKen
  42 
   
  KOreIOs, underwOrld’s sOng
  47 
   
  phAerOs, shunned by the gOds
  51 
  IslAnds - tIer 4
  51 
   
   pemphObOs, edge OF the wOrld
  55 AppendIx A: npCs And mOnsters
  69  AppendIx b:  mAgIC Items And 
  bOOns
  70 AppendIx C:  therOs OCeAn 
  enCOunters
  72 mythIC enCOunter - ArIxmethes
  legAl
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten 
  Realms, Ravenloft, Eberron, Ravnica, Theros, 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.
  “Kru'vouras, Haven of Crabs” is copyright 2020 by Matthew Graydon. 
  “Nisí Ergaleíon, the Clockwork Island” is copyright 2020 by Iam Pace.
  “The Gale Cliffs, Isle of Hidden Harpies” is copyright 2020 by E. R. F. 
  Jordan. 
  “Hámytera, the Eternal Harvestland” is copyright 2020 by Sean 
  Shannon.
  “Anphagos, The Island of the People Eaters” is copyright 2020 by 
  Timothy McCown Reynolds.
  “Anuraphanos, Isle of Frogs” is copyright 2020 by Frederic Walker.
  “Arixmethes, Slumbering Kraken” is copyright 2020 by Grady Wang.
  “Koreios, Underworld’s Song” is copyright 2020 by Mercury Natis.
  “Phaeros, Shunned by the Gods” is copyright 2020 by Brian Foster.
  “Pemphobos, Edge of the World” is copyright 2020 by Zeke Gonzalez.
  The Odyssey Anthology Volume III: In Arixmethes’ Clutches foreword, 
  and Krakens of Theros are copyright 2020 by Frederic Walker. All 
  creature rules are copyright 2020 by their respective writers.
  All art in Odyssey Anthology Volume III: In Arixmethes’ Clutches is 
  copyright 2020 by the respective artist.
  All of the above work is published under the Community Content 
  Agreement for Dungeon Masters Guild.
  
  In ArIxmethes' ClutChes
  3
  CredIts
  Frederic Walker, also known as Kor-Artificer, is a disabled 
  game designer from London, and the project lead for the 
  Odyssey Anthology series. He is the writer of the Theros 
  Ocean Encounters rules and Anuraphanos, Isle of Frogs, and 
  worked on the Krakens of Theros rules and Arixmethes Mythic 
  Encounter. You can find his work on DMs Guild, and find him 
  on twitter as @korartificer.
  Stephanie Farrow, also known as StickyHunter is the art 
  director for the Odyssey Anthology series, a freelance artist 
  with a Bachelor's degree in Games Development you can find 
  their work on DMs Guild, DriveThruRPG, and on Twitter as 
  @TheStickyHunter.
  Fil Kearney is a colorblind environment illustrator and game 
  designer responsible for the creation of 5 Color Mana Spell 
  Point Variant Rules and a lotta paintings. Tap into www.twitter.
  com/FilKearney and www.facebook.com/FilKearneyCreations  
  to stay on the leading edge of MtG + DnD5e mechanic design 
  and stock art. 
  Anja Svare is the graphic designer and layout artist for the 
  project, and has played D&D for longer than most of you 
  whippersnappers have been alive, so get off their lawn. They 
  are constantly creating new D&D content, designing layout for 
  cool supplements, and generally having a blast working with 
  the awesome people in the TTRPG community (when they’re 
  not building and DMing the homebrew Chronicles of Arkata 
  campaign for their incredible players out in the wilderness of 
  NEPA). You can follow them @anjaproductions, or Anja Svare 
  Productions, and see all the cool projects they have either 
  created or collaborated on at DMsGuild. New projects and 
  collaborations are always welcome, subject to how awesome 
  the project is, how awesome you are, and how awesome they 
  feel, which is always.
  Rebecca Barber is an up-and-coming Indigenous (Métis) editor 
  on the DMs Guild. She is a teacher by day and a gamer by 
  night. She is thankful to her loving boyfriend for helping her 
  unleash her inner druid and for encouraging her to start on 
  this amazing journey with the DMs Guild. She can be found on 
  Twitter as @_readthepaige_.
  Joshua Barbeau is a Canadian neurodiverse freelance writer, 
  editor, game designer, content creator, streamer, actor, 
  professional dungeon master, and all around nice guy. He’s the 
  lead editor for Volume One and an editor for Volume Three of 
  the Odyssey Anthology, so if you found a typo in either of those, 
  blame it on him. He’s been fortunate enough to contribute to 
  a few cool books on DM’s Guild, as well as published some of 
  his own. When not busy doing too many things at once, Joshua 
  is spending time at home with his special-needs dog, trying to 
  forget about the scary world outside his doors for just a little 
  while. He invites you to reach out to him on twitter 
  @joshuabarbeau, or you can hire him to run D&D games for 
  you through his website at dmondemand.ca.
  Matthew Graydon is a TTRPG hobbyist who is honored to have 
  written Kru'vouras, Haven of Crabs. This is his first work and 
  can be found on Twitter as @Graydon_matthew
  Iam Pace is a multiple Emmy-nominated journalist and 
  Reader's Choice Award-winning copywriter and copyeditor 
  who has freelanced for Wizards of the Coast and Cryptozoic 
  Entertainment. You can see his award-winning work on the 
  Cryptozoic store and the DMsGuild, and you can find him 
  posting about RPGs, writing, and art on Twitter. 
  E. R. F. Jordan is a queer author and editor for tabletop games. 
  She wrote The Gale Cliffs, Isle of Hidden Harpies for this 
  volume of the Odyssey Anthology and has published nearly 150 
  titles on DM’s Guild. You can find her work at erfjordan.com or 
  on Twitter at @erfjordan. 
  Sean Shannon (He/Him) is a TTRPG writer and designer, 
  with a few different things on the side, who wrote Hámytera, 
  the Eternal Harvestland. He can be found on Twitter at 
  @Thaneses as well as on DMsGuild under Sean Shannon 
  and on Drivethrough RPG under Sean Shannon Games.
  Timothy McCown Reynolds makes art in Brooklyn, NY. 
  Actor, carpenter, cartographer, crafter, designer, director, 
  illustrator, painter, playwright, poet, producer, props builder, 
  sculptor. Published 3rd party content so far: EAT THE RICH 
  ANTHOLOGY Vol. 1 on DMsGuild; EAT THE RICH Zine 1: 
  Revolution!, EAT THE RICH Zine 3: Health & Beauty; EAT 
  THE RICH Zine 4: Gentrification, all on Drive-Thru RPG. 
  Website: www.timothymccownreynolds.com  Instagram:  
  @timothymccownreynolds Playtesters for Anphagos, The 
  Island of the People Eaters: Amalia Hawkins, Wexler Frak, 
  Irene Ho, Scott Konig, John Lowe.
  Grady Wang is a co-founder of The Gallant Goblin, a YouTube 
  review channel and TTRPG publisher. He wrote Arixmethes, 
  Slumbering Kraken and some of the kraken rules and 
  Arixmethes mythic encounter for this volume of the Odyssey 
  Anthology and can be found on DMs Guild with other notable 
  publications including The Gray Merchant of Asphodel and the 
  Fight Your Minis series. Catch him on Twitter at 
  @gallantgoblin.
  Mercury Natis is a long-time writer and Greco-Roman 
  enthusiast. Koreios, Underworld’s Song is their first published 
  work and first foray into D&D content creation. They can be 
  found expounding on niche historical and literary interests 
  like a goblin showing off their collection of precious jewels on 
  twitter @mooshberry. 
  Brian Foster is a TTRPG writer and dungeon master for 
  Dungeons and Dragons 5e. Phaeros, Shunned by the Gods, is 
  his first published work. His work explores LGBTQIA+ stories 
  and characters. You can find him on Twitter @echoinglegends 
  and be sure to check out his art Instagram @echoing_legends.
  Zeke Gonzalez is a queer scientist who infuses science and 
  horror into his fantasy TTRPGs. He wrote Pemphobos, Edge of 
  the World for this volume of the Odyssey Anthology and he has 
  written many other adventures & bestiaries at the DMs Guild. 
  Find him geeking out over #ScienceDnD and horror movies in 
  equal parts on Twitter at @FantasyEcology.
  
  In ArIxmethes' ClutChes
  4
  IntrOduCtIOn
  usIng thIs bOOK
  Odyssey Anthology Volume III: In Arixmethes’ Clutches 
  concludes the Odyssey Anthology series, expanding 
  options for adventuring on the Theran ocean with 10 
  more island adventures. Also included in this volume 
  are rules for creating diverse and monstrous krakens 
  lurking beneath the waves of Theros, as well as a mythic 
  encounter with the largest living creature on Theros - 
  Arixmethes, the Slumbering Isle.
  "So you are not prepared," she said 
  "to give in even to immortal gods? 
  I tell you, Scylla was not born for 
  death: the fiend will live for ever. She is 
  a thing to shun, intractable, ferocious 
  and impossible to fight. No; against her 
  there is no defence..."
  - Homer, The Odyssey. 
  Translation by E. V. Rieu.
  In the deepest oceans of Theros, far from the busy, 
  humanoid-populated shallows of the mainland, krakens, 
  the greatest monsters of Theros make their territory, 
  each bound to their own swathe of the wine-dark sea. 
  Just as the sea monsters of Ancient Greek myth and epic, 
  like Cetus, Scylla and Charybdis, few encounter such 
  titans of the unknown and distant waters, and fewer still 
  can hope to face them and survive.
  In these far-stretches of Theran seas, toward the 
  edge of the world, islands stretch further into myth, 
  with openings into the realms of the gods and the 
  underworld, or strange inhabitants entirely unheard of 
  on the mainland. These last 10 islands of the Odyssey 
  Anthology are places of legend, some so far from both 
  the mainland and norms of Theran life that few would 
  even believe they exist.
  KrAKens OF therOs
  This section provides new rules for those greatest of 
  ocean monsters—the dreaded krakens. Tables of various 
  traits allow the quick creation of many new varieties 
  of kraken for the Theran seas, some armoured and 
  barnacle encrusted, some large enough to scale, and 
  some with maws large enough to swallow ships whole.
  IslAnd Adventures
  To run adventures on the islands included in this volume, 
  you will need access to a copy of the fifth edition Player's 
  Handbook, Monster Manual, Dungeon Master’s Guide, 
  and Mythic Odysseys of Theros, which are abbreviated to 
  PHB, MM, DMG and MOoT respectively.
  These textboxes contain description and useful information 
  for you to read or paraphrase to your players when they enter 
  certain areas, or encounter certain characters or creatures.
  ArIxmethes mythIC 
  enCOunter
  Using the mythic encounter rules introduced in Mythic 
  Odysseys of Theros, this section presents rules for the 
  greatest kraken in all the oceans of Theros - Arixmethes, 
  the slumbering isle. This titan of the deep’s rules reflect 
  his immense size status as Thassa’s favoured kraken - 
  with his mythic trait focused on the sea god coming to 
  his aid.
  npCs And mOnsters
  Non-player characters and monsters are presented 
  with the rules they use in bold. Seeing a name in bold 
  is a visual cue to look up that creature’s statistics in 
  the Monster Manual, unless the text specifies another 
  source (such as the appendix at the end of this book). 
  For example, an ankheg uses the ankheg rules in the 
  Monster Manual. Unique creatures that appear on the 
  islands in this volume are all listed in the Appendix A: 
  NPCs and Monsters. This appendix includes both the 
  rules for existing creatures (from sources other than the 
  Monster Manual and Mythic Odysseys of Theros), and 
  the rules for new NPCs and monsters introduced in this 
  volume.
  
  In ArIxmethes' ClutChes
  5
  The krakens of Theros are varied and numerous, each 
  with its own sailors tales and count of ships it has sunk. 
  Aside from the legendary nadir krakens, beasts of titanic 
  proportions and world-changing power like Arixmethes 
  and Tromokratis, there may be dozens of other smaller 
  krakens beneath the wine-dark sea, kept out of range 
  of civilization by the sea-locks that bind them to certain 
  areas of ocean. 
  The rules presented below for a Theran Kraken reflect 
  the variety of forms that the sea monsters of Theros can 
  take, with bodies incorporating elements from whales, 
  crustaceans, serpents, whales and cephalopods. 
  When creating a kraken, you can roll on the Kraken 
  Titles table, to name the kraken - rolling 1d8 for the 
  kraken’s title. These might not represent the kraken’s 
  actual name, but instead what mariners who have seen 
  or survived it have come to call it.
  KrAKens OF therOs
  Theran KraKen
  Gargantuan monstrosity (titan), unaligned
  Armor Class 18 (natural armor)
  Hit Points 472 (27d20 + 189)
  Speed 20 ft., swim 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  30 (+10)
  11 (+0)
  25 (+7)
  11 (+0)
  18 (+4)
  11 (+0)
  Saving Throws Str + 17, Dex +7, Con + 14, Int +7, Wis +11
  Damage Immunities lightning; bludgeoning, piercing and 
  slashing from nonmagical attacks
  Condition Immunities frightened, paralyzed
  Senses blindsight 120 ft., passive Perception 14
  Languages –
  Challenge 23 (50,000 XP)
  Amphibious. The kraken can breathe air and water.
  Freedom of Movement. The kraken ignores difficult terrain, and 
  magical effects can't reduce its speed or cause it to be restrained. 
  It can spend 5 feet of movement to escape from nonmagical 
  restraints or being grappled.
  Sea Lock. The kraken is confined to an area of the ocean by an 
  ancient coral weapon embedded in the sea floor. As long as the 
  coral weapon remains in place, the kraken can’t travel farther than 
  300 miles horizontally from the location of the weapon. If the 
  coral weapon has been dislodged, a creature on the sea floor that’s 
  holding the coral weapon can use an action to attempt a 
  DC 20 Strength check to embed the weapon back into the sea 
  floor, restoring the lock on a success.
  Siege Monster. The kraken deals double damage to objects and 
  structures.
  Actions
  Multiattack. The kraken makes three attacks, two of which must be 
  with its bite, claws, tail, or tentacle attacks. Any of these attacks may 
  be substituted for the fling action, if the kraken has it.
  Bite. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. 
  Hit: 23 (3d8 + 10) piercing damage. If the target is a Large or 
  smaller creature grappled by the kraken, that creature is swallowed, 
  and the grapple ends. While swallowed, the creature is blinded 
  and restrained, it has total cover against attacks and other effects 
  outside the kraken, and it takes 42 (12d6) acid damage at the start 
  of each of the kraken's turns.
  If the kraken takes 50 damage or more on a single turn from a 
  creature inside it, the kraken must succeed on a DC 25 Constitution 
  saving throw at the end of that turn or regurgitate all swallowed 
  creatures, which fall prone in a space within 10 feet of the kraken. 
  If the kraken dies, a swallowed creature is no longer restrained by it 
  and can escape from the corpse using 15 feet of movement, exiting 
  prone.
  LegendAry Actions
  The kraken can take 3 legendary actions, choosing from the options 
  below. Only one legendary action option can be used at a time and 
  only at the end of another creature's turn. The kraken regains spent 
  legendary actions at the start of its turn.
  Simple Attack. The kraken makes one pincer, tail or tentacle attack 
  or uses its Fling.
  Greater Attack (Costs 2 Actions). The kraken makes a bite or 
  constrict attack, or uses its Lightning Storm, Rumbling Below or 
  Tidal Wave action, provided the action is recharged.
  Ink Cloud (Costs 3 Actions). While underwater, the kraken expels 
  an ink cloud in a 60-foot radius. The cloud spreads around corners, 
  and that area is heavily obscured to creatures other than the 
  kraken. Each creature other than the kraken that ends its turn there 
  must succeed on a DC 23 Constitution saving throw, taking 16 
  (3d10) poison damage on a failed save, or half as much damage 
  on a successful one. A strong current disperses the cloud, which 
  otherwise disappears at the end of the kraken's next turn.
  KrAKen tItles
  1d8
  Title
  1
  Scourge of Fleets
  2
  Terror of the Straits
  3
  The Shipbreaker
  4
  The Stormsurge
  5
  The Risen Deep
  6
  The Storm-tide
  7
  Maw of the Depths
  8
  Doom of Depths
  To create a kraken, use the Theran Kraken stat block. 
  Then roll twice on each of the Kraken Ability and Kraken 
  Actions tables (or choose the appropriate number of 
  options from each table) to determine the Kraken’s 
  characteristics.
  
  In ArIxmethes' ClutChes
  6
  
  In ArIxmethes' ClutChes
  7
  d20
  Action
  1
  Armored Shell. The kraken has a damage threshold of 10 
  (it has immunity to all damage unless it takes an amount of 
  damage that equals or exceeds its threshold, in which case it 
  takes damage as normal).
  2
  Barnacle-Encrusted. The kraken’s shell is covered by a thick 
  layer of barnacles, which act as additional armour, though 
  weakening the shell underneath them. Increase the kraken’s 
  AC to 22. When the kraken takes damage from a critical hit, 
  double the damage it takes (after increasing the damage as 
  normal for a critical hit).
  3
  Blood in the Water. Whenever a creature dies within 120 
  feet of the kraken, a giant shark appears beside the creature. 
  The shark is hostile to all creatures except the kraken and 
  other sharks.
  4
  Breach. The kraken can gather enough momentum to hurl its 
  weight out of the water momentarily. If the kraken moved at 
  least 60 feet using its swimming speed during its last turn, 
  it can use its bonus action to gain a flying speed of 30 feet 
  until the end of its turn. If the kraken exits the water using 
  this speed, it falls back into the water at the end of its turn. 
  Each creature within 30 feet of the point the kraken hits 
  the water must succeed on a DC 25 Dexterity saving throw, 
  being knocked prone on a failed save.
  5
  False Appearance. While the kraken remains motionless, it is 
  indistinguishable from a small island.
  6
  Injured Fury. While the kraken has fewer than half its hit 
  points, it can choose to gain advantage whenever it makes 
  an attack. If it does so, attacks against it have advantage until 
  the start of its next turn.
  7
  Monstrous Aura. The kraken is a terrifying sight to behold. 
  When the kraken hits a creature, the target must make a 
  DC 25 Charisma saving throw. On a failure, the creature 
  becomes frightened of the kraken for the next 24 hours. 
  The target can repeat the saving throw at the end of each of 
  its turns, ending the condition on a success. A target that 
  succeeds on the saving throw is immune to the Monstrous 
  Aura of all krakens for the next 24 hours.
  8
  Monstrous Momentum. If the kraken moves at least 20 feet 
  straight toward a target and then hits it with a melee weapon 
  attack on the same turn, the target takes an extra 18 (4d8) 
  bludgeoning damage. If the target is a creature, it must 
  succeed on a DC 15 Strength saving throw or be knocked 
  prone. If the target is a ship, creatures aboard it must 
  succeed on a DC 15 Strength saving throw or be knocked 
  prone.
  9
  Nyxborn. The kraken’s form glistens like the night sky. It 
  has advantage on saving throws against spells and magical 
  effects.
  10
  Poisonous Quills. The kraken’s fins are lined with poisonous 
  quills. When a creature makes a melee attack against the 
  kraken, the kraken can use its reaction to turn its spines 
  towards the attacker. When it does so, the attacker must 
  make a DC 25 Constitution saving throw. On a failed save, 
  the target takes 7 (2d6) piercing damage and 18 (4d8) 
  poison damage, and is poisoned for one minute. The 
  poisoned creature can repeat the saving throw at the end of 
  each of its turns, ending the effect on itself on a success. On 
  a success, the attacker takes half as much damage and is not 
  poisoned.
  KrAKen AbIlItIes
  d20
  Action
  11
  Powerful Wake. Creatures in the water within 30 feet of the 
  kraken must make a DC 25 Strength saving throw whenever 
  the kraken moves. Creatures that fail the saving throw and 
  objects in the affected area of water are knocked prone and 
  pulled by the kraken’s wake in the same direction and for the 
  same distance it moves.
  12
  Regenerative. The kraken regains 20 hit points at the start 
  of each of its turns. If it takes fire or acid damage, this trait 
  doesn’t function at the start of its next turn. The kraken 
  dies only if it starts its turn on 0 hit points and doesn’t 
  regenerate.
  13
  Scaleable. The kraken’s rugged and colossal shell provides 
  footholds for creatures to scale it. A creature can attempt 
  to scale the kraken using its movement to make a DC 18 
  Strength (Athletics) check. Creatures with a climbing speed 
  gain advantage on this check. The kraken has vulnerability to 
  attacks from creatures that are climbing it. When a creature 
  makes an attack against the kraken while climbing it, the 
  kraken can use its reaction to shake its body, forcing each 
  creature climbing it to succeed a DC 25 Strength saving 
  throw or fall into an empty space adjacent to the kraken.
  14
  Sleek. The kraken’s swimming speed increases by 20 feet.
  15
  Terrifying Size. Any beast or humanoid that starts its turn 
  within 10 feet of the kraken must succeed on a DC 25 
  Wisdom saving throw or be frightened of the kraken until the 
  start of the creature’s next turn.
  16
  Tidal Waves. The kraken’s attacks spawn waves. Creatures in 
  the water within 30 feet of the kraken’s attacks must make 
  a DC 25 Strength saving throw. Creatures that fail the saving 
  throw and objects in the affected area of water are knocked 
  prone and pushed away from the location of the kraken’s 
  attack 30 feet. Creatures moved by this effect provoke 
  opportunity attacks.
  17
  Turbulent Waters. The kraken’s thrashing movement makes 
  ships around it difficult to crew even without it attacking. 
  When the kraken completes a movement within 50 feet of 
  a ship, creatures on board which are standing must succeed 
  on a DC 15 Dexterity saving throw or be knocked prone.
  18
  Two Heads. The kraken has advantage on saving throws 
  against being blinded, deafened, stunned or unconscious, 
  and gains one additional reaction each round while it has 
  two heads. The first time that the kraken suffers a critical hit 
  while at fewer than half its maximum hit points, one of the 
  heads is severed.
  19
  Whelming Waters. While the kraken is in water, creatures 
  and vehicles within 50 feet of the kraken are pulled 5 feet 
  towards it at the start of the kraken’s turn.
  20
  The Wrath of Thassa. The kraken represents the divine wrath 
  of Thassa. A creature’s piety score to Thassa decreases by 1 
  each round it attacks the kraken.
  
  In ArIxmethes' ClutChes
  8
  KrAKens On lAnd
  While krakens are hardly suited to life out of the 
  ocean—heavily encumbered by their own weight—their 
  presence on land can wreak total devastation with every 
  earthshaking footfall. While a kraken is on land, it has 
  the following traits:
  Angry mIsses
  Whenever the kraken’s attacks miss, it can use a reaction 
  or legendary action to strike a point on the ground within 
  15 feet of its target, causing the same effects as casting 
  the erupting earth spell at 6th level with Strength as its 
  spellcasting modifier, meaning the save DC is 27 and the 
  damage dealt is 39 (6d12) bludgeoning damage.
  enCumberIng bulK
  When a kraken moves onto land, it gains one level of 
  exhaustion. For each hour a kraken spends out of water 
  after that point, it gains an additional level of exhaustion. 
  These levels of exhaustion can only be recovered by the 
  kraken finishing a long rest while fully submerged in 
  water.
  QuAKIng eArth
  The kraken is so immense its presence weighs down 
  the earth itself. All ground within 100 feet of the kraken 
  is difficult terrain, and structures in that area take 50 
  bludgeoning damage at the start of the kraken’s turn.
  d8
  Action
  1
  Constrict. Melee Weapon Attack: +17 to hit, reach 10 ft., 
  one target. Hit: 27 (3d10+10) bludgeoning damage. The 
  target is grappled (escape DC 16)  and is restrained until 
  this grapple ends. The kraken can constrict a maximum of 
  4 targets. When a target starts its turn constricted by the 
  kraken, it takes 27 (3d10+10) bludgeoning damage.
  2
  Fling. One large or smaller object held or creature 
  grappled by the kraken is thrown up to 60 feet in 
  a random direction and knocked prone. If a thrown 
  target strikes a solid surface, the target takes 3 (1d6) 
  bludgeoning damage for every 10 feet it was thrown. If 
  the target is thrown at another creature, that creature 
  must succeed on a DC 18 Dexterity saving throw or take 
  the same damage and be knocked prone.
  3
  Gargantuan Bite. When the kraken makes a bite attack, all 
  creatures within 10 feet of the target must succeed on 
  a DC 25 Dexterity saving throw or be swallowed by the 
  kraken in the same way as the attack’s target. The kraken 
  can swallow gargantuan or smaller creatures, as well as 
  vehicles up to 100 feet long.
  4
  Lightning Storm (Recharge 5-6). The kraken magically 
  creates three bolts of lightning, each of which can strike 
  a target the kraken can see within 120 feet of it. A target 
  must make a DC 23 Dexterity saving throw, taking 22 
  (4d10) lightning damage on a failed save, or half as much 
  damage on a successful one.
  5
  Pincer. Melee Weapon Attack: +17 to hit, reach 10 ft., 
  one target. Hit: 27 (4d10+10) bludgeoning damage. The 
  target is grappled (escape DC 16)  and is restrained until 
  this grapple ends.
  6
  Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one 
  target. Hit: 29 (3d12+10) bludgeoning damage. All 
  creatures within 10 feet of the target, including the 
  target, must succeed on a DC 18 Constitution saving 
  throw or be stunned for one round.
  7
  Tentacles. The kraken has 8 tentacles, which it can use to 
  make tentacle attacks: 
  Tentacle. Melee Weapon Attack: +17 to hit, reach 30 ft., 
  one target. Hit: 20 (3d6 + 10) bludgeoning damage, and 
  the target is grappled (escape DC 18). Until this grapple 
  ends, the target is restrained. The kraken has 8 tentacles, 
  each of which can grapple one target. 
  When the kraken is attacked, the attacker can target one 
  of the tentacles. Each tentacle has an AC of 15 and 20 
  hit points. When a tentacle is reduced to 0 hit points, it 
  is severed, dealing 20 damage to the kraken, and targets 
  grappled by a tentacle are freed.
  8
  Tidal Wave (Recharge 5-6). The kraken sends a surging 
  wave towards all creatures on a 40-foot-wide, 200-foot-
  long line. Targets must make a DC 18 Strength saving 
  throw. On a failed save, a creature takes 36 (8d8) 
  bludgeoning damage and is knocked prone. On a 
  successful save, a creature takes half as much damage 
  and isn’t knocked prone. The water then spreads out 
  across the ground in all directions, extinguishing 
  unprotected flames in its area and within 50 feet of it, 
  and then it vanishes.
  KrAKen ACtIOns
  
  In ArIxmethes' ClutChes
  9
  On the northeast side the land rises to what would be the 
  peak of the mountain, the top of which is home to ruins. 
  In the center of the island sits the freshwater lagoon that 
  acts as a safe-haven and watering hole for the island’s 
  wildlife.
  North of the island lies the Scatter Cliffs, pillars of 
  limestone detached from the mainland that seabirds use 
  to safely build their nests.
  What at first looks like just another island sitting on the 
  Theran Sea is in fact the peak of a massive undersea 
  mountain. From end to end the island is about 6 miles 
  long and covered in lush tropical forest. Due to the 
  island’s nature, most of the coastline is dominated by 
  cliffs of limestone, making it difficult to land, with the 
  notable exception of Casted-off Cove to the southeast, 
  home to the island's only human inhabitant. 
  The forest that stretches across the island is lush 
  and filled with tropical fruits such as bananas,  
  pomegranates, wild grapevines, peaches, and apples. 
  This makes an excellent food source for the island's 
  wildlife which includes a wide variety of seabirds, rats, 
  shrews, wild hogs, and the most populous inhabitants: 
  the land crabs. The local crabs swarm the island 
  enjoying the bounty of the forest. Most are small—no 
  larger than an average crab—but a few grow quite large.
  Kru'vOurAs, hAven OF CrAbs
  
  In ArIxmethes' ClutChes
  10
  mArlee
  The Hermit and the 
  Prophecy
  Hidden on this island is the sole survivor of a shipwreck 
  who washed up on Casted-off Cove twelve years ago. 
  Storm-tossed Marlee of Meletis (he/him, commoner) 
  survived due to the island’s bounty, and now calls these 
  shores home. Isolation has left him a bit eccentric and 
  lacking in social graces, but he is happy to have company 
  and shares what knowledge he can. 
  The island also houses a prophecy written by the god 
  Kruphix, carved into a giant crab carcass in the form of 
  a constellation. Marlee thinks he has figured out how 
  to read the god's cipher; he has seen nyxborn crabs 
  scattered across the island and believes them to be keys 
  to solving it. Marlee asks the characters to fetch them, 
  telling them the following: 
  •  “There Lagoon at the heart of the island, in its water I 
  saw the stars, but as I reached for it, I was splashed and 
  heard laughter. When I washed the water from my eyes 
  the stars were gone.”
  •  “At the peak of the island, a strange stone of blue hue 
  litters the ground, the horror of the island lurks there 
  and so does another nyxborn crab.”
  •  “The gulls of the Scatter Cliffs hoard many things, one 
  of which, I’m certain, is one of these crabs.”
  •  “The siren Nevreen nests with her foul birds on the far 
  west side of the island; she might have seen something, 
  but she’ll want something shiny for the information.”
  Locations
  CAsted-OFF COve
  Along the southern edge of the island lies Casted-off 
  Cove: a small welcoming beach and the easiest place to 
  make landings for approaching ships. A section of the 
  cover is shielded from the elements, where characters 
  can find a humble hut and a small fire. There an old man 
  sits on a log roasting some freshly caught fish over a 
  fire. This ragged old man is Marlee (NG male Meletian 
  human commoner), the hermit of the island. He invites 
  characters to share in his meal while he tells them of the 
  prophecy.
  Hidden behind the hut is the prophecy cave—a single 
  large room inside the cliff. Dominating its center is 
  the gigantic shell of the dead crab, Kuphix’s prophecy 
  shining across it as a dancing constellation.  The walls 
  have been decorated by Marlee depicting painted scenes 
  he watched play out in nyx while stranded on the island.
  Kru'vOurAs wIlds 
  The jungle grows thick with verdant life, the smells 
  of fresh fallen fruit and flowers filling the senses. A 
  character can make a DC 12 Wisdom (Survival) check to 
  forage one mile of the island, gathering 3 rations worth 
  of fruit, truffles and crabs on a success. After a successful 
  forage, a given mile can’t be foraged again for 1d4 days. 
  For each mile the characters travel, roll a d20, and on a 
  16 or higher roll on the Kru’vouras Encounter Table.
  Kru’vOurAs enCOunter tAble
  d8
  Encounter Details
  1-4
  1d4 crab swarms (appendix A) rise from all sides and 
  attack!
  5
  1d6 giant rats hungrily scavenge for food.
  6
  1d2 giant boar search the jungle floor for fallen fruit and 
  truffles. 
  7
  1d4 raven swarms watch ominously from the tree 
  branches.
  8
  1d4 giant crabs prowl the forest looking for a meal.
  
  In ArIxmethes' ClutChes
  11
  Jungle lAgOOn
  A freshwater lagoon 1.5 miles in diameter sits at the very 
  center of the island. These peaceful waters serve as an 
  important watering hole for the wildlife of the island, and 
  as such there are no random encounters while traveling 
  its banks. If the waters are searched, a DC 15 Wisdom 
  (Perception) check reveals a faint glow in the center. To 
  swim out to the glowing object, characters must make a 
  DC 12 Strength (Athletics) check. On a success, they find 
  the white nyxborn crab.
  If the party lingers along the banks of the lagoon, a 
  curious naiad named Neiss of the calm waters (she/
  her) appears and asks what they are up to. If they are 
  forthcoming, the naiad offers to help them if they impress 
  her with a story about the gods. To impress Neiss, a 
  character must make a DC 15 Charisma (Performance) 
  check, whereupon she dives into the water and fetches the 
  white nyxborn crab and a potion of healing. If the party 
  already has the crab she returns with two potions instead. 
  Kru'vOurAs peAK
  The east side of the island rises to a point, and although 
  it does not look like much it is in fact the peak of the 
  undersea mountain. At its peak is a strange ruin made of 
  beautiful sea-blue marble. This site was once used by the 
  Olantian empire as a lookout point, but was abandoned 
  after the sun god smote them in ages past. Now all that 
  remains of that time are ruins. The site has been claimed 
  by the Horror of Kru’vouras (appendix A), a deformed 
  hermit crab that has taken to covering its shell in the sea-
  blue marble and jealousy guards the area. Lesser crabs 
  hide within the horror’s shell, one of which is the red 
  nyxborn crab.
  When the characters approach the site the horror is 
  asleep. Unless they approach within 20 feet of it, its 
  slumber is not disturbed. The red nyxborn crab is plainly 
  visible, basking with other crabs on the beast's back. A 
  character can attempt a DC 12 Dexterity (Stealth) check 
  to approach the slumbering horror, and then a DC 14 
  Dexterity (Sleight of Hand) check to take the nyxborn 
  crab without waking the beast. If either of these checks 
  fail, the horror attacks, viciously defending its territory. 
  hOrrOr OF Kru’vOurAs
  
  In ArIxmethes' ClutChes
  12
  sCAtter ClIFFs
  North of the island lies the Scatter Cliffs, a grouping of 
  unconnected limestone pillars that sit in the ocean. The 
  pillars are home to local seagull populations, but it’s also 
  where characters can find a green nyxborn crab climbing 
  the side of the farthest one. The distance between the 
  character and the farthest pillar is 80 feet. From the 
  moment the character spots the crab, it is a race to reach 
  it before it is devoured by the surrounding swooping 
  gulls trying to grab it.
  To reach the crab, a character must jump from the cliff to 
  the first pillar, and then from one pillar to the next until 
  the final one is reached. Grabbing the side of a pillar 
  after jumping is a DC 8 Dexterity (Acrobatics) check, 
  and climbing the pillar once grabbed is a DC 8 Strength 
  (Athletics) check to reach a good point from which to 
  jump again. A character must do this three times to 
  reach the final pillar, and the DC rises by 2 with each 
  new pillar reached. If the characters collectively fail ten 
  times the gulls get the crab. Reward creative thinking 
  and spell use by lowering the DC as you feel appropriate. 
  Failing a check to grab a pillar results in the character 
  falling into the water. The water breaks their fall so no 
  fall damage is taken, but the character will still need to 
  climb back up the pillar to proceed.
  Searching the seagull nest might provide surprising 
  results. When a character searches a nest, roll a d20 
  and check the Nest Contents Table. If the gull were able 
  to steal the green nyxborn crab from the party, roll an 
  additional d20. On a 15 or higher, the crab is also found.
  nest COntents tAble
  d20
  Nest details 
  1-7
  Empty.
  8-13
  1d6 seagull eggs, good eating.
  14-19
  A random trinket from the trinket table.
  20
  A single common magic item.
  nevreen's nests
  Siren Nevreen of the Moors (she/her, Harpy) came to 
  this island along with the 60 plus ravens she calls her 
  children after being exiled from her flock some time 
  ago. The territory she has claimed for her own, the 
  southernmost part of the island, is clear to see as one 
  approaches it: the once vibrant trees are now slowly 
  dying, picked clean by the invasive species of ravens 
  that accompanied her. She and her ravens plan to gorge 
  themselves on the bounty of the island until they have 
  ravaged it clean.
  Unless the characters succeed on a DC 15 group 
  Dexterity (Stealth) check while traversing Nevreen’s 
  territory, the ravens have already alerted the siren to 
  their approach. She sits atop a barren tree branch, 
  waiting for them, a spear in hand, and a net full of crabs 
  below her tied to the tree. Characters who make a 
  DC 13 Wisdom (Perception) check notice a faint purple 
  glow coming from the net, indicating the purple nyxborn 
  crab to be inside. The siren is curious enough to listen to 
  the party, any might even be willing to trade if she finds 
  out that she has something they want. For her bag of 
  crabs, she would like either 2 fresh boars or gold jewelry 
  worth 50 gp or more. A successful DC 16 Charisma 
  (Persuasion) check lowers this to 1 boar or 25 gp in 
  gold jewelry.
  nevreen
  
  In ArIxmethes' ClutChes
  13
  Nevreen is harpy with the following changes, 
  accompanied by two raven swarms.
  •  Nevreen’s alignment is neutral evil.
  •  She wields a +1 magic spear instead of a club. 
  Her Club attack is replaced with the following action:
  •  Spear. Melee or Ranged Weapon Attack: +4 to hit, 
  reach 5 ft., or range 20/60 ft., one target. Hit: 6 
  (1d6 + 2) piercing damage, or 7 (1d8 + 2) piercing 
  damage if used with two hands to make a melee 
  attack.
  Navreen attempts to flee if reduced to 10 or fewer hit 
  points. Her ravens fight to the death.
  The Prophecy Revealed
  Once the characters have brought any number of 
  nyxborn crabs back to Marlee, they can start decoding 
  the message. The prophecy is four stanzas long; feel 
  free to make up your own prophecy or use one of the 
  suggested ones below. The prophecy could merely be 
  background lore or foreshadowing events to come. For 
  each nyxborn crab collected, choose one of the stanzas 
  to reveal. Characters gain  +1 piety to Kruphix for each 
  stanza they learn. 
  d4
  Prophecies 
  1
  Olantin did not drown, undersea it merely waits.
  Anger for the sun, and cursing at the fates.
  Growing beneath the wave, it merely bides its time.
  The moment comes, they will rise and strike at the divine.
  2
  The underworld could not cage him, he rises spear in hand.
  He rallies ancient evils, who rise at his command.
  The kings of old defeated him, with a blade of truth and right.
  Beware of Agnomakhos, he leads an army of blight.
  3
  My first son born of stars, he tends a garden of his design.
  His temperament children are a threat to the divine.
  Nythos spoils and cuddles them, but little does he know.
  These godling, these new titans he raises will bring both man 
  and god woe.
  4
  A satyr walks the land, golden crown in her hand.
  She knows not what she does only follows his demand.
  The king of revels plots, his godhood has been taken.
  But those he thinks that he is dead are foolishly mistaken.
  
  In ArIxmethes' ClutChes
  14
  Centuries ago, Purphoros built an island in anticipation 
  of conflict among the gods. The isle was to serve as a 
  mobile base and factory capable of producing weapons 
  and constructs on a scale hitherto unimagined. However, 
  Purphoros’s enemies learned of the island and besieged 
  it, sending it to the bottom of the ocean. Purphoros let 
  his rivals believe it was destroyed, but it merely slept, 
  waiting for the call to war.   
  After a millennium submerged, its mechanisms have 
  begun to fail, causing it to rise unbidden from the depths. 
  As it has remained so long vanished from history, the 
  city-states and kingdoms are ignorant of the island’s true 
  purpose, thinking it a lost wonder to be claimed. A group 
  of philosopher-engineers wishes to discover its origins 
  and study its artifice, but they need assistance both 
  securing the island and stabilizing its failing systems. 
  nIsí ergAleíOn, the ClOCKwOrK IslAnd
  The island is completely artificial, an immense construct 
  of bronze and brass clockwork protecting inner workings 
  of iron and mithril. The isle is a 3.33-mile-wide hexagon 
  composed of four sections—three outer sections and 
  an inner section. Each of the outer sections has its own 
  terrain and hazards, along with a power source at its 
  center that needs to be repaired to save this ancient 
  marvel. However, the island has yet another secret: 
  the center section is a vault holding wondrous objects, 
  terrifying creatures, and lost demigods. As the island's 
  apparatuses cease to function, the vaults and prisons 
  begin to open. 
  
  In ArIxmethes' ClutChes
  15
  Plot Threads and 
  Complications
  The island is running out of power and is slowly flooding. 
  Each outer section has a power source at its center that 
  is malfunctioning and causing hazards:
  •  Section One: A 170-foot tall tower has a crystal atop it 
  that has been knocked ajar and must be adjusted.
  •  Section Two: A platform with a delicate clockwork 
  apparatus must be repaired.
  •  Section Three: A great engine that serves as the 
  beating heart of the island must be restarted so it can 
  begin draining the seawater.
  In addition to the secrets and hazards, the isle is 
  surrounded by flotillas of rival factions (from monstrous 
  raiders looking to exploit the situation to a secret society 
  of Purphoros zealots seeking to capture the island). The 
  factions could be locked in a cold war where each is 
  afraid to move without reinforcements or assessing the 
  capabilities of their rivals, or they can be in open conflict, 
  fighting both at sea and on land. These factions can 
  pose as potential allies or enemies for the adventurers 
  depending on the style of game being run and the length 
  of playtime. Here are a few suggestions for the factions:
  •  Meletian scholars without an armed escort who are at 
  the mercies of the other factions
  •  Akros troop transports, but the troops have been 
  inflicted with a terrible illness
  •  a secret society of Purphoros zealots seeking to claim 
  and restore the island
  •  a motley crew of pragmatic pirates looking to make 
  some easy coin
  The longer the island goes unrepaired, the more prison 
  vaults open, revealing all manner of monstrosities, 
  aberrations, and mortal and immortal prisoners held in 
  magical stasis.
  Scaling Environmental Damage for Party Strength
  For parties featuring first and second level characters, half the 
  environmental damage (rounded down), such as that caused 
  by Crushing Gears and Lightning Bursts.
  For parties featuring fourth and fifth level characters, double 
  the environmental damage.
  For parties of mixed levels, base the scale on the lowest-level 
  adventurer present.
  Outer Section: The Spires 
  This section of the island is submerged beneath 20 feet 
  of water. It consists of twelve thin towers jutting 100 feet 
  above the water’s surface and one massive tower 150 
  feet above the water at the center. Each of the smaller 
  towers is circled by a spiral staircase and has three 
  walkways that connect to other towers. Neither the stairs 
  nor the walkways have railings, and many of the bridges 
  are broken or damaged. 
  The first walkway is 20 feet above the water.
  The second walkway is 60 feet above the water.
  The third walkway is 100 feet above the water.
  Together, the towers and bridges form a three-
  dimensional geometric lattice of Fibonacci’s spiral with 
  the large central tower in the middle.
  
  In ArIxmethes' ClutChes
  16
  Outer Section: 
  The Great Gears 
  The surface of this section of the island consists of 
  hundreds of massive gears and sprockets that move at an 
  incredibly slow pace. The gears are covered in silt, dead 
  coral, and other sea material, which occasionally clogs 
  them up. When the gears become stuck, they accumulate 
  tension until the force is enough to crush the blockage.
  The power source for this section of the island, at 
  the segment's center, is damaged, causing an uneven 
  distribution of energy to the gears. As a result, the whole 
  section periodically shudders.
  hAzArds 
  Uneven and Moving Ground. If a creature moves faster 
  than 15 feet on its turn across the massive gears of this 
  section, it must make a DC 14 Dexterity saving throw or 
  potentially be caught in the teeth of a gear; see “Crushing 
  Gears” below.
  Tremors. A tremor occurs every 3 (1d6) minutes. When 
  a shudder occurs, each creature who isn’t flying must 
  make a DC 16 Dexterity saving throw or be knocked 
  prone. Failing the saving throw by 5 or more results in a 
  creature falling into a gear’s teeth; see “Crushing Gears” 
  below. 
  Crushing Gears. A creature who is caught in between 
  the gear’s teeth must make a DC 16 Strength saving 
  throw or take 7 (2d6) bludgeoning damage and be 
  restrained by the gear. A creature restrained in this way 
  takes another 7 (2d6) bludgeoning damage at the end 
  of each of its turns. The restrained creature or another 
  creature within reach can use its action to make a DC 16 
  Strength (Athletics) check to free the creature. 
  FIxIng the pOwer sOurCe
  At the center of this section is a platform with an 
  apparatus of intricate but small clockwork atop it. 
  Several tiny gears have become dislodged and stuck 
  within the device and must be carefully readjusted by a 
  steady hand. The apparatus can be repaired with a 
  DC 18 Dexterity (Sleight of Hand) check. Creatures with 
  a background related to scholarly work or engineering, 
  such as sage, cloistered scholar, or guild artisan gain 
  advantage on this check. Failure causes the apparatus to 
  spark violently, dealing 5 (1d8) lightning damage to every 
  creature on the platform.
  On initiative count 10, losing ties, the gears shift cause 
  the platform to rumble and spark. Each creature on the 
  platform must make a DC 14 Dexterity saving throw or 
  be knocked prone and take 5 (1d8) lightning damage 
  from the sparking machinery.
  The shuddering ceases once the apparatus on the central 
  platform is repaired.  
  hAzArds
  Slippery Surfaces and Water Eddies. The surface of 
  the stairs and walkways are damp and count as difficult 
  terrain. If a creature moves faster than 15 feet on its 
  turn, it must make a DC 14 Dexterity saving throw or 
  slip and fall unless they can catch themselves with a 
  DC 16 Dexterity (Acrobatics) or Strength (Athletics) 
  check. Otherwise, the creature falls from the stairs 
  or bridge into the water below. Falling into the water 
  causes no damage; however, the creature must make 
  a successful DC 12 Strength (Athletics) check at the 
  beginning of each of its turns to swim to one of the small 
  towers. Failure results in the creature being caught in the 
  strange eddies that permeate this section and begin to 
  drown. See the Drowning sidebar.
  Drowning
  A creature can hold its breath for a number of minutes equal 
  to 1 + its Constitution modifier (minimum of 30 seconds). 
  When a creature runs out of breath or is choking, it can survive 
  for a number of rounds equal to its Constitution modifier 
  (minimum of 1 round). At the start of its next turn, it drops to 
  0 hit points and is dying, and it can't regain hit points or be 
  stabilized until it can breathe again. For example, a creature 
  with a Constitution of 14 can hold its breath for 3 minutes. If it 
  starts suffocating, it has 2 rounds to reach air before it drops to 
  0 hit points.
  Wind Gusts. The geometric power of the towers causes 
  vortices to form both in the water and in the air around 
  the towers. Every 2 (1d4) minutes, a strong guest strikes 
  the area. Each creature must make a DC 14 Strength 
  saving throw or be knocked 10 feet in the direction the 
  wind blows. The DC increases to 19 for flying creatures.
  Lightning Bursts. Intermittently, bursts of lightning flare 
  from the central tower to several of the smaller towers or 
  walkways. This occurs every 7 (2d6) minutes. When this 
  happens, each creature must make a DC 14 Dexterity 
  saving throw or take 6 (1d10) lightning damage on a 
  failed save and half as much on a successful save. 
  FIxIng the pOwer sOurCe
  Atop the central tower is an immense crystal tilted to one 
  side in its restraints. Its misalignment is causing havoc 
  with this section’s systems. On initiative count 5, losing 
  ties, of each round spent on the tower, each creature 
  suffers 5 (1d8) lightning damage. The crystal can be 
  righted with a net DC 35 Strength (Athletics) check 
  (this is handled by having characters make Strength 
  (Athletics) checks until their total reaches 35). Creatures 
  with the Powerful Build racial feature, Large-size 
  creatures, or those using tools, such as mason’s tools or 
  a crowbar, gain advantage on this check.
  The wind gusts, lightning bursts, and water eddies all 
  cease once the power gem atop the central tower is 
  realigned.
  
  In ArIxmethes' ClutChes
  17
  Outer Section: 
  The Flooded Factories
  This section is dedicated to forges and foundries 
  contained within immense, domed buildings made 
  of bronze. The buildings are sealed with magical and 
  mechanical locks. The whole section is flooded beneath 
  2-feet of water, and giant aquatic life consisting of sea 
  anemones, giant sea urchins, and giant crabs cover the 
  buildings and fill the alleyways between the factories. 
  These aquatic creatures pose a risk to careless explorers.
  hAzArds
  Slowly Sinking. The alleyways between the immense 
  domed structures are only 10 feet wide and filled with 
  2 feet of water. Every 7 (2d6) minutes, the water rises 
  1 foot.
  Water Depth and Movement
  •  3 feet: Each foot of movement costs two feet of 
  movement.
  •  4 feet: Each foot of movement costs four feet of 
  movement, but Medium-size or smaller creatures can 
  now swim.
  •  5+ feet: Most Medium-size or smaller creatures are 
  forced to swim.
  Giant Sea Anemone. When a creature of medium size 
  or smaller comes within 10 feet of a giant sea anemone 
  (vine blight, but with a speed of 0 feet), it attempts 
  to snatch and engulf the creature. There is roughly 1 
  anemone per 100 feet.
  Giant Sea Urchin. When a creature comes within 10 
  feet of a giant sea urchin (needle blight, but it’s a beast 
  with a speed of 10 feet and its attacks deal an extra 1d6 
  poison damage), it lurches at the creature, attempting to 
  impale it on its spines. There is roughly 1 urchin per 
  100 feet.
  Giant Crab. The giant crabs are hungry and will attack 
  creatures if they sense them. There should be 1 giant 
  crab per character for every 200 feet they move in this 
  section of the island.
  Moving Across Rooftops. The gently domed structures 
  are close enough to each other that characters can 
  leap across them. However, they are smooth, wet, and 
  slopped, so traversing them is difficult, and they are still 
  10 feet apart. If a creature moves faster than 15 feet on 
  its turn, it must make a DC 14 Dexterity saving throw or 
  slip. A creature that slips must make a successful 
  DC 16 Dexterity (Acrobatics) or Strength (Athletics) 
  check to catch itself. Otherwise, the creature falls from 
  the doomed building into the water below and takes 
  7 (2d6) bludgeoning damage if the water is less than 
  10 feet deep. 
  Most sea life can be avoided going this route.
  Stopping the Sinking Island. At the center of this 
  section is an enormous dome supported by pillars, 
  under which is a titanic steam engine that needs to be 
  started. Starting the engine requires a careful procedure 
  using a number of dials, levers, and knobs, which can be 
  replicated with a successful DC 20 group Intelligence 
  (Investigation) check. Creatures with a background 
  related to scholarly work or engineering, such as sage, 
  cloistered scholar, or guild artisan gain advantage on this 
  check. Failure results in a jet of steam bursting over the 
  area dealing 5 (1d8) fire damage.
  Additionally, a number of island constructs guard the 
  dome, attacking anyone who doesn’t have a piety score 
  with Purphoros. These constructs appear as bronze 
  hoplites. See the sidebar Scaling the Encounter.
  When the device is repaired, the water begins to drain 
  from every section of the island at a rate of 1 foot per 
  hour. Characters who save the island gain piety with 
  Purphoros.
  
  In ArIxmethes' ClutChes
  18
  Scaling the Encounter
  Here is a suggestion for scaling the constructs present based 
  on the level of the adventurers.
  • Very Weak:  There is one construct per first level adventurer. 
  The construct uses the stats of a monodrone. 
  • Weak:  There are two constructs per second level adventurer. 
  The construct uses the stats of a monodrone. 
  • Average:  There is one construct per third level adventurer. 
  The construct is a bronze sable. 
  • Strong:  There is one construct per fourth level adventurer. 
  The construct is a bronze sable. 
  • Very Strong:  There is one construct per fifth level adventurer. 
  The construct is a burnished hart.
  The Inner Section: 
  Vaults and Prisons
  Ultimately, what is within the prison should fit the 
  style and tone of the game being run. Here are a few 
  suggestions:
  •  an archon who refused the affections of Purphoros
  •  one or two dragon eggs held in stasis but beginning to 
  hatch
  •  a lawful neutral medusa who is also an oracle
  •  a sentient, free-willed golem Purphoros couldn’t use in 
  his planned war
  •  strange objects or magic items from another plane that 
  were being studied
  
  In ArIxmethes' ClutChes
  19
  The Gale Cliffs is an upright isle of clustered peaks and 
  jagged stone pillars, barely a mile across and hundreds 
  of feet tall. Though some of these pillars are topped with 
  hardy plants and trees, the majority of the isle is barren.
  The Cliffs are assaulted on all sides by a powerful wind, 
  which dies down for a single hour each day at sunset. 
  When the creatures of the Gale Cliffs have to travel, they 
  do so during the hour of sunset, rushing to navigate the 
  isle’s perilous paths before the winds return. Even then, 
  danger is omnipresent: a single misstep is enough to 
  send a creature careening to its death at the hands of a 
  hungry riptide.
  The only settlement on the isle is Audra, a stone city of 
  harpies carved into the wind-blasted cliffs. These harpies 
  resent the bloodthirsty stereotypes forced onto them by 
  the mainland, as their lives are as varied and complex as 
  any other Theran; equally, they fear the persecution that 
  might arrive on their shores if word of their isle were to 
  reach the poleis. When sailors wreck their ships against 
  the Gale Cliffs, the Audrans do their best to rescue and 
  nurse the sailors back to health in exchange for an oath 
  of secrecy about the city of Audra.
  the gAle ClIFFs, Isle OF hIdden hArpIes
  FIsher hArpy
  
  In ArIxmethes' ClutChes
  20
  The Audran Harpies
  The harpies of Audra lead long and eventful lives built on 
  two main pillars: fishing and artisanry. Harpies that work 
  within the first pillar fly down to Splinter Cove, gathering 
  fish and aquatic plants to feed the city. Harpies that work 
  within the second pillar use clay and the bones of fish 
  and giant goats to create tools, structures, and evocative 
  works of art. Other professions for Audran harpies 
  include guarding the city, scavenging shipwrecks, and 
  performing clerical magic.
  Audran harpies are governed by a council of three sages, 
  elevated to their position by the favor of the civilians. 
  The Fishersage makes decisions that involve fishing, the 
  ocean, sea travel, and shipwrecked sailors and boats. 
  The Carversage makes decisions that involve scavenging, 
  the land, artisanship, city planning, and war. The 
  Galesage makes decisions that involve worship, the sky, 
  wind, and magic.
  Locations
  splInter COve
  At the very base of the Gale Cliffs, the water grows 
  shallow and rife with sharp rocks and coral. This region 
  was named Splinter Cove by the Audran harpies after 
  the amount of wooden ships that dash themselves to 
  pieces in the area.
  A creature or ship that starts its turn in the waters of 
  Splinter Cove must make a DC 20 Strength saving throw 
  (DC 16 during sunset) or be pulled 60 feet towards the 
  shore and slammed into the rocks, taking 45 (10d8) 
  piercing damage. On a successful save, they are only 
  pulled 30 feet and avoid the rocks. If a ship’s hull is 
  reduced to 0 hit points by this damage, it is impaled on 
  the rocks. An impaled ship doesn’t sink, but it can’t move 
  or be repaired until it is lifted off the rocks. 
  the hOrned rOCKs
  The Gale Cliffs are lined with small flat-topped pillars, 
  referred to by locals as the Horned Rocks for its 
  inhabitants: flocks of giant goats who can often be 
  seen leaping up the sides of the cliffs from platform to 
  platform.
  Navigating the Rocks. Most of the plateaus are between 
  10 and 30 feet across, and vary in height from 40 feet 
  above the sea to nearly 200 feet. A creature without 
  a climbing speed must succeed on a DC 16 Strength 
  (Athletics) check (DC 12 during sunset) to navigate the 
  plateaus or fall and land prone on a lower plateau.
  Fighting the Goats. The goats prefer to flee instead of 
  fight, except when they can charge at a creature and 
  push it off a plateau. Giant goats in the Gale Cliffs have a 
  climbing speed of 40 feet, but are otherwise identical to 
  normal giant goats.
  the CIty OF AudrA
  After a tumultuous day-long climb through the Horned 
  Rocks, the gates of the city of Audra can be spotted 
  amidst the pillars of stone. The city, which houses 
  hundreds of harpies, is carved into the side of the cliffs. 
  The faces of buildings peek out enough to be visible from 
  a distance, decorated with bone sculptures and fancy 
  knots.
  Navigating the City. As it was designed to be navigated 
  by flying harpies, Audra is very difficult to navigate for 
  landbound creatures. Creatures with a flying speed can 
  move normally through the city, while creatures with a 
  climbing speed take twice as long and creatures with 
  neither take four times as long. 
  Goods and Trade. The Audran harpies are typically 
  friendly to travelers, and are willing to trade for any 
  goods they have. The harpies sell non-metal versions 
  of the items present in the Adventuring Gear, Armor, 
  and Weapons tables of the Player’s Handbook. These 
  bone-hewn items weigh half as much as their metal 
  counterparts.
  While Audran harpies don’t recognize the currency of the 
  poleis, they do have their own system of coins, carved 
  from bone and enchanted by the Galesage to prevent 
  counterfeiting. They are willing to buy tools and weapons 
  at their normal price in Audran coin (equal to a gold 
  piece) or through bartering, especially for resources 
  scarce on the isle, like metal and arcane magic.
  Faith and Favor. Worshippers of Thassa are held in 
  suspicion by the citizens of Audra after the death of their 
  patron demigod Katogan. Those that try to spread the 
  worship of Thassa or insult the memory of Katogan are 
  considered hostile to the Audrans.
  Audran Bone Weapons
  Audran weapons weigh half as much as their normal 
  counterparts, and have the light property; if the weapon would 
  normally have the heavy property, these properties cancel out, 
  leaving the weapon with neither.
  
  In ArIxmethes' ClutChes
  21
  shrIne OF the gAle
  At the heart of the city of Audra is the Shrine of the Gale, 
  a temple dedicated to a long-dead demigod of the winds 
  called Katogan the Calm. The temple is a single room 
  with a long-faded banner, untended by any clerics or 
  worshippers. The temple’s main features are rows upon 
  rows of chimes, which jangle and sing with the winds of 
  the isle.
  The Death of Katogan. The demigod, a harpy born 
  among the Audrans, used her spark of divinity to take 
  control of the winds and calm the seas around the isle, 
  allowing the Audrans to trade with sailors from afar. 
  Before long, Katogan’s magic was uncovered by Thassa, 
  who took the calming spell as an insult to her tides. 
  She struck the demigod dead on the spot, cursing the 
  isle with winds so furious that no merchant would dare 
  anchor in its coves again.
  gAle spIrIt
  The Shrine Spirit. The Audrans haven’t frequented the 
  temple for many years, as those who approach have their 
  breath stolen away by a gale spirit (appendix A). This 
  spirit is believed to be a lingering fragment of the dead 
  Katogan, cursed to rage through the temple by Thassa’s 
  influence. The gale spirit attempts to steal the breath of 
  each party member as it blows the rest off the plateau 
  with its Gale action. A creature that falls over the edge of 
  the plateau lands prone on a lower platform.
  The gale spirit never leaves its plateau. Checks made to 
  find the spirit have advantage while it is within 10 feet of 
  any of the temple’s chimes, as its airy body causes them 
  to jingle.
  
  In ArIxmethes' ClutChes
  22
  The Ghost of 
  Katogan the Calm
  As the party sails within sight of the Gale Cliffs, they 
  find their ship pulled violently in its direction. It quickly 
  becomes apparent that a coastal Theran chimera 
  (MOoT, Chapter 6) has begun to drag the boat into 
  the isle’s powerful undertow. The encounter begins in 
  Splinter Cove (see above). Once the boat is caught in 
  the tide, the chimera begins to attack its hull until it is 
  impaled on the rocks, then turns on the stranded crew to 
  feed. If held off for more than 5 rounds of combat, it will 
  bore of fighting and return to the sea.
  Once the chimera is killed, repelled, or bored, the party 
  is left to examine their surroundings. The lights of Audra 
  are clearly visible from the shore, informing the party 
  that the isle is, in fact, inhabited. On a successful 
  DC 14 Wisdom (Perception) check, a creature can hear 
  the chimes of the distant Shrine of the Gale. If a member 
  of the crew is local to this part of Theros, they can 
  recall rumors of a wind-swept island of harpies with a 
  successful DC 15 Intelligence (History) check.
  The party has two obvious choices: repair the ship alone 
  and hope the chimera doesn’t return, or venture through 
  the Horned Rocks (see above) in search of aid from 
  Audra. Traversing the Horned Rocks takes the better part 
  of a day, and leads to at least one encounter with a flock 
  of five giant goats before the party reaches Audra.
  the AudrAn bArgAIn
  The Audrans are happy to receive the party, and are 
  hospitable when they discover that the party’s ship was 
  damaged in a chimera attack. The party can find a night 
  of rest and a meal at an inn near the base of Audra, while 
  the artisans and sages live higher up in the city’s reaches. 
  Citizens will direct the party to the Galesage when they 
  hear about the shipwreck.
  Unless she is sought out, a robed harpy called Minia 
  Clawsh (she/her) will approach the party in the middle 
  of the evening, once the news has spread to the top of 
  the city. She introduces herself as the current Galesage 
  of Audra, and offers the party the same deal that she has 
  offered to shipwrecked sailors for many years:  put to 
  rest the violent spirit in the Shrine of the Gale and the 
  Audrans will repair the party’s ship and help them leave 
  the isle unharmed. The only condition is that the entire 
  crew swears an oath of secrecy not to reveal Audra to the 
  rest of Theros.
  resOlutIOn
  Should the party succeed in subduing the spirit, the 
  Audrans repair their ship as promised at no cost over 
  the course of a few days (depending on the extent of the 
  damage). Additionally, if the party has conducted itself 
  respectfully, Clawsh gives the party a magic +1 Audran 
  bone glaive (see above), enchanted to cast the gust of 
  wind spell (save DC 14) once per day.
  mInIA ClAwsh
  
  In ArIxmethes' ClutChes
  23
  A Fertile Land Harboring 
  a Dark Bloody Secret.
  Located somewhere in the Theran sea, Hámytera is a 
  beautiful 10 mile stretch of land covered in pasture fields 
  and thin forests bordered by high cliffs that protect its 
  bounty from most ocean invaders. The one low point 
  of the island is protected by the main city of the locals, 
  Bartlett. Most of the inhabitants of the island are cows 
  and minotaurs. A few thousand cows, both beef and milk, 
  are being cared for by around a hundred minotaurs. 
  The minotaurs have been on this island for the last few 
  hundred years and have made a deal with neighboring 
  lands to trade high-quality beef and milk for protection 
  and other supplies. Rarely do the minotaurs leave the 
  island, and when they do it is mostly to bring cattle to 
  other islands to trade. Visitors are welcome to the port 
  but are watched closely by the herders if they decide to 
  leave the settlement for the pastures. The minotaurs 
  have a hard time trusting people and are afraid of their 
  secret getting out.
  hámyterA, the eternAl hArvestlAnd
  Dark Dreams
  When the characters sleep during or after visiting the 
  island, they all dream the same nightmare: an infinite 
  maze of water shaped rock, shifting darkness, and 
  endless wails echoing within. They try to escape as they 
  run through twisting turning halls of perfectly cut stone. 
  Finally, they see a glimmer of sunlight ahead but before 
  they can get any closer a creature leaps from behind and 
  pulls them to the ground. They are turned over and see 
  the face of a half-rotted corpse with perfect eyes looking 
  terrified and confused. The corpse screams: “Help me 
  please! Get me out of here! Please!” The final scream 
  echoes through the stone and their bones until they 
  feel every bone and part of their bodies shatter apart 
  before finally waking up. After experiencing this shared 
  nightmare, whenever the party looks toward the island 
  they can hear the faintest sound of that scream.
  
  In ArIxmethes' ClutChes
  24
  Locations
  bArtlett
  A fine trading port with some non-minotaurs storefronts, 
  but most visitors to the island are not allowed 
  outside Bartlett. The minotaurs are calm and social 
  but somewhat reserved, as they watch visitors with 
  suspicion. Characters who want to see more of the city 
  or the rest of the island can request an audience with 
  the elder sage of the city, the long remembering Rakim 
  (he/him, minotaur Oracle). They ask questions of the 
  characters, (“What have you heard of our island?” “Do 
  you know the stories of our kind?” “Do you feel the 
  stories hold truth?”) and when they feel confident that 
  the visitors have no ill intent towards the people of the 
  island they are allowed to walk about. 
  The merchants sell most basic gear and supplies found 
  in the PHB, but also have the possibility of carrying 
  magic items and unique gear among them. If the party is 
  friendly toward the merchants, they are able to find two 
  suits of +1 studded leather armor and a +1 leather hide 
  shield for sale, priced at 1,500 gp each. 
  If the party tells the islanders about their nightmares, 
  the minotaurs start behaving in a more closed-off and 
  somewhat fearful manner, and they all suggest speaking 
  with Rakim. Rakim explains the story they saw in their 
  dreams is dark and brings back old scars for the people 
  here. Before the elder will say any more, Rakim advises 
  the party to first find a rotting ship that might give them 
  some insight into their nightmares. The elder gives them 
  directions to the cove where this ship is docked. 
  pAstures
  While traversing the island the party has an 85 percent 
  chance to come across herds of 3d6 cows (appendix A) 
  with 1d6 minotaurs watching over them. Occasionally, 
  a cow might wander up to the party, give a few of them 
  a lick, and go back to grazing. The cows on this island 
  are very peaceful and friendly, more so than any that 
  others elsewhere. The minotaurs are neutral; they give 
  directions if asked but otherwise, they watch the party 
  from a distance, occasionally giving them side-eye. 
  From the pastures, the party can follow directions to 
  the Hidden Cove, or find the maze entrance if they have 
  gained the trust of Rakim.
  the hIdden COve
  The Hidden Cove isn’t hard to find with the proper 
  directions, but it is still difficult to reach. To get to the 
  beach that leads to the cove, the party must navigate a 
  30-foot sheer rock face. To climb across, characters must 
  succeed on a DC 15 Strength (Athletics) check or fall 
  10 feet (taking 1d6 bludgeoning damage). If they fail the 
  check by 5 or more they instead fall 20 feet (taking 2d6 
  bludgeoning damage) and cause enough commotion to 
  undeAd herO
  
  In ArIxmethes' ClutChes
  25
  draw the attention of the cove’s current occupants (see 
  below), who immediately prepare for an attack.
  The cove is actually the mouth of a large sea cave. 
  Assuming the cave’s occupants haven’t been alerted 
  already, characters can sneak up to the cave entrance 
  and look inside by succeeding on a DC 15 Dexterity 
  (Stealth) check. Inside are two boats, one rotted and 
  broken by time, but still looking somewhat magnificent 
  in its ruin, while the other is new but smaller and 
  less impressive. A group of mercenaries has taken up 
  temporary residence here, consisting of a Setessan 
  hoplite leading a Meletian hoplite and two Akroan 
  hoplites. If the party succeeded on their Dexterity 
  checks to sneak up to the cave, these mercenaries are all 
  surprised. 
  Characters wishing to avoid a fight will have to succeed 
  on a DC 20 Charisma (Deception or Intimidation) check 
  or an honest DC 15 Charisma (Persuasion) check 
  to convince the mercs to talk. The mercenaries have 
  collected a number of prized cowhides which they plan 
  to sell to the highest bidder offshore. They are unwilling 
  to share their bounty with the party, but if the characters 
  don’t want to fight and swear not to touch their boat then 
  they won’t mind letting them go.
  The mercenary boat has 244 gp and a decent amount 
  of basic equipment but not much else. The ruined 
  boat has nothing of value but in its hold lay a dozen 
  rotten minotaur corpses which appear to have all been 
  skinned. If they search the boat the party can find names 
  painted on the inside; time has worn away most, but one 
  sticks out—Evandros. Characters can attempt a DC 14 
  Intelligence (History) check to remember an old story 
  about a monster hunter by the same name who left the 
  Theran mainland on a voyage to slay a monster some 
  hundred years ago, but no one knows the end of his story. 
  Development. Left unchecked, the mercenaries are 
  successful in their plans to pirate cowhides. If the party 
  kept their promise, the mercenaries are friendly toward 
  them if encountered again in later adventures. On the flip 
  side, the minotaurs become aware that the party let the 
  mercenaries go, and their shops refuse to sell the magic 
  armor or shields they carry until the party has regained 
  their favor (perhaps by dealing with the ‘hero’ in the 
  maze).
  After returning with the news of the ruined ship in the 
  Hidden Cove (see below) the elder tells the party the 
  story of the ‘hero’ Evandros.
  rAKIm
  
  In ArIxmethes' ClutChes
  26
  The minotaurs have theories of their past, the most they have 
  been able to glean is that their ancestors were trapped in the 
  dark maze at the heart of the island. Eventually, the goddess 
  Karametra found them and with her guidance led them to the 
  surface, also giving them the power to seal the maze. For over 
  a hundred years they prospered on the island but one day a 
  human stepped onto their island and began hunting them like 
  monsters. Most fled, but any who tried to stop him were cut 
  down and skinned like animals. 
  Rakim’s ancestor prayed to Karametra and was gifted with 
  the strength to fight Evandros and formed a plan to seal his 
  evil away forever. The ancestor goaded Evandros into a duel 
  and tricked him into following them into the maze where they 
  dueled for three days and nights. When the ancestor finally 
  escaped the maze, they spoke of killing Evandros, but with 
  his dying breath, the human spoke a prayer to a dark power—
  Mogis. The prayer was answered; Evandros returned as some 
  sort of deathless thing that chased the ancestor through the 
  maze. It took all the power gifted by Karametra to escape the 
  creature and flee. The horror of that creature still endures in 
  the maze, infecting the people's dreams with darkness and 
  terror forever, or until someone musters the courage to destroy 
  it once and for all. 
  Rakim believes that the shared nightmares are a sign from 
  Karametra that the characters have the power to destroy the 
  deathless creature that was Evandros. He does not have some 
  great treasure or reward for the party if they succeed but begs 
  them nonetheless to destroy the creature and free the island of 
  its evil.
  The Maze
  When Rakim is satisfied with the party, he gives them 
  directions to the maze. The entrance is an inconspicuous 
  cave on the side of a hill. As the party steps into its 
  mouth, the warm air immediately becomes damp and 
  cold, accompanied by the smell of death and decay. Faint 
  unclear whispering surrounds them with no discernable 
  source. The stone walls around them are uniform stone 
  but are marked with blade cuts, deep claw imprints, 
  and holes from arrow and spear impacts. Some of these 
  holes and markings have fresh blood dripping slowly 
  from them. Shortly thereafter the party loses all sense of 
  direction and can no longer find the way out no matter 
  how much they retrace their steps. Tiny flowers suddenly 
  sprout in the walls down certain halls, which anyone 
  proficient in Religion can correctly identify this as an 
  omen of Karametra’s influence, guiding them through the 
  maze.
  If the party follows the blooms through the maze for long 
  enough, eventually, after about 3 hours, the whispering 
  gets louder, becoming an angry war chant. Finally, 
  the blooms lead them to a circular room at the maze’s 
  center where a large humanoid figure, once-heroic, and 
  equipped with glimmering armor and weapons awaits 
  them. In the gaps of the creature’s armor, necrotic, 
  decayed flesh betrays its undead nature. When it turns 
  to face the party, they immediately realize it to be the 
  creature which haunted their nightmares—Evandros, the 
  monster hunter of legend, now reduced to a depraved 
  and bloodthirsty monster. It lets out a loud howl as three 
  shadows step out of the walls and take the shape of half-
  formed minotaur people screaming in pain.
  Evandros uses the statistics of a phylaskia, while its 
  three shadow minions use the statistics of a Returned 
  sentry (both from MOoT, Chapter 6).
  Treasure. After defeating Evandros and his minions, 
  the characters can find the following items on the fallen 
  hero’s body: a +2 spear, a set of +1 breastplate, a horn of 
  blasting, a gem-studded belt worth 750 gp, gold bracers 
  worth 250 gp, and a pouch filled with 50 pp.
  Once Evandros is defeated, fresh flowers bloom in the 
  tunnels, as Karametra guides the characters safely back 
  to the labyrinth’s exit.
  Farewell Blessing
  If the party is successful in ridding the island of its 
  supernatural threat, they are given as much food as they 
  can take in their ship, and Rakim personally throws them 
  a celebratory send-off to bless their journey. He begins 
  a simple prayer, but as the words are spoken the world 
  becomes quiet except for the wind, and Karametra steps 
  onto their ship and thanks the party for their heroism. 
  As a favor paid in turn she gives the party and their 
  ship the following blessing: from now on, no food or 
  drink that they carry with them or aboard their ship can 
  become tainted or succumb to rot as long as they commit 
  no action that would anger her. 
  With a final farewell, she steps off the ship and the world 
  comes back into focus as the elder finishes their prayer. 
  As the party’s ship sails out to the sea, the locals wave 
  to them a traditional farewell that bids good fortune, 
  knowing they have the blessing of a goddess protecting 
  them. Characters increase their piety score with 
  Karametra by 1.
  
  In ArIxmethes' ClutChes
  27
  AnphAgOs, the IslAnd OF the peOple eAters
  Phenax visited Dukas that very night in a dream, 
  whispering support, and gave him the supernatural gift 
  of immunity to lightning and thunder to make his servant 
  mighty in his defiance of Keranos. Phenax taught Dukas 
  how to upraise his tower, how to build the Attraktor (see 
  Part 4, below), and how to utilize it to twist men into 
  monsters. 
  Then, Dukas learned how to use the Attraktor to pull the 
  ocean’s currents and draw ships to ruin on the rocks that 
  ring the mist-shrouded isle.
  Now, shipwrecks yield up desperate castaways who then 
  fall prey to the magical degradations of Dukas to be 
  horribly transformed into the mindless and murderous 
  antropophs - the People Eaters. 
  Powerful currents draw our heroes through misty waters 
  to a hidden island with a mysterious, lightning-blackened 
  tower. There, they encounter cannibalistic monster-
  men bearing faces in their chests and find themselves 
  embroiled in a conflict between Gods. 
  Background
  Decades ago, Dukas the Maker, kennelmaster of 
  abominations, established his domain on this island after 
  a thunderstorm marooned him upon it and took from 
  him his dear wife Sheela. In his grief, he lost all reason 
  and in his rage, he declared war against Keranos, the 
  God of Storms, swearing to one day bend the power 
  of the thunderstorm to his own will! He offered his life 
  in exchange for power to anyone or anything … and 
  something listened. Phenax, God of Mischief, heard 
  Dukas in his anguish and recognized the opportunity to 
  stir up some trouble. 
  
  In ArIxmethes' ClutChes
  28
  Adventure Hooks
  Consider these hooks to draw the players in.
  Divine Imperative. Keranos, God of Storms, appears to 
  you in a dream and guides your search for a blasphemer 
  named Dukas the Maker. You have been commanded 
  to punish them in the name of Keranos — and you must 
  obey!
  Legends beget Legends. You hear rumors of a 
  dangerous island of mystery and magic where there 
  are monster-people who wear their faces in their 
  torsos! Adventure and glory are yours for the taking!
  Search and rescue. Your loved one has gone missing 
  at sea and you are determined to find them or die 
  trying! (DM: Consider adding this loved one to the 
  group of Survivor or Captive NPCs)
  Part 1: Unnatural Eddies
  As the heroes’ ship approaches or passes Anphagos, it 
  is inexorably drawn by powerful currents into the mists 
  that shroud the island. 
  The characters must succeed on a group skill check to 
  save the ship from the jagged rocks that ring the island, 
  hidden in the mists about 400 feet from the shoreline. To 
  make a group ability check, everyone in the group makes 
  the ability check. If at least half the group succeeds, the 
  whole group succeeds.. Characters can attempt any 
  check that would make sense to prevent the ship from 
  being wrecked. Such checks may include:
  DC 15 Charisma (Performance / Persuasion): Deliver 
  a rousing speech or sing a song to keep morale high. 
  DC 15 Dexterity / Strength (Athletics): Use oars to 
  keep the ship off of the rocks.  
  DC 15 Intelligence (Arcana) check, (or detect magic 
  spell) identifies both powerful transmutation magic on 
  the currents and beguiling illusion magic on the mists. 
  This magic is too powerful to be dispelled without 
  divine aid. 
  DC 15 Wisdom (Perception / Survival): Spot rocks 
  and or guide the ship in the mist. Proficiency with 
  navigator’s tools or water vehicles grants advantage. 
  Success (Half or more of the individual checks 
  succeed): The characters save the ship, though it is 
  unable to escape the magical current and is forced to 
  weigh anchor within the confines of the island’s misty 
  ring of rocks. 
  Failure (Less than half of the individual checks 
  succeed): The ship crashes and is irretrievably wedged 
  among the rocks. The ship gains the restrained 
  condition, and takes damage to its hull equal to one half 
  of its total hit points. Major repairs will be necessary. 
  Total Failure (None of the individual checks succeed): 
  The ship is lost!  Any cargo aboard churns with the ship’s 
  wreckage amid the roiling currents, before eventually 
  descending to the ocean’s depths. All characters 
  must make a DC15 Dexterity saving throw or take 20 
  bludgeoning damage and receive disadvantage on ability 
  checks for 1 hour. Half damage and no disadvantage on a 
  successful save. 
  Part 2: The People-Eaters 
  and the People
  Past the misty rock hazards, the waters are calm and 
  warm. A white sandy beach makes up the shoreline, 
  which gradually slopes up to become hilly woodland 
  made up mostly of cedar, pine, and silver fir trees (a 
  character with the Sailor background or proficiency with 
  carpenters tools will recognize the wood from these 
  trees as being ideal for shipbuilding).  
  A black tower is visible inland and upland from the 
  vantage of the shore.  Blackberry and juniper bushes, 
  abundant with berries, grow thick amid the greenery. 
  Once the characters come ashore and enter the 
  woodlands, they will notice a low-hanging mist limits 
  visibility on the ground to about 120 feet, though it 
  allows for clear visibility above a height of 12 feet. 
  The characters will be set upon by 1d4+3 antropophs 
  (appendix A) who emerge from the misty undergrowth to 
  attack them.    
  AntrOpOph
  
  In ArIxmethes' ClutChes
  29
  The Antropophs
  The monstrous antropophs were once humanoids, 
  transformed by Dukas into monstrosities using his arcane 
  lightning-harnessing device called the Attraktor.
  Their faces grow out of their torsos, with internal organs 
  distributed thus:
  •  Brain, heart, lungs in the upper chest cavity with eyes inset 
  atop the pectorals and nose running down lower external 
  sternum area 
  •  Mouth, teeth, gums, esophagus, all nestled up between 
  protuberant abdominal lips leading directly to stomach, 
  intestines, bowels, and eliminatory system.
  They wear the ragged remains of whatever they wore in their 
  pre-monstrous lives.
  If the fight starts to go against the heroes, Karas (she/
  they, 14 y.o human scout) will attack from concealment 
  in a tree to snipe with her shortbow. 
  Either way, once the conflict ends, Karas will present 
  themself to the characters. They use their father’s short 
  sword and shortbow to hunt, and have killed one of the 
  “belly-men” (as they call the antropophs) before this 
  encounter.
  Karas urges the characters to follow them into the 
  shallows around the shoreline to a naturally concealed 
  cave grotto. (If the characters choose not to accompany 
  Karas, move on to Part 3.) If the characters choose to 
  accompany Karas, they are introduced to the remnants 
  of two human families of survivors, of which Karas is the 
  de facto leader.    
  Karas’s siblings Veldyn (he/him, 8 y.o. human 
  commoner), and Dreska (she/her, 7 y.o. human 
  commoner). The three arrived 6 months ago, their 
  mother Maryan died in their shipwreck, and belly-men 
  ate their father Veldaos, and oldest sibling Marok (they / 
  them, 17 y.o.). They have survived so far at the expense of 
  their childhood innocence. 
  Two other human commoners, Akkaea (they/them; 55 
  y.o., a poet) and Zinna ( they/them; 60 y.o., a sculptor) 
  arrived a week ago and have been protected by Karas, 
  Veldyn, and Dreska since. Both Akkaea and Zinna mourn 
  the loss of Zinna’s adult child, Tragan, and her partner 
  Flisk, who they never found. They are overcome with 
  grief for their loss and terror for the future. 
  The group shares what food they have, which consists of 
  berries, fruit, fish, nuts, and greens. Zinna offers a prayer 
  of thanks for the food to Karametra, God of Harvests. 
  (Characters that eat the offered food gain 18 temporary 
  hit points. These temporary hit points last until they are 
  used, and remain if unused through a short rest or long 
  rest. Like all temporary hit points, however, these do not 
  stack.)
  The group tell their stories of struggle against the 
  antropophs (which they call “belly-men”) since coming to 
  the island. 
  •  The survivors describe seeing a strange man in a 
  flying boat cross out from the black tower to the sea 
  and back again at sunset.
  •  Karas went to the base of the tower once but ran off 
  because “there were a lot of belly-men around.”
  •  Karas thinks “the tower is where they come from”.
  •  There are thunderstorms and lightning strikes almost 
  every night.
  •  Says the “belly-men” are easy to distract and confuse. 
  •  Karas attempts to convince the characters to help 
  them investigate the tower, offering to guide the way. 
  reFugees
  
  In ArIxmethes' ClutChes
  30
  Part 3: Through the mists
  It should take an hour’s  journey inland and uphill to 
  reach the tower, traveling through the misty woodland. 
  A DC 15 group skill check is necessary to navigate 
  the area safely, quickly, and quietly. Characters may use 
  Dexterity (Stealth), or Wisdom (Perception/Survival), 
  or any other suitable skill for the check. If the characters 
  do not have Karas along with them as a guide, they will 
  make these checks with disadvantage.
  Success (Half or more of the individual checks 
  succeed): The characters reach the tower without 
  incident.
  Failure (Less than half of the individual checks 
  succeed): 1d4 antropophs attack out of the misty 
  woodlands. Characters with passive Perception of 15 or 
  higher will hear them coming, giving the characters an 
  opportunity for a surprise round. After the combat, the 
  characters will be able to find their way to the tower.
  Total Failure (None of the individual checks succeed): 
  The characters become lost and fail to reach the tower 
  until after nightfall. Dukas will have the captives from the 
  5th floor prison strapped into the Attraktor on the 6th 
  floor railless rooftop in preparation for their monstrous 
  transformation. (See below.)
  Part 4: The Scorched 
  Tower
  The tower appears built of supercooled molten rock. 
  A successful DC 20 Intelligence (Arcana) check reveals 
  that it was raised with powerful transmutation magic. 
  The tower stands 180 feet tall and 30 feet in diameter, 
  with a prominent spike visible on its top.  The top two 
  floors are visibly blackened - a character that succeeds 
  on a DC 10 Wisdom (Perception) check or Intelligence 
  (Nature) check can gather the blackening was caused by 
  repeated lightning strikes. 
  The tower entrance stands 12 feet high and six feet wide. 
  There is no door. 2d4 antropophs squabble and babble 
  between themselves nonsensically within. 
  If the characters arrive after nightfall: Storm clouds 
  gather above the tower’s pinnacle overhead. The wind 
  has picked up and the air is charged with pre-storm 
  energy. 
  1st FlOOr - AtrIum
  Entering reveals a fouled lobby overgrown with decaying 
  lichens and rotten mushrooms.  Its interior diameter 
  is 25 feet. A slick, curving, railless, ten foot  wide stone 
  stairway leads up beyond the atrium’s 30 foot high 
  ceiling. Characters moving at more than half speed 
  up this section of stairs must succeed on a DC 15 
  Dexterity saving throw or they will fall prone and take 5 
  bludgeoning damage. 
  2nd FlOOr - mezzAnIne
  Overlooks the entryway at the 20 foot mark up the 
  stairs, providing a vantage with half cover overlooking 
  the 1st floor atrium beneath. Cleaner, drier stairs lead 
  upward, requiring no adjustment to movement in order 
  to traverse safely. 
  3rd FlOOr - lAbOrAtOry
  The door to the laboratory is locked, and stands 
  adjacent to a small barred window. The door opens 
  with a successful DC 20 Dexterity (Sleight of Hand) or 
  Strength (Athletics) check. The room is filthy, full of glass 
  beakers, dried herbs, viscous liquids, and indecipherable 
  notations on scrolls.
  The stairway continues upward past the laboratory.
  If the characters arrive after nightfall: The 
  overwhelming smell of cooked fish permeates the room. 
  Characters must make a DC 10 Constitution saving 
  throw or receive the poisoned condition for the next hour. 
  4th FlOOr - the rOOms OF duKAs
     The stairway leads to a landing with another locked 
  door, and continues on up past it.  A DC 15 Intelligence 
  (Investigation) check reveals that the door is trapped. 
  Characters can attempt to unlock the door with a DC 
  15 Dexterity (Sleight of Hand / Thieves Tools) check. 
  On a success, the door is unlocked, but the trap remains 
  engaged. If the check was succeeded by 5 points or 
  higher, the door is unlocked and the trap is disarmed. On 
  a failure, the trap is set off, after which it automatically 
  rearms. 
  When the trap is set off, either by a creature walking 
  through the doorway without disarming it, or by a 
  creature failing in attempt to pick the lock, all creatures 
  within 15 feet of the door must succeed on a DC 15 
  Dexterity saving throw, taking 22 (4d10) piercing damage 
  on a failure or half as much on a success, as dozens of 
  darts fly from holes around the door. After firing, the trap 
  automatically resets. 
  Inside the room is a simple bed. A table and chair stand 
  by a large window with shutters overlooking the island 
  and its environs. A DC 20 Wisdom (Perception) check 
  reveals a secret door to a hidden 10 foot x 10 foot 
  chamber with the following inside:
  • (5) Gemstones worth 500 gp apiece.
  • Silver statue of a Harpy worth 1,000 gp.
  • Spell scrolls. 
   
  (3) scrolls of Fabricate
   
  (2) scrolls of Disguise Self
  • Crystal ball. (DMG page 159)
  •  Sketchbook teeming with artistic studies done in 
  charcoal of harpies in various risqué poses. The 
  name “Sheela” is written on several of the drawings. 
  
  In ArIxmethes' ClutChes
  31
  5th FlOOr - prIsOn
  The stairway leads to a landing with a heavy oaken 
  door.  It is locked and will open with a successful DC 15 
  Dexterity (Sleight of Hand/Thieves Tools) check. The 
  room within is squalid and filthy.
  If the characters arrive before sunset: They find 
  captives held in bonds, blindfolded and gagged, suffering 
  2 levels of exhaustion (Any NPC involved with a 
  character’s adventure hook would also be among these). 
  They are Flisk (they/them, 25 year old human 
  commoner) and Zinna’s child, Tragan (she/they, 27 
  year old human commoner). Dukas told them he would 
  “remake them”.
  If the characters arrive after nightfall: The cell is empty 
  and all captives are strapped into the Attraktor on the 6th 
  floor railless rooftop one floor up. 
  6th FlOOr - rAIlless rOOFtOp
  The stairway leads up to the rooftop and the open sky.
  If the characters arrive before sunset: Dukas the 
  Maker (Appendix A) is disembarking from his flying 
  boat (moored to his rooftop), carrying a fishing rod and a 
  basket of fish. He will attack intruders on sight. 
  If the characters arrive after nightfall: Dukas has 
  already eaten his fish supper and brought the captives 
  from the 5th floor prison and strapped them into the 
  Attraktor. 
  The Attraktor. A 15 foot long, 6” diameter metal spike 
  (lightning rod) fused vertically atop a concave glass dome 
  9 ft. diameter attached to three iron pillars 18” diameter, 
  that stand 9 ft. high. Under the Attraktor is a 6 ft. x 9 ft. 
  iron bed, where up to five captives may be bound. These 
  captives are considered to be restrained. Special: Any 
  captives restrained in the Attraktor brought to 0 hit 
  points or fewer by its lightning effects called by Dukas 
  must succeed on a DC 15 Constitution saving throw 
  or they are permanently transformed into antropophs 
  under the control of Dukas, acting on his turn.
  Part 5: Conclusion
  If the characters defeat Dukas: Even as Dukas is 
  defeated, the magical currents are dispelled and the 
  mists that surround the island disperse from its rocky 
  crags, and coalesce around the tower, swirling upward 
  to its scorched pinnacle. The plume of mist shimmers 
  golden as it resolves momentarily but very clearly into 
  the golden-masked form of Phenax, God of Mischief, who 
  slowly, inscrutably, applauds the heroes before fading 
  away into the aether with the dissolving mists. 
  Dukas wears three ornate gold rings worth 150 gp each, 
  and an ornate gold and platinum armlet worth 1,000 gp. 
  Keranos appears to each hero in their next dream, 
  honoring their success and awarding them with a divine 
  boon: each hero may increase one ability score by 1 
  point (not to exceed the maximum of 20). Champions of 
  Keranos add 1 to their piety score. 
  As for what will become of the monstrous antropophs, 
  only the Gods can say for certain…
  duKAs
  
  In ArIxmethes' ClutChes
  32
  Anuraphanos is an island far from the Theran mainland, 
  inhabited by a small population of humanoid frogfolk 
  (grungs of all alignments, capable of speaking Common, 
  and with a swimming speed of 40 ft. instead of their 
  climbing speed). The island is marshy at its lowest 
  points, ranging to mountains of white stone, which the 
  residents mine for construction, building their residences 
  in the marshes, with the stone buildings built on piles 
  resting on the bedrock, allowing the buildings to stand 
  comfortably above the swamp without fear of sinking. 
  AnurAphAnOs, Isle OF FrOgs
  The frogfolk of Anuraphanos are not seafarers, thus 
  do not trade with other islands, instead subsisting 
  on farming and fishing. The beating heart of the 
  frogfolk’s culture is theater, with a long history of skilled 
  playwrights and actors, who would be famed across 
  the world if they were simply to leave their marshy 
  homeland.
  Until recently, the brine giant Empuseia demanded 
  subservience of the frogfolk, taking tribute from their 
  harvests, and regularly becoming the uninvited guest of 
  honor at the frogfolk’s plays. The royal family of Anuros 
  happily gathered taxes to pay tribute to her, knowing they 
  could gather more than she asked, and keep the profits 
  for themselves. All this changed however, with the arrival 
  of Callaphe.
  
  In ArIxmethes' ClutChes
  33
  A Lasting Impression
  On her voyage to the edge of the world, the legendary 
  mariner Callaphe stopped to resupply her ship at 
  Anuraphanos. The frogfolk had never seen an ocean-
  going vessel before, let alone other humanoids. 
  Callaphe, in her short time on the island, became 
  accidentally embroiled in the frogfolk's affairs. First, 
  when Empuseia rose from the waves and decided to 
  demand tribute from Callaphe as well as the frogfolk, 
  Callaphe challenged Empuseia to a single combat and 
  defeated her by attacking the giant’s ankles, the injured 
  Empuseia fleeing back to the depths.
  Without the need to pay tribute to Empuseia anymore, 
  the frogfolk asked Callaphe to aid them in returning 
  the taxed tribute to the people, promising a portion to 
  restock her ship. When the citizens found out that the 
  royal family had been over-taxing them for profit, a revolt 
  aided by Callaphe saw the establishment of a democracy 
  for Anuraphanos.
  In the time since Callaphe’s departure, her deeds became 
  a renowned moment in the island's history, with some 
  maintaining that Callaphe may return to the island. In 
  recent months, two rival frogfolk playwrights have begun 
  competing to best dramatise the tale of Callaphe's visit.
  The lands of Anuraphanos
  the mAngrOve beAChes
  On the shores of the island, mangroves dominate the 
  beaches—wood from which is used in the construction 
  of the frogfolk’s buildings. Small animals like shellfish, 
  crustaceans, and mudskippers dwell among the root 
  systems, which are caught and brought to market by 
  frogfolk trappers.
  the mArshlAnd
  Anuraphanos is, for the most part, dominated by a 
  great marshland of tall reeds. Many of the residents 
  of Anuraphanos live in the marshy lowlands of the 
  island, fishing and farming among the reed-beds. The 
  marshland is home to small animals like freshwater fish, 
  small amphibians and reptiles, as well as waterfowl, 
  which are hunted by the frogfolk, and domesticated by 
  some for their eggs.
  On the island’s shores, the beaches are overgrown 
  by mangroves, wood from which is used for the 
  construction of the frogfolk’s buildings.
  the tOwn
  The town is built into the base of the island’s hillside, 
  with many of the buildings surrounding a central agora, 
  where much of the island’s trade, religious rites and 
  politics take place. Most of the “roads” that divide the 
  buildings are marshy channels usually around 3 feet 
  deep, creating easy travel for the amphibious frogfolk. 
  Aside from the theater, the largest building in town is the 
  assembly, the former seat of the royal family, which has 
  been redecorated into a hall for politicians to gather, as 
  well as to host feasts and festivals.
  the grAnd theAter
  Overlooking the town’s agora, the grand theater of 
  Anuraphanos hosts multiple plays every week, with most 
  residents of the island playing a part in one or more 
  of the plays currently being performed. Open-air seats 
  are cut into the base of the mountain, while the rest of 
  the building, including a covered stage, are built from 
  mangrove wood and white marble.
  AlKOAxIdes
  
  In ArIxmethes' ClutChes
  34
  Scenes
  Is It yOu, CAllAphe? 
  When characters arrive at Anuraphanos, a welcome 
  party of frogfolk, led by Alkoaxides gathers on the shore 
  to greet them, and to invite them to a feast in their honor. 
  One of the characters is assumed to be Callaphe by the 
  frogfolk—after all, who else would arrive on their island 
  by ship, and given that the frogfolk have no frame of 
  reference for other humanoids, they may assume anyone 
  is Callaphe, justifying their observations as Callaphe 
  aging, being in disguise, or having been blessed or 
  cursed by the gods. 
  Alkoaxides
  Alkoaxides (he/him, grung elite warrior with a Charisma score 
  of 20) is a sociable and party-loving frogfolk politician, who 
  currently serves as Anuraphanos’s head of state, following 
  some skillful political maneuvering. He is charismatic 
  and handsome by frogfolk standards, which unfortunately 
  manifests as vanity, though this fades if he realises people 
  do not find him attractive - a situation that leaves him 
  flabbergasted. Alkoaxides stands above most other frogfolk 
  by extending his back legs, though this often leads to trouble 
  balancing, especially after the drinking he often indulges in.
  the FeAst
  The feast is held in the town’s assembly hall and is ready 
  shortly after the characters arrive (preparations began as 
  soon as their ship was sighted approaching the island). 
  Alkoaxides invites the characters to be guests of honour, 
  and over the course of the day, they are presented with 
  the finest foods the island has to offer, ranging from 
  shellfish to game birds. 
  During the feast, Alkoaxides introduces the characters 
  to two of the island’s celebrated playwrights: Brekipides 
  and Koaxchylus (both he/him, grung playwrights). 
  Brekipides (writer of the play Callaphe) is a young 
  frogfolk with a slight build, who is clever and quick-
  thinking, eagerly making quips during the conversation 
  to show off his intelligence. Koaxchylus (writer of the 
  play Two Against Anuraphanos), on the other hand is 
  an older, rounder frogfolk whose speech is loud and 
  grandiloquent, as if extending his sentences specifically 
  for listeners’ enjoyment. The two playwrights each 
  boast about the plays they have written which will 
  be performed the following day, eagerly inviting the 
  characters to watch. They clearly do not get along, 
  though their rivalry does not come to a head until after 
  the feast (see below: Battle of the Bards).
  At the end of the feast, Alkoaxides invites the characters 
  to stay at his home. The building is a finely decorated 
  stone home, with ready supplies of wines if requested.
  AssAssInAtIOn Attempt 
  While the characters sleep, they are attacked by a group 
  of 6 frogfolk assassins (grung elite warriors)—the 
  descendants of the royal family who were deposed due to 
  Callaphe’s actions, who seek revenge.
  A sleeping character with a passive Perception score 
  of 14 or higher is awoken by whispering, someone 
  nearby quietly asking “which one is Callaphe?” and 
  notices black-clad forms in the dark of the space where 
  they are sleeping. Any characters who are awake when 
  the assassins strike notice them if they have a passive 
  Perception of 12 or higher. Characters who are not 
  awake or who do not notice the assassins are surprised. 
  The characters can attempt to explain to the would-be 
  assassins that none of them are actually Callaphe by 
  succeeding on a DC 16 Charisma (Persuasion) check. 
  The assassins flee if half of them are incapacitated. If any 
  are caught, they willingly explain their “rightful” desire 
  for vengeance against Callaphe. Alkoaxides, who arrives 
  with a group of 6 guards (grung elite warriors), is 
  bemused by the attempt and suggests that the characters 
  decide the fate for the assassins, suggesting exile or 
  imprisonment.
  
  In ArIxmethes' ClutChes
  35
  return OF empuseIA 
  In the morning of the day following the feast, Empuseia, 
  from her lair beneath the waves, sees the hull of the 
  characters’ ship, and she too, assumes Callaphe has 
  returned. In her first encounter with Callaphe, she was 
  defeated in single combat by the wily mariner, who 
  struck for Empuseia’s unprotected ankles. To prepare for 
  the day of Callaphe’s return, Empuseia set about crafting 
  mighty armour for her lower legs—the only part of her 
  body within-reach for a Callaphe-sized humanoid.
  When Empuseia surfaces, a frogfolk lookout comes 
  running to warn the characters and Alkoaxides. 
  Alkoaxides immediately begs the characters to help 
  stop Empuseia, explaining her tyrannical tithes before 
  Callaphe defeated her, and that she undoubtedly seeks 
  to return to the old status quo. Alkoaxides promises the 
  characters a reward of restocking their ship with the 
  same fine food they feasted on the previous night. 
  When the characters first see Empuseia, read or 
  paraphrase the following:
  A towering blue-skinned woman gazes smugly down at the 
  cowering frogfolk, clad in ragged armour, and a pair of thick, 
  heavy copper greaves, which clang against the ground as she 
  strides into the agora. When she notices the other humanoids 
  among the frogfolk, her smile turns to confusion for a 
  moment, before she speaks:
  “I came up here to take revenge on Callaphe, to show all these 
  frogs that she can’t keep them safe anymore, and to collect 
  my long-overdue tribute—with interest. But I guess you aren’t 
  Callaphe, so I won’t hurt you—if you don’t get in my way.”
  The Battle with Empuseia
  If the characters try to stop Empuseia, she is more than 
  happy to battle them and try out her copper greaves. 
  Empuseia uses the rules for a storm giant, with the 
  following additional ability:
  Heavy Copper Greaves. When a medium or smaller 
  creature makes a melee weapon attack against 
  Empuseia while standing on the same level as her, it 
  treats her AC as 25 rather than 16.
  Empuseia flees back to the sea if she is reduced to below 
  30 hit points, cursing the characters as she runs. 
  Following the defeat of Empuseia, the frogfolk begin 
  to celebrate with even more energy than the previous 
  night. Alkoaxides suggests that the characters join the 
  islanders in a theater performance tonight, judging the 
  two plays they heard so much about at the feast.
  empuseIA
  
  In ArIxmethes' ClutChes
  36
  bAttle OF the bArds 
  In the early evening, crowds begin to enter the theater of 
  Anuraphanos. The characters are ushered to seats with 
  Alkoaxides, in what was formerly the royal box. Once the 
  characters have settled into their seats, the plays begin. 
  Each play is an hour-long, with an interval between the 
  two. Throughout each play, every one of the frogfolk 
  watch intently.
  Brekipedes - Callaphe 
  Brekipedes’s play paints Callaphe as very much like the 
  mortal frogfolk, rather than a hero of myth. Throughout 
  the play, Callaphe is presented not as the frogfolk’s 
  quick-witted rescuer, but as a fish-out-of-water, alluding 
  to her not understanding a thing about life away from 
  her ship. The actor playing Callaphe regularly points out 
  her wisdom to the audience, when the ideas she shows 
  so much pride in all have come from the frogfolk around 
  her, who have guided the absent-minded hero into 
  solving their problems.
  During the play, Koaxchylus rolls his eyes and sighs 
  loudly, mumbling about disrespectful storytelling with 
  more forced intelligent references and humor than actual 
  substance.
  Koaxchylus - Two Against Anuraphanos
  Koaxchylus’s play does not focus directly on Callaphe, 
  instead; on two frogfolk brothers in the royal family, 
  who argue with each other about the best courses of 
  action whenever Callaphe does anything, coming close 
  to attacking each other. Each time Callaphe acts, such 
  as her defeating Empuseia, the two royal brothers fall 
  back on trying to use the opportunity to gain more power 
  over each other. When Callaphe agrees to help return 
  Empuseia’s taxes to the people of Anuraphanos, the 
  brother’s argument about how to defend their wealth 
  becomes so heated that they attack each other—when 
  Callaphe and the other islanders arrive, the brothers 
  have beaten each other black and blue, leaving them 
  totally unable to keep their ill-gotten gains.
  During the play, Brekipedes occasionally heckles, yelling 
  at the actors to shorten their excessive lines and get to 
  the point.
  The Winning Play
  When the second play finishes, the two playwrights take 
  to the stage and each take a bow, as Alkoaxides leads 
  the characters to the stage. As the characters come from 
  what the frogfolk refer to as “Callaphe’s homeland,” they 
  are invited to judge which play better represents the 
  story of Callaphe on their island. Each of the playwrights 
  is extremely eager to be declared the winner, and if one 
  is declared the winner, the other erupts in an indignant 
  rage, cursing the characters for being uncultured fools 
  who don’t understand good theater.
  The Victor to Meletis
  Having been told of Callaphe’s homeland and its own 
  theatres, the winner asks that, if it’s not too much trouble 
  to the characters, they come with them, aiding on their 
  ship in return for passage to Meletis, where they can 
  share their frogfolk plays with the people of Callaphe’s 
  homeland.
  Having Brekipedes aboard the characters’ ship grants 
  +5 to Intelligence-based rolls during hazard group 
  challenges while sailing, thanks to the playwright’s quick 
  thinking.
  Having Koaxchylus aboard the characters’ ship increases 
  the crew quality by 1 every 7 days, as his plays and poetry 
  lift the crew’s spirits.
  
  In ArIxmethes' ClutChes
  37
  Arixmethes is an enormous kraken who slumbered for 
  ages, causing seafarers to mistake him for an island and 
  construct a city on him. When doubts started to grow 
  about Thassa’s divinity, she woke Arixmethes, drowning 
  the city. Now that Thassa feels secure in her power, 
  Arixmethes slumbers again, opening the city to those 
  who’d raid its remains.
  Very few people on Theros have heard of Arixmethes. 
  Characters who succeed a DC 16 Intelligence (History) 
  check recall hearing tales of Heliod banishing a city 
  called Arixmethes into the sea when its people angered 
  or betrayed him. If they beat the DC by 5 or more, they 
  remember hearing a theory that the city moved out to sea 
  by itself.
  ArIxmethes, slumberIng KrAKen
  The ridges on Arixmethes’ back form a crescent-shaped 
  archipelago. The central island is 2.5 miles long, flanked 
  by two smaller islands on each side, each 1,500 feet 
  long and barren. A tiered city with seven levels, each 
  20 feet higher than the previous, sits centrally on the 
  main island, backed against a “mountain” and opening 
  onto a calm bay. Many buildings are damaged or ruined. 
  Giant barnacles up to ten feet long and coral up to fifty 
  feet tall grow all over the island, including through 
  buildings. Snapped trees litter the island.
  
  In ArIxmethes' ClutChes
  38
  Arrival
  Flagstone streets run past where the wooden pier—
  which is now long destroyed—used to be. Now only 
  stone bollards line an almost rubbery shore. The sea is 
  rougher along the shore than in the bay, like a heaving 
  motion, suggesting ships should be secured with care. 
  Characters must make a Wisdom (Survival) check for 
  each anchor dropped and line tied (Dexterity can be used 
  in place of Wisdom for line-tying). Record the results and 
  see the next section.
  Slumber
  Arixmethes starts with five points of slumber and loses 
  a point when characters perform one of the following 
  actions:
  •  Cast a spell of 5th level or higher that deals thunder 
  damage
  •  Cast a spell of 3rd level or higher that deals area 
  damage and hits Arixmethes (this means the “earth”—
  structures or artificial floors do not count)
  •  Activate triggers labeled in this adventure with 
  “REMOVES SLUMBER”
  Each time Arixmethes loses a point of slumber, it triggers 
  an earthquake spell for one round centered on the 
  character who caused the point to be lost. When three or 
  fewer points remain, characters hear a deep howl from 
  the earth. At one point, the howl deals 1d12 thunder 
  damage to all creatures on the island.
  At zero points, Arixmethes wakes and begins to swim 
  forward 60 feet per round. At initiative count 20 each 
  round, roll a d20, and if the result is higher than the 
  ship-mooring skill checks rolled upon arrival, the lowest-
  skilled mooring snaps. The ship falls behind Arixmethes 
  if all moorings snap. Ten rounds after Arixmethes wakes, 
  it descends below the surface of the water at a rate of 
  30 feet per round.
  Fighting Arixmethes
  Arixmethes is presented as a mythic CR 30 monster later in this 
  volume. For high level parties interested in fighting Arixmethes, 
  use the provided stat block and mechanics when Arixmethes 
  wakes instead of having it sink into the ocean.
  Environmental Hazards
  •  Slimy algae covers the island. Characters who dash 
  must succeed on a DC 15 Dexterity (Acrobatics) 
  check or fall prone at the end of their dash.
  •  Coral and buildings are structures with 60 hit points. 
  When destroyed, creatures within 50 feet must 
  succeed a DC 14 Dexterity saving throw or suffer 
  3d10 bludgeoning damage.
  AtAlAntA
  
  In ArIxmethes' ClutChes
  39
  Challenged by Heroes
  Two rival heroes are on Arixmethes, separately lured by 
  stories of a unique monster and desiring to bring back 
  its hide for their personal glory. They are: steady-handed 
  Atalanta (she/her), a renowned hunter and worshipper of 
  Nylea, who uses the statistics of a blackguard (appendix 
  A), and flame-fated Meleager (he/him), a noted huntsman 
  and prince, who uses the statistics of a polemarch 
  (appendix A). Both are heroes who have defended 
  people from monsters, but they’re competitive and out 
  to establish their legacy. They saw the party arrive and 
  assume they share their motivations. Their ships are 
  docked and concealed at opposite ends of the island.
  Atalanta embodies the qualities Nylea values. She’s bold 
  and brash, and she lives for the hunt.
  Meleager is chivalrous but single-minded when pursuing 
  goals. He’s infatuated with Atalanta but will not let that 
  stop him from winning.
  When characters leave their ship, two arrows from 
  different directions strike near their feet. Atalanta 
  emerges atop a nearby roof while Meleager appears 
  out of an alley. Atalanta cryptically says not to get in her 
  way before racing toward the next level of the city. If the 
  party acts confused, Meleager asks if they know about 
  Arixmethes, sharing the following:
  •  A unique monster unknown to the poleis lives on the 
  palace grounds. Great fame awaits whoever claims 
  its hide, but proceed cautiously—one must know one’s 
  enemy to strike true.
  •  Arixmethes is a slumbering kraken. Tread lightly or 
  everyone loses.
  •  Tritons moved into the city and aren’t hostile. 
  Meleager has paid for all to get free passage.
  •  The city was ruled by a king who hid treasure vaults 
  around the city that could contain clues to defeating 
  the monster. If the party seeks fortune instead of 
  fame, Atalanta and Meleager won’t contest the 
  treasure.
  City Levels
  •  Levels 1–3 were devoted to commerce. Crumbling 
  stone shopfronts open onto flagstone streets covered 
  with seaweed. The wooden interiors resemble 
  driftwood more than carpentry, and skeletons picked 
  clean by fish cower inside. Returned drifters wander 
  these levels, mimicking their old lives, but their flesh 
  is peeling and they wear seaweed instead of robes. 
  They aren’t hostile unless harassed, in which case all 
  Returned within hearing range attack.
     Kraken skin lice (carrion crawlers), sentient fungi 
  (myconids), or giant crabs may wander into these 
  levels from outside the city, but Returned fight them 
  on sight.
  meleAger
  
  In ArIxmethes' ClutChes
  40
  •  Levels 4-6 resemble 1-3 but are residential and 
  protected by walls. Two triton knights guard the 
  gate but allow the party through. Tritons have settled 
  here—many homes are repaired and decorated with 
  seashells. The streets are clean and free of Returned 
  or monsters. Tritons freely speak about Thassa and 
  Arixmethes’ history (see https://magic.wizards.com/
  en/articles/archive/magic-story/drop-drop-2015-05-20 
  for more backstory). They warn against intruding on 
  their queen, who can be fickle and violent. They share 
  “scary” locations which include the vaults—consider 
  adding red herring encounters.
  •  Level 7 served the monarchy. The streets are marble, 
  trimmed with gold, and the buildings are extravagant 
  and relatively intact.
  Investigating Vaults
  the KIng’s ClOthes (CIty level 2)
  Snails congregate around a fancy tailor’s shop. The 
  vault entrance is in the back room, discoverable with 
  a successful DC 16 Intelligence (Investigation) check. 
  It bears the royal insignia of a crown with points that 
  look suspiciously like tentacles. An inscription reads: 
  “As the sky changes color to herald Nyx’s arrival, so 
  shall a king’s garb proclaim his divinity.” The vault 
  opens for characters wearing clothing dyed royal purple 
  (if characters have such garb from previous islands, 
  problem solved!).
  Characters can damage nearby purple coral to obtain 
  pieces for dye making. Destroying coral entirely 
  REMOVES SLUMBER. Making dye requires a 
  successful DC 22 Intelligence (Nature) check. Reduce 
  the DC by 6 if characters have an appropriate toolkit 
  and give advantage to characters proficient in History. 
  Otherwise, the shell of a flail snail (appendix A) on the 
  second story makes the correct dye with no skill check.
  The vault contains fancy clothes worth 2,000 gp, boots of 
  levitation, and a note pinned on a purple cloak reading: 
  “Got here first—Meleager.” Anyone who touches the 
  fancy clothes sees a vision of an aging king berating the 
  tailor that the clothes are unworthy. He shows the tailor a 
  rod of rulership, saying with it he commands the island, 
  suggesting the king knew the island was a kraken and 
  had the hubris to think he controlled it.
  deAdly reFleCtIOn (CIty level 4)
  The second vault is in a plaza under a statue depicting 
  Thassa. The tritons discovered the entrance and placed 
  signs warning that terrible monsters come out when 
  people enter. A narrow spiral staircase descends into a 
  scar on the kraken's back ridge, which forms a rounded 
  cavern 50 feet long, 100 feet wide, and 60 feet tall 
  made of leathery flesh. Three feet of rainwater have 
  accumulated inside and it smells stale and moldy. Spread 
  uniformly along the roof are five kraken barnacles which 
  use the statistics of a cave fisher (appendix A) but with a 
  speed of 0 feet. The barnacles use their Filament ability 
  on anyone in the square directly below them.
  An activated mirror of life trapping lies on the floor 
  in immediate view of anyone entering the cavern. 
  Characters who resist being trapped see and hear the 
  creatures trapped inside.
  trApped CreAtures
  d12
  Creature
  1
  Meleager
  2
  Basilisk
  3
  Medusa
  4
  Giant octopus
  5
  Hunter shark
  6
  A terrified white deer
  7
  Amphisbaena (MOoT, Chapter 6)
  8
  Giant boar
  9
  Catoblepas (appendix A)
  10
  Chuul
  11
  A triton stoneworker (merfolk) trapped when discovering 
  the room
  12
  A triton guard sent to rescue the stoneworker
  When released, unintelligent creatures attack the nearest 
  creature while intelligent ones attack the party or each 
  other. The tritons and deer attempt to flee.
  Trapped characters meet an echo (which uses the 
  statistics of a ghost but with a slightly modified 
  Possession; see below) of the king inside the mirror. He 
  brings together Meleager and trapped player characters 
  to gloat over his new prizes. Defeating the echo smashes 
  the mirror, freeing everyone. The echo prioritizes its 
  modified Possession—possessed characters can repeat 
  their saving throw but are not immune to repossession. 
  The ghost hints at the nature of the palace monster, 
  a froghemoth (appendix A), by describing the player 
  characters' attributes in a negative light compared to his 
  most prized possession.
  The room contains 1,000 gp, a belt of fire giant strength, 
  and dust of dryness in a sealed, waterproof pouch.
  
  In ArIxmethes' ClutChes
  41
  drOwned In lOve (CIty level 6)
  The third vault is in a grove dedicated to Nylea. Most 
  trees are dead, resulting in four insane dryads whose 
  wailing can be heard across a quarter of the city. A dryad 
  priest named Chrysopeleia (uses the statistics of a deva) 
  is bound to a massive—and alive—central tree, which 
  is the vault. Chrysopeleia platonically loves a human 
  priest who drowned when Arixmethes sank. She used 
  raise dead and diamonds from the vault to resurrect him 
  repeatedly while Arixmethes was underwater, hoping to 
  keep his soul from Erebos until Arixmethes resurfaced. 
  After drowning innumerable times, the priest became 
  unwilling to return. Chrysopeleia insists he is merely 
  catatonic, but he is dead and can’t be resurrected. 
  Atalanta is here, disdainful about obsessing over a man.
  Characters can help Chrysopeleia accept the loss by 
  making a successful DC 30 Charisma (Persuasion) 
  check; the DC of this check is reduced by 5 for every 
  empathetic argument made. Thereafter she becomes 
  able to focus on the dryads, whom she may still be able 
  to help, opening the vault in thanks.
  If characters try to break into the vault or all fail 
  their Persuasion checks, she lets out a scream that 
  REMOVES SLUMBER and attacks with the other 
  dryads.
  The vault contains five diamonds worth 500 gp each and 
  a ring of water elemental command.
  The Hunt
  Meleager and Atalanta await outside the palace if the 
  characters saved Meleager and resolved Chrysopeleia, 
  respectively. Meleager guesses their prey is amphibious 
  with tentacles. Atalanta learned from Chrysopeleia that 
  the triton queen intends to sacrifice them all to the beast 
  as tribute to Thassa. They conclude everyone must team 
  up. Whoever strikes the killing blow gets the hide.
  The monster is a froghemoth (appendix A) lurking in 
  what was once the gardens, now a swampy lake 150 feet 
  in diameter and 50 feet deep. There’s a central 50-foot 
  diameter circular landmass surrounded by four smaller 
  25-foot diameter islands. Bridges once connected them 
  but are now collapsed.
  The triton queen (who uses the statistics of a marid) is 
  here, wielding the rod of rulership, accompanied by two 
  water elementals, a triton master of waves and two triton 
  knights. In the water are five water weirds.
  The central island holds a gong anyone can use an action 
  to strike to REMOVE SLUMBER. Every time the queen 
  loses 60 hit points or a character falls to zero hit points, 
  she orders the gong rung. She or her ally closest to the 
  gong attempts to strike it.
  Final Vault
  The final vault is behind golden doors in the palace 
  gardens that open when touched by the rod of rulership. 
  Inside is a periapt of proof against poison, a box of 
  Nolzur’s marvelous pigments, a crystal ball of mind 
  reading, and three bejeweled statues each weighing 
  500 pounds and worth 2,000 gp.
  trItOn Queen
  
  In ArIxmethes' ClutChes
  42
  Koreios is a pilgrimage site devoted to Erebos and 
  Athreos, with a gate to the Underworld. Known for its 
  temples to the aforementioned gods, a house of healing, 
  and a bountiful summer harvest market. In the winter 
  and fall Koreios is nearly unrecognizable, with bare trees 
  and dry, dead ground. Locals mourn year-round, even in 
  prosperity, always mindful of winter’s inevitability.
  KOreIOs, underwOrld's sOng
  A Song Heard Down Below
  Locals whisper of a spirit trapped on the banks of the 
  Tartyx that howls at night like wind through the trees. 
  They say she is searching for her lost love and begs for 
  help, to be freed from her fate. The people of Koreios 
  ignore the spirit, some out of piety and some simply for 
  their safety. She has been relegated to a boogeyman to 
  keep children inside at night; a warning against crossing 
  the gods. 
  A satyr bard who sings of this spirit—his lost love—
  pesters locals and visiting travellers, seeking to free 
  her from death. Characters can help him seek aid from 
  temple acolytes, assuming they survive the associated 
  risks. 
  
  In ArIxmethes' ClutChes
  43
  Locations 
  the dOCKs
  The docks are the second busiest spot on the island 
  after the Market. Merchants, shiphands, travellers and 
  pilgrims all come together at the border between land 
  and sea. Dockhands are happy to chat about the island, 
  but you would be hard pressed to find a pilgrim who is 
  happy to stand around and talk on the docks. 
  There is a small shrine to Thassa and Athreos. The 
  altar is a beautifully carved piece of stonework depicting 
  Thassa, with an awning made from the fabric of sails to 
  protect it from the rain. Carved into the stone reads (in 
  common): “Blessed be those who find their livelihood 
  by the sea; on the shore do we find Thassa and Athreos 
  hand in hand, and in those hands do we find our fate.” 
  Surrounding the altar are offerings made from the wares 
  of the sea. 
  A run-down wooden inn; the Baited Breath, is perpetually 
  waterlogged from being built on the docks, but food and 
  drink are cheap and the fish is fresh. Patrons are mostly 
  sailors, pilgrims and dock workers, unfamiliar with 
  the goings on of the island. Innkeeper Meros (female 
  human commoner, she/her) is jovial, proud of her 
  establishment, and happy to chat. Her partner, Danica 
  (nonbinary human commoner, they/them), works the 
  docks. Meros’ barback Tepis (male triton commoner, he/
  him) is quiet, but can tell characters about the rumored 
  spirit, whom he heard crying when he last passed the 
  temple graveyard.
  KOreIOs mArKet
  Visitors from all over Theros come to purchase 
  fresh produce from the bountiful summer harvest. 
  During winter and fall the market is bare except for 
  the essentials, and prices are high. Items from the 
  Adventuring Gear table in the Player's Handbook can 
  be purchased, with an emphasis on natural materials. 
  Persuasive characters can also buy some thematic 
  uncommon magic items. By making a DC 18 Charisma 
  (Persuasion) check, characters can find a seller willing to 
  part with a gem of seeing. If they roll 20 or higher on this 
  check, the seller also has an oil of etherealness. 
  Characters can gather information about the spirit 
  by talking to the locals. To do this, characters make a 
  Charisma (Persuasion) check (DC 18 for NPC adults, 
  DC 10 for NPC children). The DC is further decreased 
  by two if the characters made purchases from the local 
  market. All locals have an opinion on Philones, usually 
  negative as he is a disturber of the peace (see below).
  In the Markets, characters will find a satyr named 
  Philones (he/him; appendix A) who is playing his 
  lyre and singing of his woes. Philones is middle aged, 
  handsome and youthful. He is eager to tell anyone who 
  might listen his story. When he was young he loved a 
  dryad named Nahia (she/her, neutral good) who died in 
  his arms. His party travelled to the Underworld to rescue 
  her, but he was the only one who survived the journey. 
  He was successful in finding his lost love, but when he 
  and Nahia attempted to cross the river, she let go of his 
  hand at the last moment. He returned to the world of 
  the living without her. He spent years travelling, trying 
  to settle his feelings of betrayal, until he found her spirit 
  on Koreios. He’s been trying to rescue her ever since. 
  Philones is selfish, and doesn’t want Nahia to come back 
  as a Returned. He resists any attempt to convince him to 
  consult Phenax. 
  phIlOnes
  
  In ArIxmethes' ClutChes
  44
  the temple OF erebOs And AthreOs
  Atop the highest hill on Koreios sits the temple of Erebos 
  and Athreos, surrounded by a graveyard. Worshippers 
  meet with acolytes and priests who act as mediators 
  to the gods, funerary planners, wealth executors, and 
  spiritual advisors. Unlike other temples of Erebos, 
  this temple has little focus on wealth. Instead, the 
  practitioners help to bring peace to those who are 
  suffering, and preach a message of finding one’s strength 
  to endure in the face of death. 
  Additionally, the temple grounds are under a powerful 
  and persistent hallow effect (similar to the spell). 
  Followers of Heliod or Phenax and any Returned have 
  disadvantage on all ability checks while within the 
  temple grounds, and followers of Erebos and Athreos in 
  the area have advantage on all ability checks and can’t be 
  frightened.
  If the characters are accompanied by Philones, he 
  decides to wait outside and out of sight while they go in.
  The High Priestess of the temple is a theran medusa 
  named Atrypone (she/her, lawful neutral; appendix 
  A). She wears a decorative clay funeral mask, and her 
  arms are covered in winding gold tattoos, as with all 
  priests of Erebos on Koreios, signifying the inevitable 
  grasp of death. With worshippers, Atrypone is patient 
  and empathetic, though stern; to others, she is severe 
  and righteous. She believes that if Philones is truthful, 
  the punishment was earned trying to rob Erebos. To 
  Atrypone, Philones is a heretical nuisance, and she 
  maintains that he must accept his misfortune.
  desCent IntO the hIll
  The altars are at the bottom of  a narrow staircase, 
  barely wide enough for two medium sized people to pass. 
  Descent is reserved for prayer and giving offerings. The 
  low ceilings and cramped passageway gives way to a 
  spacious hall perpetually lit by enchanted candles. There 
  are two statues surrounded by offerings in either corner 
  of the far wall: Erebos and Athreos. Between the statues, 
  an archway carved into the wall serves as a gateway to 
  the Underworld, though it is impossible to pass through 
  without magical means.
  When the characters arrive, some worshippers are 
  present, silently praying. Halafor (he/him; neutral good 
  minotaur priest of Athreos with the Horns, Goring 
  Rush and Hammering Horns minotaur features) stands 
  nearby. Halafor dedicated himself to Athreos after 
  being resurrected during a battle between followers of 
  Mogis and Iroas, in which Athreos spoke to him and he 
  became enlightened. He is a pacifist who does his best 
  to help balance the natural order, protecting those at 
  the crossroads of life and death. Halafor feels pity for 
  Philones and Nahia, but thinks attempting to fight fate 
  caused their suffering. He can be convinced to help with 
  arguments emphasizing restoring balance, providing a 
  way to balance their debt, or appealing to his own history. 
  Considering the eight exceptions of Athreos could extend 
  this adventure (MOoT, Chapter 2: “Athreos”).
  Halafor needs to speak to both Nahia and Philones to 
  assure that the plea is genuine before agreeing. He can 
  commune with Athreos but not the long dead, so it is 
  up to the characters to find somebody who can speak to 
  Nahia.
  If any of the characters are able to see into the Ethereal Plane, 
  they can see Nahia in the graveyard, wandering among the 
  crumbling statues of the Misera. According to her, she was 
  grabbed and pulled away but Philones never turned to look 
  behind. Nahia cannot be convinced to follow the path of 
  Phenax and cross the river unless the characters are able to 
  provide her with a token.
  AtrypOne
  
  In ArIxmethes' ClutChes
  45
  the heAlIng hOuse 
  The healing house of Koreios is famous for both 
  advanced healing magic and for providing aid to the 
  suffering who would rather die than continue living. The 
  acolytes of the temple provide both services and prices 
  are high, ranging anywhere from a financial cost, to 
  physical pain, or to indentured servitude for an agreed 
  upon period of time. For those who made the journey 
  to Koreios with the intent of cheating death, the price 
  is believed to be worth the reward. Though the acolytes 
  of Pharika cast no judgement on their clients, they 
  know that their home is in part Athreos’ domain, and 
  understand that any relief they provide is temporary.
  The air inside the house is heavy with the smell of 
  incense and herbs. A shrine to Pharika stands are the 
  center, surrounded by tokens of devotion—prayers of 
  those buried nearby who couldn’t afford the healing 
  house’s more direct services.
  Datura (she/they; appendix A) is a medusa acolyte 
  of Pharika and Atrypone’s sister. Formerly devoted to 
  Erebos, she rededicated herself to the god of her youth 
  upon recovery from a deadly illness. Datura is fascinated 
  with the border between life and death, and has been 
  gifted with the ability to commune with the long dead 
  on the river banks. She’s gladly willing to help, but will 
  require payment of equal value. What Datura considers 
  of equal value should be determined by the DM based 
  on what the characters have available to offer, Datura’s 
  interest in the experiment, and weighed against the high 
  risk of angering Erebos and Athreos by returning the 
  dead to life.
  returnIng tO the temple
  The characters must find a way to get Philones past 
  Atrypone. Allow your players to dictate what ability 
  checks they’d like to make to accomplish this, justifying 
  how they use the check if necessary. Regardless of which 
  check is used, the DC is 14 unless any of the characters 
  have alerted Atrypone to their cause, in which case it is 
  18. If the checks fail, Atrypone does not allow the party 
  to enter, Halifor meets them outside, and the quest ends. 
  When Halafor meets the party (either inside or outside 
  the temple, depending on their checks), they are told that 
  they can leave; the priests can entreat Athreos, but the 
  way forward is dangerous for anyone who is not sensitive 
  to the will of the gods. If they inquire about Nahia’s fate, 
  the priests explain they are not capable of reviving her 
  on their own, but they promise to do what they can to 
  put her restless spirit at peace. If the party chooses to 
  leave (or has been barred from the temple by Atrypone), 
  they receive compensation from Halafor in the form of a 
  necklace of prayer beads and a potion of longevity from 
  Philones. 
  dAturA
  If the party stays, the priests ask that they return the next 
  day so that the priests may have time to discuss. The 
  party can stay at the Baited Breath Inn or ask a local for 
  hospitality. At sunrise, Atrypone is not present and the 
  temple is empty.
  
  In ArIxmethes' ClutChes
  46
  dryAd At the gAte
  The next day, the party is met at the temple and led down 
  into the hill. Halafor and Datura believe that the omens 
  are in favor of returning Nahia, unable to pay her own 
  way across, to the world of the living. They must descend 
  into the temple to commune directly with Athreos.
  What if my party wants to visit the Underworld in order to free 
  Nahia?
  A trip to the Underworld is beyond the scope of this adventure, 
  but if that sounds like fun and is within your party’s abilities, 
  feel free to off-book and add another layer to your adventure.
  If the PCs can resurrect Nahia. Halafor opposes Nahia’s 
  resurrection, but Datura supports it. Halafor concedes 
  that if he cannot convince the characters to not attempt 
  the resurrection, he’ll stay with the party to prevent any 
  mischief as an impartial judge. 
  If PCs can’t resurrect Nahia. Halafor and Datura 
  begin a ritual to commune directly with Athreos. Datura 
  changes the ritual at the last moment to resurrect Nahia 
  instead, tricking Halafor into assisting her. 
  The candles flicker, and a chill sinks into your bones. You 
  think you can hear the howl of wind even now, deep below the 
  ground. The air before you twinkles like shattered glass in the 
  sunlight, brighter and brighter. When the magic breaks, you 
  can smell a summer breeze, tree bark, and fresh green grass 
  that grows under the sun. Nahia, fully embodied, collapses. 
  Philones dashes to her side, but the chill is back, and a snap 
  echoes through the hall followed by a howl, and a deep growl. 
  There is a crack in the wall under the archway—no, not a 
  crack in the wall—a crack in the air. It widens, and you can 
  hear sniffing from the other side. A large, heavy paw steps out 
  through the crack and onto the temple floor. Roll for Initiative! 
  Philones and Datura fight alongside the party. Halafor 
  carries Nahia away toward the stairs to protect her. An 
  underworld cerberus and a flitterstep eidolon emerge 
  from the portal at the beginning of the first round, 
  who are joined by an ashen rider at the beginning of 
  the second . For higher level groups, or groups with 
  more than four characters, consider adding Atrypone 
  (appendix A) herself as an opponent. If your party is 
  above 15th level, add a nightmare shepherd instead. 
  If a character dies, the underworld cerberus and eidolon 
  retreat while the ashen rider continues to fight for 
  another round before retreating. The balance has been 
  restored—a life for a life—and they have been called back. 
  If the fight ends with total victory for the party, Halafor 
  begins to draw energy from his holy symbol, preparing a 
  spell. He tells the party to leave while he finishes up here. 
  They should find Danica and Meros at the Baited Breath 
  Inn, who will take them to a boat at the docks with 
  instructions to take the party wherever they wish. 
  Once on a boat leaving Koreios, Nahia and Philones 
  thank the party for their efforts. Philones gifts them his 
  Lyre (a siren song lyre; MOoT, Chapter 5), and from 
  Nahia, three enchanted pomegranate seeds, with the 
  effect of potion of vitality. 
  If the party successfully freed Nahia, they are subject to 
  a curse by Erebos for their defiance, which has the same 
  effects of the bestow curse spell with regards to any 
  spaces dedicated to Erebos. Followers of Erebos across 
  Theros will be aware of them, but not by name, only by 
  deed.
  
  In ArIxmethes' ClutChes
  47
  The isolated Isle of Phaeros is located in the Siren Sea. 
  The island is about 3 miles across—made up of cliffs, 
  a dense forest, and beaches littered with remnants of 
  wrecked ships, and is seemingly inhabited only by the 
  aggressive Phaeros boar. A thick veil of fog shrouds 
  the forest and the waters around the island, making it 
  impossible for anyone to leave.
  Atop the cliffs sit the remains of an abandoned city. It is 
  here that hundreds of Phaeros boar take shelter until 
  nightfall, when they rampage across the island. Rising 
  from the sea is a glittering tower called the Phaeros 
  Beacon—a remnant of the once great city that now lures 
  curious sailors to its shores.
  History
  Phaeros was once a prosperous city of merchants and 
  farmers of all races. The ruler of the island, Serhys, was 
  a powerful warrior and a benevolent ruler. The people 
  of Phaeros lived in peace until Serhys’ prowess caught 
  the attention of Heliod, who made Serhys one of his 
  champions. 
  phAerOs, shunned by the gOds
  Her new found glory brought Phaeros many blessings 
  and many tragedies. Erebos, in his hatred for Heliod, 
  wished to put an end to Heliod’s new champion. Serhys 
  and her lover, Dionnie, defended Phaeros from Erebos’ 
  minions for many years, but when an army of Erebos’ 
  followers laid siege to the island, Serhys knew she could 
  not defend her people alone. She cried out to Heliod 
  for the means to defend her people, but Heliod did not 
  answer. 
  Desperate, Serhys turned to another source of power 
  that rested in the Phaeros Beacon: the spirit of an evil 
  archon, sealed away in a pithos by a powerful magician 
  from another world. Leaving Dionnie to defend the city, 
  Serhys entered the Phaeros Beacon and released the 
  evil archon’s spirit, taking its power for herself. This act 
  drove Serhys mad, causing her to transform her people 
  into the Phaeros Boar, who quickly tore through Erebos’ 
  followers. Disgusted with what Serhys had done, Heliod 
  cursed the island so that no soul could leave its borders, 
  and left them to rot.
  
  In ArIxmethes' ClutChes
  48
  Locations
  the whIte ClIFFs
  White cliffs surround the beach. Rock formations and 
  debris from shipwrecks dot the sands. The beach gives 
  way to a dense forest. Further inland, a gulf hides 
  a small, ruined dock and a path leading up into the 
  abandoned city, which can be spotted with a successful 
  DC 18 Wisdom (Perception) check.
  the FOrest OF bells
  The dense forest which dominates a third of the isle is 
  perpetually covered in fog. The canopy is so thick that, 
  at night, the entire thing is pitch black, while even in 
  daytime, visibility remains low. The forest is filled with 
  a variety of plant life, but little fauna. All throughout, 
  massive spires of rock tower above the canopy, which 
  can be climbed with a DC 16 Strength (Athletics) check. 
  The trees are covered in makeshift chimes, strung 
  meticulously to every branch and bush on the forest floor. 
  Moving through these chimes makes sound that can be 
  heard from up to 60 feet away. Characters can attempt 
  a DC 20 Dexterity (Stealth) check to move through the 
  chimes without making noise, but anyone who uses a 
  dash action automatically fails this check.
  When the party enters the forest for the first time during 
  the day, they are ambushed by a group of Returned 
  soldiers (4 Returned Palamnites and 12 Returned 
  Sentries). The Returned attempt to capture, not kill, 
  the party. If captured, the Returned take the party to the 
  Blackened Sands to speak to Captain Achaed.
  At night the forest is overrun by the Phaeros boar, who 
  cause a great deal of noise from the chimes. Phaeros 
  boar travel in packs of 4–5 (use the statistics of a giant 
  boar). 
  Whether you are using the daytime or nighttime 
  encounter, at the beginning of the third round of 
  combat, Dionnie (human; lawful good; she/her) appears. 
  Dionnie uses the statistics of a polemarch (appendix 
  A), except she wears studded leather armor and wields 
  a bramble net in addition to other equipment, and she 
  has advantage on death saving throws. She immediately 
  entangles an enemy in a bramble net and flees, 
  instructing the party to follow.
  Dionnie takes the party to her camp on top of one of 
  the spires of rock, where she questions them about 
  their motives. If they strike her as noble, Dionnie enlists 
  the party’s help to save Serhys from her madness. She 
  informs them of Serhys’s plight, and that the Phaeros 
  Beacon is the source of the evil corrupting Serhys. If 
  at any point it looks like the party plans to kill Serhys, 
  Dionnie reacts aggressively.
  AChAed
  
  In ArIxmethes' ClutChes
  49
  Other dangers in the forest include poison brambles that 
  cause paralysis for 1 minute (DC 12 Constitution saving 
  throw to resist), mushroom spores that cause sleep 
  (DC 12 Consitution saving throw to resist), and hunting 
  traps that grapple and deal 1d4 piercing damage (DC 14 
  Dexterity saving throw to dodge).
  blACKened sAnds
  On the Northeastern beach, the sands are as black as 
  night. Dead redwood trees jut from the sand, tattered 
  red banners flap in the wind, and charred, half-buried 
  skulls poke out of the ground. A group of red and black 
  tents lurks in the broken hull of a grounded ship. On 
  approaching the camp, the party is met with dozens of 
  Returned soldiers (There are 9 Returned Palamnites 
  and 26 Returned Sentries). The Returned are wary 
  of the party and attempt to capture them on sight. If 
  captured, the party is taken to Achaed (returned, neutral 
  evil, he/him, archmage), who welcomes them and offers 
  food and shelter. He tells the party that he needs their 
  help to kill Serhys and escape the island. If denied, 
  he attempts to kill the party and bring them back as 
  Returned. If the party offers to help Achaed, he tells them 
  they must first recover a powerful weapon that rests in 
  the Phaeros Beacon.
  the CIty OF wAnderers
  Coming out of the southern edge of the forest reveals 
  a manmade road leading up the cliff, through some 
  farmlands and into the city. It is littered with the ancient 
  remains of humanoids. The lower city is crammed with 
  small houses made of clay that are falling to pieces. 
  Houses in the upper part of the city are large, multi-level, 
  open-air houses built around courtyards. The city is the 
  home to the Phaeros boar (giant boar). They attack 
  anything on sight and travel in packs of 4–5.
  At the uppermost part of the city stands the Temple of 
  Heliod. A manmade lake lays before the white marble 
  temple. Intricately carved statues rise from the water, 
  now covered in vines. A dense fog rolls over the area, 
  making visibility low. 
  serhys
  the temple OF helIOd
  The Temple of Heliod, like the rest of the city, is 
  crumbling with age. The temple itself is 90 feet long, 
  60 feet wide, and 40 feet tall. Great marble pillars 
  surround the perimeter. Inside a small antechamber 
  leads to an inner sanctum. In the center of the sanctum 
  is a large stone throne that used to seat a statue of 
  Heliod. This statue has been smashed to pieces, the 
  remains laying at the foot of the throne, along with 
  ancient, scattered offerings. Large chunks of the stone 
  ceiling and fallen columns litter the floor, leaving 
  openings in the ceiling. When the party arrives, Serhys, 
  the Mad Champion (appendix A), is sitting vigilantly on 
  the throne, waiting for the intruders. Six Phaeros boars 
  (giant boar) are scattered throughout the temple. Serhys 
  is immediately aggressive and attacks the party. If the 
  party flees, she chases them to the edge of the city.
  
  In ArIxmethes' ClutChes
  50
  the phAerOs beACOn
  Northwest of the island, the path slopes into an upward 
  climb. The path is covered with loose rocks that tumble 
  down the steep cliff. This is considered difficult terrain 
  and creatures have disadvantage on Dexterity checks 
  and saving throws. Even from far away, the party is able 
  to see the Phaeros Beacon—an ancient structure with a 
  cluster of mirrors placed atop its domed roof, reflecting 
  the sunlight. A giant serpent (purple worm), coiled 
  around the beacon, attacks those who get too close, 
  attempting to knock them off the cliffs.
  The beacon is an open air pavilion made of white stone. 
  A magically-sealed trapdoor can be found on the floor of 
  the pavilion, which can be broken into with dispel magic 
  or knock. Using force (DC 15 Athletics check) activates 
  a chain lightning trap as the spell, cast at 7th-level 
  (Dexterity save DC 20), and breaks the seal. Opening 
  the trapdoor reveals a long spiral staircase leading into 
  the darkness below. The stairs lead below sea level to a 
  large windowed room overlooking the ocean floor, with 
  white arcane symbols dancing along the glass. On the 
  ceiling of this room is a detailed mural depicting a story. 
  Characters can make a DC 20 History check to learn 
  the story of an archon tyrant whose evil was sealed in a 
  pithos by a “bearer of light” from another world.
   In the center of the room lies an overturned pithos. 
  A soft, pulsing light can be seen coming for inside it. 
  Upon inspection of the pithos, an opaque stone shining 
  with a dim light can be found resting at the bottom. This 
  is a magic item called the hero’s spark (appendix B). 
  When the hero’s spark is taken, a dragon turtle shatters 
  through the glass walls, causing seawater to flood into 
  the room, before attacking the party.
  esCApIng the IslAnd
  To escape the Isle of Phaeros, the curse Heliod placed on 
  the island must be lifted by destroying the evil occupying 
  Serhys. The party can either kill Serhys or use the hero’s 
  spark to purge the evil from her and destroy the evil 
  afterward.
  Consequences
  Killing Serhys or sealing away the evil will revert the 
  Phaeros citizens back to normal.
  If the party allied with Achaed and killed Serhys, Achaed 
  and his crew will take over the island and reward the 
  party with an appropriately sized treasure hoard (DMG, 
  Chapter 7, Treasure Hoard: Challenge 11–16).
  If the party freed Serhys from the evil possessing her and 
  both her and Dionnie survive, Serhys grants the party the 
  boon of the lovers (appendix B).
  npCs
  Serhys is a young, nyxborn woman with dark brown 
  skin, curly black hair, black eyes, and delicate features. 
  She was the ruler of the Isle of Phaeros and a champion 
  of Heliod, now gone mad with power.
  Dionnie is a young woman with dark brown skin, curly 
  black hair, black eyes, sharp features, and old scars 
  scattered on her body. Dionnie was the captain of the 
  guard and right-hand woman to Serhys. She is hardened 
  from years of isolation and will do anything to save her 
  beloved Serhys.
  Achaed is the leader of the Returned pirate battalion 
  who were killed by Serhys after attempting to pillage the 
  island. Upon returning from the underworld, Achaed was 
  able to piece fragments of his original burial mask back 
  together, and slowly regain his lost memories. His only 
  desires are to have vengeance on Serhys and take over 
  Phaeros
  Cursed pIthOs
  
  In ArIxmethes' ClutChes
  51
  Pemphobos is an archipelago of tropical islands amidst 
  a bountiful reef that rests at the edge of the world. The 
  sound of water rushing over the edges of Theros can 
  be faintly heard from anywhere on Pemphobos and the 
  visible spray of water off the edge of the world breaks 
  up a clear view of the horizon. Sunsets viewed from 
  Pemphobos are beautiful; the light of the setting sun is 
  refracted through the spray, creating gorgeous prismatic 
  displays through which the starfield of Nyx casts a soft 
  and radiant light. 
  pemphObOs, edge OF the wOrld
  This archipelago is home to a tightly-knit, self-sufficient 
  group of colorful merfolk and shipwrecked sailors. Their 
  culture emphasizes special festivals which celebrate 
  each member of the Theros pantheon. However, dark 
  tidings grow in Pemphobos: their recent dead return 
  in large numbers as Returned—dead humanoids of all 
  sorts who return to life wearing golden funeral masks 
  and bereft of the memories from their previous life. In 
  addition, terrible monsters prowl the archipelago, and 
  the sounds of massive, clinking chains echoes over the 
  edge of the world. Pemphobos is in dire need of heroes 
  to stop the influx of Underworld tides or a terrible titan 
  will be released!
  
  In ArIxmethes' ClutChes
  52
  Citizenry of the Lover
  The citizens of Pemphobos are a mixed bunch, but 
  mostly composed of the ancestral merfolk, shipwrecked 
  sailors, and a quickly growing group of Returned (MOoT, 
  Chapter 3, “The Returned”). The citizenry is ruled by 
  the Speaker of the Coral, a leader who is democratically 
  elected once every year.
  The merfolk of Pemphobos are infamous for their 
  diversity and color. Some merfolk bear long fins from 
  their bodies that move through the water like silk, while 
  others have brightly colored patterns on their skin, fins, 
  and scales. These vibrant patterns cover a range of color: 
  reds, yellows, greens, and blues, and much more! They 
  are the ancestral inhabitants of Pemphobos and tend to 
  be fishermen, merchants, and clergy.
  CAzAlI
  The shipwrecked sailors of Pemphobos come from 
  myriad ancestries (but mostly minotaur, human, and 
  leonin). Many sailors have adapted well to life on 
  Pemphobos, though their wounds, weapons, clothes, or 
  treasure indicate their lost ships and crews. Some have 
  been known to transform their hulking shipwrecks into 
  taverns or warehouses on the outskirts of the Mother, a 
  way of including the old with the new. The sailors tend to 
  be laborers, guards, and pearl divers.
  The Returned of Pemphobos are generally less violent 
  and aggressive than those on the mainlands of Theros, 
  though their lives are still a hollow and often lonesome 
  echo of their previous life. Some dedicate themselves 
  to learning as much as they can about their old lives, 
  while others push forward—discovering a new life for 
  themselves. The Returned tend to be grey merchants 
  (MOoT, Chapter 3, “The Returned”), scribes, guards, or 
  clergy.
  speAKer OF the COrAl
  Cazali Vattir, Shepherd to the Perople, (merfolk oracle, 
  neutral good, he/him)—the current Speaker of the 
  Coral is recognized for the pearlescent sheen of his 
  scales and his beautiful elongated fins, which waver 
  and fan out around him in the air as though he is always 
  underwater. Cazali is a thoughtful man and always offers 
  a comforting word to those who need it. He has become 
  increasingly disturbed by dreams of a dark, bloody tide 
  crashing upon the sands of Pemphobos and the echoing 
  sounds of the chains. When heroes of renown arrive, 
  he requests their aid in discerning the cause of recent 
  changes on the island (see “Underworld Tides” below).
  Locations
  pemphObOs ArChIpelAgO
  The archipelago consists of three islands: Mother, a 
  crescent-shaped isle that encircles the inner two islands; 
  Lover, a heart-shaped island; and Faithful, the largest and 
  most verdant of the three islands. Each island is diverse, 
  with beautiful flora in public gardens and interwoven 
  into the very architecture of its buildings. Much of 
  the architecture is open to the air and warm rains 
  are common and do not disturb the regular activity of 
  Pemphobos. Birds and small mammals dart through the 
  streets and glittering fish flicker through the clear waters 
  that surround the archipelago.
  the mOther
  The Mother is where visiting ships dock, the defense 
  of Pemphobos is centered, and is home to the largest 
  marketplaces and wharfs. Fresh seafood can be bought 
  from carts on the street here, strange merfolk sell 
  magnificent weapons carved of corals and shells, and 
  sailors prepare to set out on fantastical adventures with 
  maps obtained from diving into the shipwrecks.
  
  In ArIxmethes' ClutChes
  53
  the lOver
  The Lover is the most easily defensible island and where 
  most of the residents of Pemphobos live. The bustling 
  folk of Pemphobos sit in open-air verandas to drink 
  herbal teas, discuss philosophy, eat fruits and steaming 
  fish served on wooden platters, and discuss upcoming 
  festivals.
  FAIthFul
  Faithful is the most natural island and its jungles are 
  all but untouched, but for the Sapphire Star, a single 
  pantheistic temple lovingly built from corals, shells, 
  and sandstone bricks. This is the site where the many 
  celebrations of Pemphobos are centered. The clergy 
  here give short sermons and lead visitors and residents 
  alike in prayers to various gods of Theros and often in 
  veneration of multiple gods at once! Great feasts are 
  held at the Sapphire Star when the fishing harvests are 
  particularly good, where all the peoples of Pemphobos 
  join together to enjoy the bounty of the sea.
  Underworld Tides
  bACKgrOund
  When the archons were defeated, Nymeron, the Archon 
  of Dead Stars, retreated bitterly into the Underworld to 
  lick her wounds and plan her revenge. She has spent that 
  time relentlessly and quietly weakening the boundary 
  between the Underworld and the mortal world. Her 
  work is finally beginning to bear fruit: creatures from the 
  Underworld have begun to fly, crawl, and swim over the 
  edge of the world. If Nymeron’s work is not stopped, she 
  will release Uro, the Titan of Nature’s Wrath, upon the 
  mortal world to wreak havoc on mortals and gods alike.
  While en route to Pemphobos, characters with strong 
  connections to Erebos, Keranos, or Thassa have 
  visions of an ashen archon striking the chains binding a 
  tremendous being of great ferocity. When the characters 
  arrive in Pemphobos, the Returned have been coming 
  back for several years. In the recent months, the corpses 
  of strange monsters have washed up ashore and hosts 
  of horrible fiends and undead have begun to arrive on 
  Pemphobos and slaughter its citizens. Lately, these 
  creatures have been stronger and take far more lives 
  before they can be put down. The glowing and jovial 
  civilization is now awash in terror. Soon after the arrival 
  of the characters, an abhorrent overlord swoops out of 
  the sky into the city nearby with 2 winged underworld 
  cerberus (with 60 foot fly speed) and a phalanx of 10 
  Underworld shadows (without sunlight weakness; see 
  the Monster Manual) and begins to kill citizens and 
  destroy buildings. If the characters put a stop to the 
  destruction, Cazali introduces himself to the characters 
  and requests their aid in repairing the torn veil between 
  the mortal realm and the Underworld. Otherwise, 
  dozens die until Cazali and a phalanx of merfolk guards 
  are finally able to damage the monsters enough to get 
  them to fly away.
  Due to his recent visions, Cazali believes that in order 
  to repair the veil a team of powerful heroes must sail 
  off the edge of the world into the deepest level of the 
  Underworld. Once they have entered this domain, they 
  must stop an ancient and powerful archon from releasing 
  a terrible force of primordial chaos: the titan Uro.
  the edge OF the wOrld
  The edge of the world is another 20 miles from 
  Pemphobos. While some characters may do as 
  Cazali suggests and sail their ship over the edge, 
  many high level characters have access to a number 
  of extraordinary powers, abilities, and spells which 
  may allow them to find another way. Be flexible and 
  encouraging when your players try to brainstorm creative 
  and interesting ways to make this journey.
  Sailing off the edge of the world is no small feat of 
  courage. As the characters’ ship approach the edge, 
  describe the misty spray and the thundering falls. The 
  ship is sucked into the current and picks up speed. When 
  the vessel reaches the world’s end, it makes a dramatic 
  dip at the precipice, giving all those onboard a view of the 
  broad, twisting darkness that obfuscates what unknown 
  waters lie below the horizon. In this heart-stopping 
  moment before the plunge, ask for a cinematic snapshot 
  of each character. What is each character doing at that 
  moment? How do they feel?
  Hopefully the characters have taken some sort of 
  precaution to protect their ship from the 1000 foot drop 
  through whorling darkness filled with lost and howling 
  spirits. If no appropriate precautions were taken, the 
  ship takes 350 (100d6) bludgeoning damage when it 
  slams into the bleak waters of the Underworld below. 
  Appropriate precautions, such as modifications to the 
  sails to increase horizontal drag, could reduce this 
  damage to 175 (50d6) or to 0 if the ship is fully protected 
  from such as fall, by appropriate magic such as feather 
  fall cast at 6th level or higher. When a ship takes any 
  damage from this colossal fall, the characters aboard 
  must succeed on a DC 24 Strength saving throw or take 
  bludgeoning damage equal to that taken by the ship and 
  falling off the ship into the surrounding Underworld 
  waters, which are infested with 2d6 devourers of 
  memory (use chuul statistics; see Monster Manual), on a 
  failed save or half as much damage on a successful one. 
  However, the drop off the edge of the world resolves. 
  When the characters have reached these dreary 
  Underworld waters and take in their surroundings read 
  or paraphrase the following (next page):
  
  In ArIxmethes' ClutChes
  54
  Across the dark water before you lies a dark reflection of 
  Pemphobos: an island of sargassum, piled high with stinking 
  heaps of seaweed. Ruined marble columns pierce through the 
  island like broken bones. Chains of unthinkable size clink and 
  dangle from the oppressive gloom to hang above the island, 
  echoing across the water. At the apex of the island, pulses of 
  pale light flicker, faintly illuminating a vast body bound in the 
  gargantuan chains. High above the island, a colossal visage 
  drifts in and out of shadow: a titanic face contorted in rage 
  and pain.
  sArgAssum shOres
  In order to reach Nymeron, the characters must 
  traverse the dark waters of the Underworld, fraught 
  with devourers of memory, to the unknown shores of the 
  sargassum island. The land of the sargassum island is 
  difficult terrain and crawling with countless flitterstep 
  eidolons, remnants of the Returned that went home 
  to Pemphobos. In addition, a typhon loyal to Nymeron 
  patrols the island to protect her, as she has promised to 
  release it upon the mortal world once Uro has been freed.
  prIsOn OF nAture’s wrAth
  At the apex of the sargassum island, Nymeron stands 
  beside her mount Endryxes (theran chimera, lawful evil, 
  he/him), using her ashen blade and bolt of ash to slowly 
  destroy the chains binding Uro, Titan of Nature’s Wrath. 
  If she is interrupted in her task, she flies into a fury and 
  fights to the death. If Nymeron is killed, Uro remains 
  imprisoned and its chains slowly repair themselves 
  over the next 1d6 days. Additionally, the veil between 
  the Material Plane and the Underworld is restored. 
  Character’s piety score with Klothys increases by 2 (or 
  more, at the DMs discretion) for carrying on her duty of 
  keeping the Titans imprisoned. Nymeron is an ashen 
  rider with the following changes:
  •  Her Wisdom modifier is added to her AC, increasing 
  it to 23.
  •  She has 450 hit points.
  •  She gains resistance to poison damage.
  •  She gains immunity to necrotic damage and radiant 
  damage.
  •  The DC for her Aura of Silence and Reduce to Ash 
  legendary action is increased to 23.
  •  The DC for her Innate Spellcasting is increased to 23.
  Lair Actions. On initiative count 20 (losing initiative 
  ties), Nymeron can take a lair action to cause one of 
  the following effects. She can’t use the same effect two 
  rounds in a row:
  •  Nymeron cries out for Uro’s assistance and one of its 
  colossal, seaweed-encrusted fists slams down in a 
  cylinder with a radius of 10 feet and 60 feet high. Every 
  creature in that area must make a DC 24 Strength 
  saving throw or take 42 (4d20) bludgeoning damage 
  and be knocked prone to the ground on a failed save, 
  or half as much damage on a successful one.
  •  Nymeron raises her ashen hand and a pallid radiance 
  washes over her and Endryxes, as long as he is on the 
  same plane of existence as her. They both regain 50 
  hit points.
  •  Nymeron raises her voice in a terrible cry of wounded 
  pride, which Endryxes echoes with an anguished 
  roar. 1d4 + 1 woe striders crawl out of the sargassum 
  anywhere Nymeron chooses within her lair, with their 
  mouths open and pointed in a direction Nymeron 
  chooses (see the woe strider’s Antimagic Cone). The 
  woe striders obey Nymeron’s telepathic commands 
  and act on their own initiative.
  nymerOn
  
  In ArIxmethes' ClutChes
  55
  All creatures that can feature on the islands in this volume, as well as the sources for their rules are shown in the 
  Odyssey Anthology Volume III NPCs and Monsters table below. Creatures marked with an OAII have rules included 
  in this appendix, below the table. Other sources that feature in this list are the Monster Manual (MM), and Mythic 
  Odysseys of Theros (MOoT).
  AppendIx A: npCs And mOnsters
  NPC/Monster
  Source
  Abhorrent Overlord
  MOoT
  Akroan Hoplite
  MOoT
  Amphisbaena
  MOoT
  Antropoph
  OAIII
  Archer
  OAIII
  Archmage
  MM
  Arixmethes
  OAIII
  Ashen Rider
  MOoT
  Atrypone
  OAIII
  Bandit
  MM
  Bandit Captain
  MM
  Basilisk
  MM
  Blackguard
  OAIII
  Blood-toll Harpy
  MOoT
  Bronze Sable
  MOoT
  Burnished Hart
  MOoT
  Carrion Crawler
  MM
  Catoblepas
  OAIII
  Cave Fisher
  OAIII
  Chuul
  MM
  Commoner
  MM
  Cow
  OAIII
  Crab Swarm
  OAIII
  Datura
  OAIII
  Deer
  MM
  Deva
  MM
  Dolphin
  OAIII
  Dragon Turtle
  MM
  Dryad
  MM
  Dukas
  OAIII
  Flail Snail
  OAIII
  Flitterstep Eidolon
  MOoT
  Froghemoth
  OAIII
  Gale Spirit
  OAIII
  Ghost
  MM
  Giant Boar
  MM
  Giant Crab
  MM
  Giant Goat
  MM
  Giant Octopus
  MM
  Giant Rat
  MM
  Giant Sea Eel
  OAIII
  Giant Seahorse
  MM
  Giant Shark
  MM
  Grung
  OAIII
  Grung Elite Warrior
  OAIII
  NPC/Monster
  Source
  Grung Playwright
  OAIII
  Guard
  MM
  Harpy
  MM
  Hippocamp
  MOoT
  Horror of Kru’vouras
  OAIII
  Hunter Shark
  MM
  Killer Whale
  MM
  Knight
  MM
  Marid
  MM
  Meletian Hoplite
  MOoT
  Merfolk
  MM
  Minotaur
  MM
  Monodrone
  MM
  Myconid
  MM
  Naiad
  MOoT
  Nightmare Shepard
  MOoT
  Noble
  MM
  Oracle
  MOoT
  Philones
  OAIII
  Phylaskia
  MOoT
  Polemarch
  OAIII
  Priest
  MM
  Purple Worm
  MM
  Raven Swarm
  MM
  Reef shark
  MM
  Returned Drifter
  MOoT
  Returned Palamnites
  MOoT
  Returned Sentries
  MOoT
  Returned Sentry
  MOoT
  Scout
  MM
  Sehrys, the Mad Champion
  OAIII
  Shadow
  MM
  Storm Giant
  MM
  Swashbuckler
  OAIII
  Theran Chimera
  MOoT
  Theran Kraken
  OAIII
  Theran Medusa
  MOoT
  Triton Master of Waves
  MOoT
  Triton Shorestalker
  MOoT
  Underworld Cerberus
  MOoT
  Veteran
  MM
  Water Elemental
  MM
  Water Weird
  MM
  Woe Strider
  MOoT
  Odyssey AnthOlOgy vOlume III npCs And mOnsters
  
  In ArIxmethes' ClutChes
  56
  anTropoph (people eaTer)
  Large monstrosity, unaligned
  Armor Class 17 (natural armor)
  Hit Points 52 (5d10 + 25)
  Speed 35 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  14 (+2)
  20 (+5)
  6 (–2)
  8 (–1)
  5 (–3)
  Saving Throws Dex +6, Con +9
  Condition Immunities frightened
  Senses passive Perception 9
  Languages understands the languages it knew in its pre-
  monstrous life, but can’t speak
  Challenge 2 (450 XP)
  Gullible. The antropoph has disadvantage on Wisdom (Insight) 
  checks made to oppose Charisma (Deception) checks and on 
  checks to determine if illusions are real.
  Actions
  Multiattack. The antropoph makes two bash and grab attacks. If 
  both hit the same target, it can then make a swallow attack against 
  that target.
  Bash and Grab. Melee Weapon Attack: +7 to hit, reach 5 ft., 
  one target. Hit: 12 (2d6 + 5) bludgeoning damage.
  Swallow. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 12 (2d6 + 5) piercing damage, and the target is swallowed if 
  it is a Medium or smaller creature. A swallowed creature is blinded 
  and restrained, it has total cover against attacks and other effects 
  outside the antropoph, and it takes 10 (3d6) acid damage at the 
  start of each of the antropoph’s turns.
  The antropoph can only have one target swallowed at a time. If 
  the antropoph takes 15 damage or more on a single turn from 
  a creature inside it, the antropoph must succeed on a DC 20 
  Constitution saving throw at the end of that turn or regurgitate 
  the swallowed creature, which falls prone in a space within 10 feet 
  of the antropoph. If the antropoph dies, a swallowed creature is 
  no longer restrained by it and can escape from the corpse using 
  5 feet of movement, exiting prone.Dexterity saving throw, taking 
  27 (6d8) piercing damage on a failed save, or half as much on a 
  successful one.
  archer
  Medium humanoid (any race), any alignment
  Armor Class 16 (studded leather)
  Hit Points 75 (10d8 + 30)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0)
  18 (+4)
  16 (+3)
  11 (+0)
  13 (+1)
  10 (+0)
  Skills Acrobatics +6, Perception +5
  Senses passive Perception 15
  Languages any one language (usually Common)
  Challenge 3 (700 XP)
  Archer’s Eye (3/Day). As a bonus action, the archer can add 1d10 
  to its next attack or damage roll with a longbow or shortbow.
  Actions
  Multiattack. The archer makes two attacks with its longbow.
  Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 7 (1d6 + 4) piercing damage.
  Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., 
  one target. Hit: 8 (1d8 + 4) piercing damage.
  AntrpOph
  
  In ArIxmethes' ClutChes
  57
  aTrypone
  Medium monstrosity, lawful neutral
  Armor Class 15 (natural armor)
  Hit Points 127 (17d8 + 51)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  14 (+2)
  16 (+3)
  16 (+3)
  20 (+5)
  16 (+3)
  Saving Throws Int +9, Wis +6
  Skills Arcana +11, History +11, Insight +9, Religion +11
  Damage Resistances necrotic
  Senses darkvision 60ft., passive Perception 15
  Languages Common
  Challenge 11 (7,200 XP)
  Magic Resistance. Atrypone has advantage on saving throws 
  against spells and other magical effects.
  Petrifying Gaze. When a creature that can see Atyrpone's eyes 
  starts its turn within 30 feet of Atrypone, Atrypone can force 
  it to make a DC 15 Constitution saving throw if Atrypone isn't 
  incapacitated and can see the creature. If the saving throw fails by 
  5 or more, the creature is instantly petrified. Otherwise, a creature 
  that fails the save begins to turn to stone and is restrained. The 
  restrained creature must repeat the saving throw at the end of its 
  next turn, becoming petrified on a failure or ending the effect on 
  a success. The petrification lasts until the creature is freed by the 
  greater restoration spell or similar other magic.
  Unless surprised, a creature can avert its eyes to avoid the saving 
  throw at the start of its turn. If the creature does so, it can't see 
  Atrypone until the start of its next turn, when it can avert its eyes 
  again. If the creature looks at Atrypone in the meantime, it must 
  immediately make the save.
  If Atrypone sees herself reflected on a polished surface within 
  30 feet of her and in an area of bright light, Atrypone is, due to 
  her curse, affected by her own gaze.
  Spellcasting. Atrypone is a 15th-level spellcaster. Her spellcasting 
  ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). 
  Atrypone can cast disguise self and invisibility at will and has the 
  following Cleric spells prepared:
  Cantrips (at will): guidance, light, mending, sacred flame, spare the 
  dying, toll the dead
  1st level (4 slots): bane, cure wounds, false life, guiding bolt,
  inflict wounds, protection from evil and good
  2nd level (3 slots): augury, gentle repose, hold person,
  lesser restoration, prayer of healing, ray of enfeeblement
  3rd level (3 slots): bestow curse, dispel magic, revivify,
  speak with dead, vampiric touch
  4th level (3 slots): banishment, blight, death ward, divination,
  guardian of faith
  5th level (2 slots): antilife shell, commune, geas, scrying,
  raise dead
  6th level (1 slot): harm
  7th level (1 slot): divine word
  8th level (1 slot): holy aura
  Actions
  Multiattack. Atrypone makes three attacks: one with her dagger, 
  one with her snake hair and one with her constrict. 
  Constrict. Melee Weapon Attack: +6 to hit, reach 10 ft., one 
  target. Hit: 6 (2d6 - 1) bludgeoning damage, and the target is 
  grappled (escape DC 11) if it is a Large or smaller creature. Until 
  this grapple ends, the target is restrained, and Atrypone can’t 
  constrict another target.
  Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage
  Snake Hair. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  creature. Hit: 4 (1d4 + 2) piercing damage plus 14 (4d6) poison 
  damage.
  Path to the Grave (2/day). Atrypone chooses one creature she can 
  see within 30 feet of her, which becomes cursed until the end of 
  her next turn. The next time Atrypone or one of her allies hits the 
  target with an attack, the creature has vulnerability to all of that 
  attack’s damage, and then the curse ends.
  AtrypOne
  
  In ArIxmethes' ClutChes
  58
  BlacKguard
  Medium humanoid (any race), any non-good alignment
  Armor Class 18 (plate)
  Hit Points 153 (18d8 + 72)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  11 (+0)
  18 (+4)
  11 (+0)
  14 (+2)
  15 (+2)
  Saving Throwslls Wis +5, Cha+5
  Skills Athletics +7, Deception +5, Intimidation +5
  Senses passive Perception 12
  Languages any one language (usually Common)
  Challenge 8 (3,900 XP)
  Spellcasting. The blackguard is a 10th-level spellcaster Its 
  spellcasting ability is Charisma (spell save DC 13, +5 to hit with 
  spell attacks). It has the following paladin spells prepared:
  1st level (4 slots): command, protection from evil and good,
  thunderous smite
  2nd level (3 slots): branding smite, find steed
  2rd level (2 slots): blinding smite, dispel magic
  Actions
  Multiattack. The blackguard makes three attacks with its glaive or 
  its shortbow.
  Glaive. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. 
  Hit: 9 (1d10 + 4) slashing damage.
  Shortbow. Ranged Weapon Attack: +3 to hit, range 80/320 ft., 
  one target. Hit: 5 (1d6 + 2) piercing damage.
  Dreadful Aspect (Recharges after a Short or Long Rest). The 
  blackguard exudes magical menace. Each enemy within 30 feet of 
  the blackguard must succeed on a DC 13 Wisdom saving throw 
  or be frightened for 1 minute. If a frightened target ends its turn 
  more than 30 feet away from the blackguard, the target can repeat 
  the saving throw, ending the effect on itself on a success.
  caToBlepas
  Large monstrosity, unaligned
  Armor Class 14 (natural armor)
  Hit Points 84 (8d10 + 40)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4)
  12 (+1)
  21 (+5)
  3 (–4)
  14 (+2)
  8 (–1)
  Senses darkvision 60ft., passive Perception 12
  Languages –
  Challenge 5 (1,800 XP)
  Keen Smell. The catoblepas has advantage on Wisdom 
  (Perception) checks that rely on smell.
  Stench. Any creature other than a catoblepas that starts its turn 
  within 10 feet of the catoblepas must succeed on a DC 16 
  Constitution saving throw or be poisoned until the start of the 
  creature’s next turn. On a successful saving throw, the creature is 
  immune to the stench of the catoblepas for 1 hour.
  Actions
  Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. 
  Hit: 21 (5d6 + 4) bludgeoning damage, and the target must 
  succeed on a DC 16 constitution saving throw or be stunned 
  until the start of the catoblepas’s next turn.
  Death Ray (Recharge 5-6). The catoblepas targets a creature that 
  it can see within 30 feet of it. The target must make a DC 16 
  Constitution saving throw, taking 36 (8d8) necrotic damage on 
  a failed save, or half as much on a successful one. If the saving 
  throw fails by 5 or more, the target instead takes 64 necrotic 
  damage. The target dies if reduced to 0 hit points by this ray.
  CAtOblepAs
  
  In ArIxmethes' ClutChes
  59
  cave Fisher
  Medium monstrosity, unaligned
  Armor Class 16 (natural armor)
  Hit Points 58 (9d8 + 18)
  Speed 20 ft., climb 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+4)
  13 (+1)
  14 (+2)
  3 (–4)
  10 (+0)
  3 (–4)
  Senses blindsight 20ft., passive Perception 12
  Languages –
  Challenge 3 (700 XP)
  Adhesive Filament. The cave fisher can use its action to extend a 
  sticky filament up to 60 feet and the filament adheres to anything 
  that touches it. A creature adhered to the filament is grappled by 
  the cave fisher (escape DC 13), and ability checks made to escape 
  this grappled have disadvantage. The filament can be attacked 
  (AC 15; 5 hit points; immunity to poison and psychic damage), 
  but a weapon that fails to sever it becomes stuck to it, requiring 
  an action and a successful DC 13 Strength check to pull it free. 
  Destroying the filament deals no damage to the cave fisher, which 
  can extrude another filament on its next turn.
  Flammable Blood. If the cave fisher drops to half its hit points or 
  fewer, it gains vulnerability to fire damage.
  Spider Climb. The cave fisher can climb difficult surfaces including 
  upside down on ceilings, without needing to make an ability 
  check.
  Actions
  Multiattack. The cave fisher makes two attacks with its claws.
  Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 10 (2d6 + 3) slashing damage.
  Filament. One creature grappled by the cave fisher’s adhesive 
  filament must succeed on a DC 13 Strength saving throw, 
  provided the target weighs 200 pounds or less. On a failure, the 
  target is pulled into an unoccupied space within 5 feet of the 
  cave fisher, and the cave fisher makes a claw attack against it as a 
  bonus action. Reeling up the target releases anyone else who was 
  attached to the filament. Until the grapple ends on the target, the 
  cave fisher can’t extrude another filament.
  cow
  Large beast, unaligned
  Armor Class 14 (natural armor)
  Hit Points 84 (8d10 + 40)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  10 (+0)
  14 (+2)
  2 (–4)
  10 (+0)
  4 (–3)
  Senses passive Perception 10
  Languages –
  Challenge 1/4 (50 XP)
  Charge. If the cow moves at least 20 feet straight toward a target 
  and then hits it with a gore attack on the same turn, the target 
  takes an extra 7 (2d6) piercing damage.
  Actions
  Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 7 (1d6 + 4) piercing damage.
  craB swarm
  Medium swarm of Tiny beasts, unaligned
  Armor Class 14 (natural armor)
  Hit Points 22 (5d8)
  Speed 20 ft., swim 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  3 (–4)
  13 (+1)
  10 (+0)
  1 (–5)
  7 (–2)
  1 (–5)
  Damage Resistances bludgeoning, piercing, slashing
  Condition Immunities charmed, frightened, grappled, paralyzed, 
  petrified, prone, restrained, stunned
  Senses blindsight 10 ft., passive Perception 8
  Languages –
  Challenge 1/2 (100 XP)
  Amphibious. The crabs can breathe air and water.
  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 insect. The swarm can't regain hit points or gain 
  temporary hit points.
  Actions
  Claw. Melee Weapon Attacks: +3 to hit, reach 0 ft., one target in 
  the swarm's space. Hit: 10 (4d4) bludgeoning damage, or 5 (2d4) 
  bludgeoning damage if the swarm has half of its hit points or 
  fewer.
  
  In ArIxmethes' ClutChes
  60
  daTura
  Medium monstrosity, chaotic neutral
  Armor Class 15 (natural armor)
  Hit Points 127 (17d8 + 51)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  9 (–1)
  14 (+2)
  16 (+3)
  17 (+3)
  13 (+1)
  9 (–1)
  Saving Throws Int +6, Wis +5
  Skills Arcana +7, Deception +3, Insight +5, Religion +7
  Damage Resistances necrotic
  Senses darkvision 60ft., passive Perception 11
  Languages Common
  Challenge 9 (5,000 XP)
  Petrifying Gaze. When a creature that can see Datura's eyes starts 
  its turn within 30 feet of Datura, Datura can force it to make a 
  DC 14 Constitution saving throw if Datura isn't incapacitated 
  and can see the creature. If the saving throw fails by 5 or more, 
  the creature is instantly petrified. Otherwise, a creature that fails 
  the save begins to turn to stone and is restrained. The restrained 
  creature must repeat the saving throw at the end of its next turn, 
  becoming petrified on a failure or ending the effect on a success. 
  The petrification lasts until the creature is freed by the greater 
  restoration spell or other magic.
  Unless surprised, a creature can avert its eyes to avoid the saving 
  throw at the start of its turn. If the creature does so, it can't see 
  Datura until the start of its next turn, when it can avert its eyes 
  again. If the creature looks at Datura in the meantime, it must 
  immediately make the save.
  If Datura sees themself reflected on a polished surface within 30 
  feet of them and in an area of bright light, Datura is, due to their 
  curse, affected by their own gaze.
  Spellcasting. Datura is a 12th-level spellcaster. Their spellcasting 
  ability is Intelligence (spell save DC 15, +7 to hit with spell 
  attacks). Datura has the following wizard spells prepared:
  Cantrips (at will): chill touch, dancing lights, mage hand, mending
  1st level (4 slots): false life, mage armor, ray of sickness
  2nd level (3 slots): blindness/deafness, ray of enfeeblement, web
  3rd level (3 slots): animate dead, bestow curse, vampiric touch
  4th level (3 slots): blight, dimension door, stoneskin
  5th level (2 slots): Bigby's hand, cloudkill
  6th level (1 slot): circle of death
  Actions
  Multiattack. Datura makes two attacks: one with their snake hair 
  and one with their constrict. 
  Constrict. Melee Weapon Attack: +6 to hit, reach 10 ft., one 
  target. Hit: 6 (2d6 - 1) bludgeoning damage, and the target 
  is grappled (escape DC 11) if it is a Large or smaller creature. 
  Until this grapple ends, the target is restrained, and Datura can’t 
  constrict another target.
  Snake Hair. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  creature. Hit: 4 (1d4 + 2) piercing damage plus 14 (4d6) poison 
  damage.
  dolphin
  Medium beast, unaligned
  Armor Class 12 (natural armor)
  Hit Points 11 (2d8 + 2)
  Speed 0 ft., swim 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  13 (+1)
  13 (+1)
  6 (–2)
  12 (+1)
  7 (–2)
  Skills Perception +3
  Perception +3Senses darkvision 60ft., passive Perception 13
  Languages –
  Challenge 1/8 (25 XP)
  Charge. If the dolphin moves at least 30 feet straight toward a 
  target and then hits it with a slam attack on the same turn, the 
  target takes an extra 3 (1d6) bludgeoning damage.
  Hold Breath. The dolphin can hold its breath for 20 minutes.
  Actions
  Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 5 (1d6 + 2) bludgeoning damage.
  dAturA
  
  In ArIxmethes' ClutChes
  61
  duKas The maKer
  Medium humanoid (human), chaotic evil
  Armor Class 16 (with mage armor), 13 (without mage armor)
  Hit Points 105 (14d8 + 45)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1)
  12 (+1)
  16 (+3)
  16 (+3)
  8 (–1)
  16 (+3)
  Saving Throws Cha +8, Wis +4
  Skills Arcana +8, Intimidation +8, Medicine +4, Performance +8, 
  Religion +11
  Damage Resistances force, psychic
  Damage Immunities lightning, thunder, magic missile spell
  Senses darkvision 120ft., passive Perception 9
  Languages Common, telepathy 60 ft.
  Challenge 11 (7,200 XP)
  Innate Spellcasting. Dukas’ innate spellcasting ability is Charisma. 
  He can innately cast the following spells, requiring no material 
  components:
  At will: detect magic, mage armor (self only)*,
  speak with animals, water breathing
  1/day each: crown of stars, mass suggestion
  *Dukas casts this spell on himself before combat.
  Legendary Resistance (3/day). If Dukas fails a saving throw, he can 
  choose to succeed instead.
  Special Equipment. Dukas wears bracers of defense, increasing his 
  AC by +2, and a brooch of shielding, granting him resistance to 
  force damage and the magic missile spell (already included above). 
  He is armed with a wand of lightning bolts.
  The wand of lightning bolts has 7 charges. While holding it, 
  Dukas can use an action to expend 1 or more charges to cast 
  the lightning bolt spell (save DC 15) from it. For 1 charge, Dukas 
  can cast the 3rd level version of the spell. He can increase the 
  spell slot level by one for each additional charge he expends. The 
  wand regains 1d6+1 charges daily at dawn. If the last charge is 
  expended, roll a d20. On a 1, the wand crumbles to ashes and is 
  destroyed.
  Spellcasting. Dukas is a 14th-level spellcaster. His spellcasting 
  ability is Charisma (spell save DC 16, +8 to hit with spell attacks). 
  He regains his expended spell slots when he finishes a short or 
  long rest. He knows the following warlock spells:
  Cantrips (at will): frostbite (3d6 cold damage), mage hand,
  message, minor illusion, shocking grasp (3d8 lightning damage),
  thaumaturgy, thunderclap (3d6 thunder damage)
  1st-5th level (3 5th-level slots): cause fear, charm monster,
  charm person, compulsion, counterspell, darkness, 
  dissonant whispers, fly, hex, sending, thunder step, witch bolt
  Actions
  Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage.
  LegendAry Actions
  Dukas can take 3 legendary actions, choosing from the options 
  below. Only one legendary action option can be used at a time 
  and only at the end of another creature's turn. Dukas regains spent 
  legendary actions at the start of his turn.
  Cantrip. Dukas can cast one of his Cantrips.
  Disengaging Movement (Costs 2 Actions). Dukas takes the 
  disengage action and moves up to half his speed.
  Attrakt Wrath (Costs 3 Actions). Dukas uses the Attraktor to draw 
  lightning to the tower. All creatures other than Dukas within 30 
  feet of the Attraktor must make a DC 15 Dexterity saving throw, 
  taking 22 (4d10) lightning damage on a failed save, or half as 
  much on a successful save, and Dukas regains 22 hit points.
  duKAs
  
  In ArIxmethes' ClutChes
  62
  Flail snail
  Large elemental, unaligned
  Armor Class 16 (natural armor)
  Hit Points 52 (5d10 + 25)
  Speed 10 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3)
  5 (–3)
  20 (+5)
  3 (–4)
  10 (+0)
  5 (–3)
  Damage Immunities fire, poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 10
  Languages –
  Challenge 3 (700 XP)
  Antimagic Shell. The snail has advantage on saving throws against 
  spells, and any creature making a spell attack against the snail has 
  disadvantage on the attack roll. If the snail succeeds on its saving 
  throw against a spell or a spell attack misses it, an additional effect 
  might occur, as determined by rolling a d6:
  1-2. If the spell affects an area or has multiple targets, it fails 
  and has no effect. If the spell targets only the snail, it has no effect 
  on the snail and is reflected back at the caster, using the spell slot 
  level, spell save DC, attack bonus, and spellcasting ability of the 
  caster.
  3-4. No additional effect.
  5-6. The snail’s shell converts some of the spell’s energy into a 
  burst of destructive force. Each creature within 30 feet of the snail 
  must make a DC 15 Constitution saving throw, taking 1d6 force 
  damage per level of the spell on a failed save, or half as much 
  damage on a successful one.
  Flail Tentacles. The flail snail has five flail tentacles. Whenever 
  the snail takes 10 or more damage on a single turn, one of its 
  tentacles dies. If even one tentacle remains, the snail regrows 
  all dead ones within 1d4 days. If all the tentacles die, the snail 
  retracts into its shell, gaining total cover, and it begins wailing, a 
  sound that can be heard for 600 feet, stopping only when it dies 
  5d6 minutes later. Healing magic that restores limbs, such as the 
  regenerate spell, can halt this dying process.
  Actions
  Multiattack. The flail snail makes as many Flail Tentacle attacks as 
  it has flail tentacles, all against the same target.
  Flail Tentacle. Melee Weapon Attack: +5 to hit, reach 10 ft., 
  one target. Hit: 6 (1d6 + 3) bludgeoning damage.
  Scintillating shell (Recharges after a Short or Long Rest). The 
  snail’s shell emits dazzling, colored light until the end of the 
  snail’s next turn. During this time, the shell sheds bright light 
  in a 30-foot radius and dim light for an additional 30 feet, and 
  creatures that can see the snail have disadvantage on attack rolls 
  against it. In addition, any creature within the bright light and able 
  to see the snail when this power is activated must succeed on a 
  DC 15 Wisdom saving throw or be stunned until the light ends.
  Shell Defense. The flail snail withdraws into its shell, gaining a +4 
  bonus to AC until it emerges. It can emerge from its shell as a 
  bonus action on its turn.
  FroghemoTh
  Huge monstrosity, unaligned
  Armor Class 14 (natural armor)
  Hit Points 184 (16d12 + 80)
  Speed 30 ft., swim 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  23 (+6)
  13 (+1)
  20 (+5)
  2 (–4)
  12 (+1)
  5 (–3)
  Saving Throws Con +9, Wis +5
  Skills Perception +9, Stealth +5
  Damage Resistances fire, lightning
  Senses darkvision 60 ft., passive Perception 19
  Languages –
  Challenge 10 (5,900 XP)
  Amphibious. The froghemoth can breathe air and water.
  Shock Susceptibility. If the froghemoth takes lightning damage, 
  it suffers several effects until the end of its next turn: its speed is 
  halved, it takes a -2 penalty to AC and Dexterity saving throws, it 
  can’t use reactions or Multiattack, and on its turn, it can use either 
  an action or a bonus action, not both.
  Actions
  Multiattack. The froghemoth makes two attacks with its tentacles. 
  It can also use its tongue or bite.
  Tentacle. Melee Weapon Attack: +10 to hit, reach 20 ft., one 
  target. Hit: 19 (3d8 + 6) bludgeoning damage, and the target 
  is grappled (escape DC 16) if it is a Huge or smaller creature. 
  Until the grapple ends the froghemoth can’t use this tentacle on 
  another target. The froghemoth has four tentacles.
  Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 
  Hit: 22 (3d10 + 6) piercing damage, and the target is swallowed if 
  it is a Medium or smaller creature. A swallowed creature is blinded 
  and restrained, it has total cover against attacks and other effects 
  outside the froghemoth, and it takes 10 (3d6) acid damage at the 
  start of each of the froghemoth’s turns.
  The froghemoth’s gullet can hold up to two creatures at a time. If 
  the froghemoth takes 20 damage or more on a single turn from 
  a creature inside it, the froghemoth must succeed on a DC 20 
  Constitution saving throw at the end of that turn or regurgitate all 
  swallowed creatures, each of which falls prone in a space within 
  10 feet of the froghemoth. If the froghemoth dies, a swallowed 
  creature is no longer restrained by it and can escape from the 
  corpse using 10 feet of movement, exiting prone. 
  Tongue. The froghemoth targets one Medium or smaller creature 
  that it can see within 20 feet of it. The target must make a DC 18 
  Strength saving throw. On a failed save, the target is pulled into 
  an unoccupied space within 5 feet of the froghemoth, and the 
  froghemoth can make a bite attack against it as a bonus action.
  
  In ArIxmethes' ClutChes
  63
  Using the Shell of a Flail Snail
  A flail snail shell, which weighs about 250 pounds, has 
  numerous uses. One intact shell can sell for 5,000gp. 
  Many hunters seek the shell for its intimagic properties. A 
  skilled armorer can make three shields from one shell. For 1 
  month, each shield gives the wilder the snail’s Antimagic Shell 
  trait. When the shield’s magic fades, it leaves behind an exotic 
  shield that is the perfect item from which to make a spellguard 
  shield.
  A flail snail shell can also be used to make a robe of scintillating 
  colors.The shell is ground and added to the dye while the 
  garment is being fashioned. The powder is also a material 
  component of the ritual that enchants the robe.
  gale spiriT
  Large elemental, chaotic neutral
  Armor Class 14
  Hit Points 105 (14d10 + 28)
  Speed 0 ft., fly 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4)
  18 (+4)
  15 (+2)
  10 (+0)
  14 (+2)
  11 (+0)
  Skills Perception +8, Stealth +10
  Damage Resistances bludgeoning, piercing, and slashing 
  damage from nonmagical attacks
  Damage Immunities poison
  Condition Immunities exhaustion, grappled, paralyzed, petrified, 
  poisoned, prone, restrained, unconscious
  Senses darkvision 60 ft., passive Perception 12
  Languages understands Auran and Common but can’t speak
  Challenge 8 (3,900 XP)
  Invisible. The spirit is invisible.
  Actions
  Multiattack. The spirit makes two Slam attacks. It can replace 
  either attack with its Gale action.
  Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 20 (3d8 + 4) bludgeoning damage.
  Gale (3/Day). The spirit creates a gale of air identical to the gust 
  of wind spell (save DC 15), which lasts until the beginning of the 
  spirit’s next turn.
  Steal Breath. The spirit attempts to steal the breath of one creature 
  that it can see within 10 feet of it. The target must succeed on a 
  DC 15 Constitution saving throw or lose the ability to breathe and 
  immediately begin to choke. The creature can repeat its saving 
  throw at the end of each of its turns, ending the effect on itself on 
  a success. A creature stops suffocating early if the spirit uses this 
  action on another creature.
  If this effect kills a creature, the spirit regains an expended use of 
  its Gale action.
  gAle spIrIt
  
  In ArIxmethes' ClutChes
  64
  gianT sea eel
  Large beast, unaligned
  Armor Class 14 (natural armor)
  Hit Points 19 (3d10 + 3)
  Speed 0 ft., swim 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0)
  14 (+2)
  12 (+1)
  7 (–2)
  10 (+0)
  7 (–2)
  Saving Throws Dex +4
  Skills Perception +2, Stealth +4
  Senses blindsight 60 ft., passive Perception 12
  Languages –
  Challenge 1/2 (100 XP)
  Water Breathing. The eel can breathe only underwater.
  Actions
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 13 (2d10 + 2) piercing damage.
  grung
  Small humanoid (grung), lawful evil
  Armor Class 12
  Hit Points 11 (2d6 + 4)
  Speed 25 ft., climb 25 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  7 (–2)
  14 (+2)
  15 (+2)
  10 (+0)
  11 (+0)
  10 (+0)
  Saving Throws Dex +4
  Skills Athletics +2, Perception +2, Stealth +4, Survival +2
  Damage Immunities poison
  Condition Immunities poisoned
  Senses passive Perception 12
  Languages Grung
  Challenge 1/4 (50 XP)
  Amphibious. The grung can breathe air and water.
  Poisonous Skin. Any creature that grapples the grung or otherwise 
  comes into direct contact with the grung’s skin must succeed on 
  a DC 12 Constitution saving throw or become poisoned for one 
  minute. A poisoned creature no longer in contact with a grung can 
  repeat the saving throw at the end of each of its turns, ending the 
  effect on itself on a success.
  Standing Leap. The grung’s long jump is up to 25 feet and its high 
  jump is up to 15 feet, with or without a running start.
  Actions
  Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or 
  range 20/60ft., one target. Hit: 4 (1d4 + 2) piercing damage, and 
  the target must succeed on a DC 12 Constitution saving throw or 
  take 5 (2d4) poison damage.
  grung eliTe warrior
  Small humanoid (grung), lawful evil
  Armor Class 13
  Hit Points 49 (9d6 + 18)
  Speed 25 ft., climb 25 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  7 (–2)
  16 (+3)
  15 (+2)
  10 (+0)
  11 (+0)
  12 (+0)
  Saving Throws Dex +5
  Skills Athletics +2, Perception +2, Stealth +5, Survival +2
  Damage Immunities poison
  Condition Immunities poisoned
  Senses passive Perception 12
  Languages Grung
  Challenge 2 (450 XP)
  Amphibious. The grung can breathe air and water.
  Poisonous Skin. Any creature that grapples the grung or otherwise 
  comes into direct contact with the grung’s skin must succeed on 
  a DC 12 Constitution saving throw or become poisoned for one 
  minute. A poisoned creature no longer in contact with a grung can 
  repeat the saving throw at the end of each of its turns, ending the 
  effect on itself on a success.
  Standing Leap. The grung’s long jump is up to 25 feet and its high 
  jump is up to 15 feet, with or without a running start
  Actions
  Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or 
  range 20/60ft., one target. Hit: 5 (1d4 + 3) piercing damage, and 
  the target must succeed on a DC 12 Constitution saving throw or 
  take 5 (2d4) poison damage.
  Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320ft., 
  one target. Hit: 6 (1d6 + 3) piercing damage, and the target must 
  succeed on a DC 12 Constitution saving throw or take 5 (2d4) 
  poison damage.
  Mesmerizing Chirr (Recharge 6). The grung makes a chirring noise 
  to which grungs are immune. Each humanoid or beast that is 
  within 15 feet of the grung and able to hear it must succeed on 
  a DC 12 Wisdom saving throw or be stunned until the end of the 
  grung’s next turn.
  
  In ArIxmethes' ClutChes
  65
  grung playwrighT
  Small humanoid (grung), any alignment
  Armor Class 12
  Hit Points 44 (8d6 + 16)
  Speed 25 ft., climb 25 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  7 (–2)
  14 (+2)
  15 (+2)
  15 (+2)
  14 (+2)
  19 (+4)
  Saving Throws Dex +4
  Skills Athletics +2, Perception +2, Performance +6, Survival +2
  Damage Immunities poison
  Condition Immunities poisoned
  Senses passive Perception 12
  Languages Grung
  Challenge 1 (200 XP)
  Amphibious. The grung can breathe air and water.
  Poisonous Skin. Any creature that grapples the grung or otherwise 
  comes into direct contact with the grung’s skin must succeed on 
  a DC 12 Constitution saving throw or become poisoned for one 
  minute. A poisoned creature no longer in contact with a grung can 
  repeat the saving throw at the end of each of its turns, ending the 
  effect on itself on a success.
  Standing Leap. The grung’s long jump is up to 25 feet and its high 
  jump is up to 15 feet, with or without a running start.
  Thespian Charm. If the grung performs for at least 1 minute, it 
  chooses up to five creatures that can understand a language it 
  speaks within 60 feet of it, who are watching or listening to the 
  performance. While the grung continues to perform, each target 
  must succeed on a DC 14 Wisdom saving throw or be charmed 
  for the remaining duration of the performance. While charmed 
  this way, the target is enthralled by the playwright, and wishes to 
  watch the rest of the performance above all else. The charmed 
  condition ends for the creature at the end of the performance 
  (which can last up to one hour), if it takes any damage, if the grung 
  attacked the target, or the target witnesses the grung attacking or 
  damaging any of the target’s allies
  Actions
  Prop Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 
  ft. or range 20/60ft., one target. Hit: 4 (1d4 + 2) piercing damage, 
  and the target must succeed on a DC 12 Constitution saving 
  throw or take 5 (2d4) poison damage.
  
  In ArIxmethes' ClutChes
  66
  horror oF Kru’vouras
  Large monstrosity, unaligned
  Armor Class 17 (natural armor)
  Hit Points 45 (6d10 + 12)
  Speed 20 ft., swim 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  15 (+2)
  14 (+2)
  1 (–5)
  14 (+2)
  3 (–4)
  Senses blindsight 10 ft., Passive Perception 12
  Languages –
  Challenge 3 (700 XP)
  Amphibious. The horror can breathe air and water.
  Spell Turning. The horror has advantage on saving throws against 
  any spell that targets only the horror (not an area). If the horror’s 
  saving throw succeeds and the spell is of 4th level or lower, the 
  spell has no effect on the horror and instead targets the caster.
  Actions
  Multiattack. The horror makes two attacks with its claws. 
  Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 4 (1d6 + 1) bludgeoning damage, and the target is grappled 
  (escape DC 12). The horror has two claws, each of which can 
  grapple only one target.
  Shell Defense. The horror withdraws into its shell. Until it emerges, 
  it gains a +4 bonus to AC and has advantage on Strength and 
  Constitution saving throws. While in its shell, the horror is prone, 
  its speed is 0 and can’t increase, it has disadvantage on Dexterity 
  saving throws, it can’t take actions or reactions. It can emerge 
  from its shell as a bonus action on its turn. 
  LegendAry Actions
  The horror can take 2 legendary actions, choosing from the 
  options below. Only one legendary action option can be used at 
  a time and only at the end of another creature’s turn. The horror 
  regains spent legendary actions at the start of its turn.
  Claw. The horror makes one claw attack.
  Sudden withdrawal (Cost 2 actions). The horror uses shell defense.
  hOrrOr OF Kru'vOurAs
  polemarch
  Medium humanoid (any race), any alignment
  Armor Class 18 (breastplate, shield)
  Hit Points 143 (22d8 + 44)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  15 (+2)
  14 (+2)
  10 (+0)
  14 (+2)
  12 (+1)
  Saving Throws Str +9, Con +6
  Skills Athletics +9, Intimidation +5, Perception +5
  Senses passive Perception 16
  Languages any one language (usually Common)
  Challenge 9 (5,000 XP)
  Indomitable (2/Day). The champion rerolls a failed saving throw.
  Second Wind (Recharges after a Short or Long Rest). As a bonus 
  action, the champion can regain 20 hit points.
  Actions
  Multiattack. The champion makes three attacks with its spear or 
  shortbow.
  Spear. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 7 (1d6 + 5) piercing damage, or 
  9 (1d8 + 5) piercing damage if used with two hands to make a 
  melee attack, plus 7 (2d6) piercing damage if the champion has 
  more than half of its total hit points remaining.
  Shortbow. Ranged Weapon Attack: +6 to hit, range 80/320 
  ft., one target. Hit: 6 (1d8 + 2) piercing damage, plus 7 (2d6) 
  piercing damage if the champion has more than half of its total hit 
  points remaining.
  
  In ArIxmethes' ClutChes
  67
  philones ruByTongue
  Medium fey (satyr), chaotic neutral
  Armor Class 13
  Hit Points 82 (15d8 + 15)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1)
  16 (+3)
  13 (+1)
  12 (+1)
  10 (+0)
  17 (+3)
  Skills Acrobatics +8, Performance +7, Stealth +5
  Senses passive Perception 10
  Languages Common, Sylvan
  Challenge 4 (1,100 XP)
  Enthralling Performance. If Philones performs for at least 1 
  minute, he chooses up to four humanoids within 60 feet of him 
  who watched or listened to the entire performance. Each target 
  must succeed on a DC 13 Wisdom saving throw or be charmed. 
  While charmed in this way, the target idolizes Philones and 
  will take part in his revels. The charmed condition ends for the 
  creature after 1 hour, if it takes any damage, if Philones attacks the 
  target, or if the target witnesses Philones attacking or damaging 
  any of the target’s allies.
  Magic Resistance. Philones has advantage on saving throws 
  against spells and other magical effects.
  Siren-Song Lyre. Philones is equipped with a Siren Song Lyre, and 
  is attuned to it. He can use an action to play this lyre and cast one 
  of the following spells from it: animal friendship, charm person, 
  enthrall, suggestion. If the spell requires a saving throw, the spell 
  save DC is 13.
  Once the instrument has been used to cast a spell, it can’t be used 
  to cast that spell again until the next dawn.
  Sleepless Reveler. Magic can’t put Philones to sleep.
  Spellcasting. Philones is a 12th-level spellcaster. His spellcasting 
  ability is Charisma (spell save DC 14, +6 to hit with spell attacks). 
  Philones has the following bard spells prepared:
  Cantrips (at will): mage hand, minor illusion, prestidigitation,
  vicious mockery
  1st level (4 slots): charm person, faerie fire, unearthly chorus,
  heroism
  2nd level (3 slots): enhance ability, phantasmal force, invisibility,
  shatter, crown of madness
  3rd level (3 slots): dispel magic, feign death, hypnotic pattern
  4th level (3 slots): confusion, dimension door
  5th level (2 slots): hold monster
  6th level (1 slot): Otto's irresistible dance
  Song of Rest. Philones can perform a song while taking a short 
  rest. Any ally who hears the song regains an extra 1d6 hit points 
  if it spends any Hit Dice to regain hit points at the end of that rest. 
  Philones can confer this benefit on himself as well.
  Taunt (2/day). Philones can use his bonus action on his turn to 
  target one creature within 30 feet of him. If the target can hear 
  Philones, the target must succeed on a DC 14 Charisma saving 
  throw or have disadvantage on ability checks, attack rolls, and 
  saving throws until Philones’ next turn.
  Actions
  Multiattack. Philones makes two ram attacks.
  Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 
  Hit: 6 (2d4 + 1) bludgeoning damage.
  phIlOnes 
  rubytOngue
  swashBucKler
  Medium humanoid (any race), any non-lawful alignment
  Armor Class 17 (leather armor)
  Hit Points 66 (12d8 + 12)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1)
  18 (+4)
  12 (+1)
  14 (+2)
  11 (+0)
  15 (+2)
  Skills Acrobatics +8, Athletics +5, Persuasion +6
  Senses passive Perception 10
  Languages any one language (usually Common)
  Challenge 3 (700 XP)
  Lightfooted. The swashbuckler can take the Dash or Disengage 
  action as a bonus action on each of its turns.
  Suave Defense. While the swashbuckler is wearing light or 
  no armor and wielding no shield, its AC includes its Charisma 
  modifier.
  Actions
  Multiattack. The swashbuckler makes three attacks: one with a 
  dagger and two with its rapier. 
  Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage.
  Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 8 (1d8 + 4) piercing damage.
  
  In ArIxmethes' ClutChes
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  serhys, The mad champion
  Medium humanoid (human), chaotic evil
  Armor Class 19 (natural Armor, +1 Shield)
  Hit Points 243 (18d10+144)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3)
  16 (+3)
  16 (+3)
  19 (+4)
  20 (+5)
  17 (+3)
  Saving Throws Int +11, Wis +12, Cha +10
  Skills Insight +12, Perception +12, History +11, Religion +11
  Damage Resistances fire, cold, lightning; bludgeoning, piercing, 
  and slashing damage from nonmagical weapons
  Damage Immunities necrotic, radiant
  Condition Immunities charmed, exhaustion
  Senses passive Perception 22
  Languages Common, Leonin, Primordial, Sylvan
  Challenge 22 (41,000 XP)
  Legendary Resistance (3/Day). If Serhys fails a saving throw, she 
  can choose to succeed instead.
  Focused Mind. Serhys can concentrate on two spells at one time. 
  Spark in Darkness. If Serhys becomes incapacitated and the hero's 
  spark is within 120 feet, a dark shadow emerges from Serhys 
  and begins lashing out at nearby creatures. The shadow shares 
  Serhys' initiative. As an action, the shadow can make a melee spell 
  attack (range 5 feet) using Serhys' modifier. On a hit, the target 
  is afflicted by blight as a 7th level spell. Alternatively, the shadow 
  can cast Finger of Death at 7th level (recharge 5-6), using Serhys' 
  modifier. The shadow cannot die, but can be stunned if it takes 
  radiant damage. The shadow is defeated by successfully casting 
  imprisonment, wish, or greater restoration as a 9th-level spell. The 
  shadow also is defeated by killing Serhys.
  Spellcasting. Serhys is an 18th-level spellcaster. Her spellcasting 
  ability is Wisdom (spell save DC 20, +12 to hit with spell attacks). 
  Serhys has the following spells prepared.
  Cantrips (at will): thorn whip, produce flame, frostbite,
  poison spray
  1st level (4 slots): ice knife, searing smite, thunderous smite,
  zephyr strike, absorb elements
  2nd level (3 slots): warding wind, heat metal, mirror image,
  misty step
  3rd level (3 slots): blinding smite, tidal wave, call lightning
  4th level (3 slots): polymorph, giant insect, freedom of movement,
  control water
  5th level (3 slots): transmute rock, insect plague, maelstrom
  6th level (1 slot): primordial ward, investiture of wind,
  wall of thorns
  7th level (1 slot): whirlwind, reverse gravity
  8th level (1slot): tsunami, earthquake, sunburst
  9th level (1 slot): storm of vengeance
  Actions
  Multiattack. Serhys makes one attack with Spear of Heaven and 
  casts one spell that has a casting time of 1 Action.
  Spear of Heaven. Melee Weapon Attack: +10 to hit, reach 5ft., 
  one target. Hit: 8 (1d8 + 3) piercing damage plus 8 (2d6) radiant 
  damage. Whenever Serhys hits with an attack or is hit with an 
  attack, her Spear of Heaven gains a charge. When Spear of Heaven 
  has five charges on it, the next successful attack is an automatic 
  critical hit and all charges are expended.
  LegendAry Actions
  Serhys can take 3 legendary actions, choosing from the options 
  below. Only one legendary action option can be used at a time and 
  only at the end of another creature’s turn. Serhys regains spent 
  legendary actions at the start of her turn.
  Cantrip. Serhys casts a cantrip.
  Spear of Heaven (Costs 2 Actions). Serhys makes an attack with 
  Spear of Heaven.
  serhys
  
  In ArIxmethes' ClutChes
  69
  AppendIx b: mAgIC Items And bOOns
  brAmble net
  Weapon (net), common
  Whenever you hit a creature with this net, the creature 
  must make a DC 12 Constitution save or be paralyzed for 
  1 minute.
  the bOOn OF lOvers
  At the start of turn, if you are in combat, you gain 5 
  temporary hit points for each ally within 10ft of you.
  FlyIng bOAt
  This item uses the rules for a folding boat (DMG page 
  170), with the following additional feature: 
  The boat gains a fly speed of 60 ft. It may be used to 
  fly for up to 6 hours each day, all at once or for several 
  shorter flights. This ability recharges at sunrise. 
  herO’s spArK
  Wonderous item, legendary (requires attunement)
  As an action, choose one target creature within 30ft. 
  That creature loses all immunities/resistances granted 
  through magical means for 1 minute. Once you use this 
  feature, you cannot use it again until the end of a long 
  rest.
  You can cast the spell imprisonment once per day. The 
  spell uses the Minimus Containment feature, using the 
  hero’s spark as the only material component needed. 
  Once a creature is imprisoned in the hero’s spark, it 
  cannot use this feature again.
  
  In ArIxmethes' ClutChes
  70
  AppendIx C: therOs OCeAn enCOunters
  Random encounters
  For each day of a voyage, roll a d20. On a 19 or 20, 
  the ship has a random encounter. These can be used 
  in addition to the Hazards presented in Appendix A 
  of Ghosts of Saltmarsh. If a random encounter takes 
  place on the same day as a hazard, they might occur 
  simultaneously or in an order of your choice.
  The levels given on the following tables allow you to 
  choose encounters that will provide an appropriate 
  challenge to the characters. The low-level table covers 
  encounters in the safer parts of Theros’s oceans, close 
  to the coast of the Theran mainland. Higher level tables 
  reach out to the seas among the Dakra Isles and beyond, 
  with the highest level table featuring the creatures that 
  lurk in the deep oceans at the edge of the world.
  Ship Encounters 
  Rules for ancient greek ships and their crews are included in 
  Odyssey Anthology Volume I. Typically, these crews consist 
  of 1-6 officers (veterans led by a noble for naval vessels, and 
  bandit captains for pirate vessels), a fighting force—hoplites 
  (10 for a trireme, 20 for a quinquereme) and archers (4 for a 
  trireme and 6 for a quinquereme) for naval vessels and bandits 
  or swashbucklers for pirate vessels. These fighting forces 
  accompany the main part of the crew, the rowers—commoners 
  for naval vessels and larger pirate vessels, and bandits for 
  pirate pentekontors.
  This section provides the DM with an array of random encounter tables to assist in developing the mystery of what 
  lurks beneath the waves. These tables touch on material included in Volumes I-III of the Odyssey Anthology series, 
  and present encounters that tie together different elements of the Theran seas presented in each volume.
  therAn seAs enCOunters (levels 1-4)
  Close to the Theran coat, travellers are much more 
  likely to encounter more mundane creatures, such as 
  common dolphins and sharks, as well as smaller sea 
  life that makes the main stock for fishers from the 
  Theran mainland. Also common this close to land are 
  humanoids - both merfolk and surface-dwelling sailors 
  from Meletis and other coastal settlements, including 
  trading and fishing ships, as well as military vessels 
  patrolling the coast watching for larger threats from the 
  deep.
  d20
  Encounter
  1
  A pod of 3d10 dolphins play around the bow of the 
  ship
  2
  1d8 killer whales
  3
  1 giant octopus
  4
  1d4 hippocamps
  5
  2 triton shorestalkers, riding hippocamps 
  6
  2d4 triton commoners (either hunting, travelling, or 
  trading)
  7
  1d8 giant sea eels
  8
  1 hunter shark
  9
  1d4 reef sharks
  10
  1d6 triton shorestalkers
  11
  1d8 giant seahorses
  12
  A rank 1 Whirlpool (see Odyssey Anthology Volume II 
  or Ghosts of Saltmarsh)
  13
  1d4 sirens (harpies)
  14
  1d6 blood-toll harpies 
  15
  1d4 naiads, who take interest in the characters’ passing 
  ship
  16
  1d4 trade ships (either fishing, or transporting 
  passengers or cargo)
  17
  1 Meletian trireme, patrolling the coast (see Odyssey 
  Anthology Volume I)
  18
  1 young blue dragon, hunting from a coastal lair
  19
  1 water elemental 
  20
  1d6 water weirds
  
  In ArIxmethes' ClutChes
  71
  d20
  Encounter
  1
  A pod of 3d10 dolphins play around the bow of the 
  ship, half of which are Nyxborn.
  2
  1 theran chimera with the coast creature body, and 
  randomised other features for its head attack, breath 
  weapon, and tail attack
  3
  1 giant shark
  4
  2d4 reef sharks, half of which are nyxborn
  5
  2d8 giant crabs, half of which are nyxborn
  6
  1 brine giant (storm giant)
  7
  3d6 tritons (merfolk)
  8
  2d6 blood toll harpies, 1d4 of which are Nyxborn
  9
  2d6 sirens (harpies), 1d4 of which are Nyxborn 
  10
  1d4 water elementals
  11
  A rank 2 whirlpool connected to the River Tartyx (see 
  Odyssey Anthology Volume II or Ghosts of Saltmarsh)
  12
  1 triton master of waves
  therAn seAs enCOunters (levels 5-10)
  Among the enchanting Dakra isles and beyond, the seas of Theros are home to larger creatures that dwell away from 
  the coastal shallows, as well as more monstrous creatures that lurk on isolated islands and hunt passing ships. Fewer 
  vessels sail these waters, though the trade networks of the Theran mainland reach far out to many islands that each 
  have their own unique resources to trade with the mainland.
  d20
  Encounter
  13
  1d10 naiads, who take interest in the characters’ 
  passing ship
  14
  1d4 trade ships transporting trade goods between 
  island settlements and the mainland
  15
  1 pentekontor crewed by pirates (bandits) led by a 
  bandit captain.
  16
  1 Meletian trireme patrolling a trade route
  17
  A fleet of 1d4 Meletian triremes and a Meletian 
  quinquereme on a naval expedition, sending 
  reinforcements to an allied island settlement or hunting 
  pirates
  18
  1 adult blue dragon, hunting from its island lair
  19
  1 gynosphinx, observing the characters from high 
  above
  20
  1 rotted hulk (see Odyssey Anthology Volume 1), 
  which appears as a shipwreck on a rocky island or in 
  shallow water
  
  In ArIxmethes' ClutChes
  72
  therAn seAs enCOunters (levels 11-20)
  Towards the edge of the world, where the oceans cascade into Nyx, the waters teem with creatures of myth. 
  Encounters this close to the world’s edge are more likely to be Nyxborn, and more fantastical, with these waters home 
  to krakens, the great titans of the sea, and so linked to the realm of the gods that the dreams of mortals can sometimes 
  manifest as creatures in these deep, glimmering waters.
  d20
  Encounter
  1
  A pod of 3d10 Nyxborn dolphins play around the bow 
  of the ship.
  2
  1 Nyxborn theran chimera with the coast creature 
  body, and randomised other features for its head attack, 
  breath weapon, and tail attack
  3
  2d6 Nyxborn giant sharks
  4
  2d6 Nyxborn hunter sharks
  5
  3d8 Nyxborn giant crabs
  6
  1 brine giant (storm giant)
  7
  1 Theran Kraken, which has a 50% chance to be 
  Nyxborn
  8
  4d6 blood toll harpies, 2d6 of which are Nyxborn
  9
  4d6 sirens (harpies), 2d6 of which are Nyxborn 
  10
  2d6 Nyxborn water elementals
  11
  A rank 3 whirlpool connected to the River Tartyx (see 
  Odyssey Anthology Volume II or Ghosts of Saltmarsh)
  12
  1 Nyxborn dragon turtle
  d20
  Encounter
  13
  3d6 naiads, who take interest in the characters’ passing 
  ship
  14
  1 archon of falling stars, mounted on a winged bull 
  patrolling waters around the edge of the world
  15
  1 trireme with a rotting hull and black sails, crewed 
  by Returned (Returned drifter rowers, Returned sentry 
  marines and officers, and a Returned palamnite captain)
  16
  A rank 4 whirlpool connected to the River Tartyx (see 
  Odyssey Anthology Volume II or Ghosts of Saltmarsh)
  17
  A rank 4 waterspout (see Odyssey Anthology Volume II)
  18
  1 Nyxborn ancient blue dragon, hunting from its island 
  lair
  19
  1 androsphinx, observing the characters from high 
  above
  20
  1 rotted hulk (see Odyssey Anthology Volume 1), 
  which appears as a shipwreck on a rocky island or in 
  shallow water
  
  In ArIxmethes' ClutChes
  73
  ArIxmethes, the slumberIng Isle
  The Back of the Behemoth
  Arixmethes is a kraken so large that even the greatest 
  of krakens appear as mere minnows beside him. So 
  immense is Arixmethes that at one point, the beast’s 
  back, resembling an island to untrained eyes, was able 
  to support a major polis the size of those on the Theran 
  mainland. To many, the name Arixmethes is synonymous 
  with this now lost polis, rather than the name of a giant 
  sea monster. Myths abound telling of the polis’s end, how 
  it was swallowed up by the sea after enraging Heliod, in 
  the same way as Olantin. The truth known to few is that 
  such devastation was simply Arixmethes waking and 
  diving—a tiny action to the kraken, but ruination to those 
  who dwelled on his back.
  For characters adventuring on Arixmethes’ back, use 
  the slumber system included earlier in this volume 
  in Arixmethes: Hunt on the Kraken, to track the slow 
  awakening of Arixmethes.
  Waking Arixmethes
  Arixmethes is normally slow to awaken, but in doing 
  so can spell utter doom for those upon him. When 
  Arixmethes is reduced to zero slumber points, or takes 
  damage while he is slumbering (noting that damage 
  from his back must deal more than 40 damage to get 
  through his damage threshold), it wakes him. In the 
  rounds following Arixmethes’ awakening, its actions are 
  restricted in the following ways:
  Round 1. In the first round following his waking, 
  Arixmethes cannot take actions or legendary actions, 
  and moves at half speed.
  Round 2. Arixmethes cannot take legendary actions.
  Round 3. Arixmethes is fully awake, and none of its 
  actions, abilities, or legendary actions are restricted.
  These rules best suit combats where creatures atop 
  Arixmethes aren’t aware that he is more than just an 
  island—the slow build up of abilities should present 
  an environment of confusion as the island appears to 
  awaken beneath the characters, before they realise what 
  exactly the island is.
  If characters are already seeking to slay Arixmethes and 
  approach him aware of what he truly is, an alternative 
  way to start combat with Arixmethes could be him 
  surfacing to attack, presenting characters with the 
  challenge of getting onto Arixmethes’s back to battle 
  him safely, or evading his attacks from their soon-to-be-
  destroyed ship.
  Combat with Arixmethes
  Creatures faced with battle against Arixmethes will find 
  that the beast’s back is the safest place to fight him from. 
  While the titan will shake and submerge to free himself 
  from attackers, attempting to battle him from anywhere 
  else puts creatures in the path of Arixmethes’ full 
  fury—within reach of his claws, tail, and colossal maw. 
  In combat, Arixmethes focuses on the biggest foes he 
  can see, including ships. If Arixmethes suffers damage 
  from its back, he recognises the creatures atop him as a 
  threat, attempting to shake them off, and making attacks 
  against them if they end up in the water.
  Plot Hooks - Destruction 
  Given Form
  When characters do battle with Arixmethes, the reason 
  should reflect the threat that Arixmethes can pose, not 
  just to coastal Poleis like Meletis, but to all islands of the 
  Theran ocean. If Arixmethes rises and begins a rampage, 
  there is very little that could stand to stop the largest 
  known kraken from devastating any island it passes. 
  Included below are plot hooks for characters to stop 
  Arixmethes.
  •  Worship of another god has enraged Thassa, and in 
  retaliation, she feels the world must know her might 
  and learn to fear the sea again. Arixmethes awakens, 
  and begins a slow migration towards the Theran 
  mainland, drowning any islands in his way.
  •  A prophecy tells of the world ending, drowned by the 
  ocean. The first prophesied omen is the migration 
  of Arixmethes, swimming with such a wake that it 
  would surely drown the mainland if it approached. 
  Arixmethes must be driven back before he causes 
  a devastating tsunami that would drown every 
  settlement on the coast of the Theran mainland.
  
  In ArIxmethes' ClutChes
  74
  Arixmethes as a Mythic 
  Encounter
  Arixmethes is perhaps the largest creature ever to exist 
  on Theros, and certainly has the potential to be the most 
  destructive, even more than the titans of ancient times. 
  If you wish to make an encounter with Arixmethes feel 
  on a truly world-shaking scale, Arixmethes will use his 
  Thassa’s Intervention mythic trait. When this happens, 
  Thassa fully heals the kraken in the moment that he 
  is about to be defeated. After he has been healed by 
  Thassa, Arixmethes can choose one of its mythic actions 
  when it uses a legendary action. Read or paraphrase 
  the following text when Arixmethes uses its Thassa’s 
  Intervention trait:
  A star field rips through sea and sky as the titanic form of 
  Thassa manifests above Arixmethes. Stars glisten from the 
  kraken’s shell as it is rejuvenated by the sea-god’s magic, 
  and the tumult of the sea grows to a towering cacophony of 
  crashing waves, as Thassa defends her prized Kraken.
  Fighting Arixmethes as a mythic encounter is equivalent 
  to taking on two CR 30 creatures in one encounter. 
  Award a party 310,000 XP for defeating Arixmethes after 
  he uses Thassa’s intervention.
  Arixmethes’ Lair
  Arixmethes’ back is considered his lair. He is so immense 
  sailors mistake him for an island when he slumbers, and 
  people once built a city on his back.
  lAIr ACtIOns
  On initiative count 20 (losing initiative ties), Arixmethes 
  can take a lair action to cause one of the following 
  effects; it can’t use the same effect two rounds in a row.
  •  Parasites and symbiotic creatures living on 
  Arixmethes attack all other creatures on its back. 
  Roll on the Attacking Creatures table below for what 
  creatures attack:
  d8
  Creatures
  1
  3 giant sea stars fused together and transformed into 
  magical monstrosities through exposure to magic from 
  Thassa and Kruphix. They use the stat block of 3 sea 
  hags (coven variant) that are always beside each other
  2
  2 chuul 
  3
  2 water elementals 
  4
  1 shambling mound made of seaweed 
  5
  8 steam mephits 
  6
  2 giant constrictor snakes 
  7
  1 sahuagin priestess 
  8
  5 carrion crawlers
  •  Two spiked tentacles burst out of the ground at a spot 
  chosen by Arixmethes and jointly use the stat block of 
  an otyugh with the modification of having a speed of 
  0 ft., being attached to Arixmethes, and not needing 
  to breathe.
  •  Arixmethes sprays water onto his body, making the 
  ground slippery. For one round, creatures which move 
  more than half their walking speed must succeed a 
  DC 24 Dexterity saving throw or fall prone.
  regIOnAl eFFeCts
  The back of Arixmethes is a dangerous place to be when 
  he’s awake, creating one or more of the following effects:
  •  The ground is difficult terrain.
  •  Undead humanoids panic, unconsciously reliving the 
  moment of their drowning the last time Arixmethes 
  woke. They attempt to grapple any living creatures 
  they see.
  •  Creatures on Arixmethes’ back are outside its reach 
  and can’t be targeted by any of his attacks except 
  shake, tentacle grasp, and roar.
  
  In ArIxmethes' ClutChes
  75
  arixmeThes
  Gargantuan monstrosity (titan), unaligned
  Armor Class 22 (natural armor)
  Hit Points 615 (30d20 + 300)
  Speed 30 ft., swim 90 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  30 (+10)
  10 (+0)
  30 (+10)
  17 (+3)
  11 (+0)
  10 (+0)
  Saving Throws Int +12, Wis +9
  Damage Resistances cold, lightning, thunder
  Damage Immunities fire; bludgeoning, piercing, and slashing 
  from nonmagical attacks
  Condition Immunities charmed, frightened, paralyzed, 
  restrained
  Senses blindsight 120 ft., passive Perception 10
  Languages –
  Challenge 30 (155,000 XP
  Amphibious. Arixmethes can breathe air and water.
  Thassa’s Intervention (Mythic Trait; Recharges after a Short or 
  Long Rest). When Arixmethes is reduced to 0 hit points, he 
  doesn’t die or fall unconscious. Instead, Thassa recognizes a threat 
  to her most prized kraken and intervenes to heal him 615 hit 
  points.
  Damage Threshold. Arixmethes’ body, other than his back, has a 
  damage threshold of 20 (he has immunity to all damage unless he 
  takes an amount of damage that equals or exceeds his threshold, 
  in which case he takes damage as normal). Arixmethes’ back has a 
  damage threshold of 40.
  Legendary Resistance (3/Day). If Arixmethes fails a saving throw, 
  he can choose to succeed instead.
  Magic Weapons. Arixmethes’ weapon attacks are magical.
  Siege Monster. Arixmethes deals double damage to objects and 
  structures.
  Spell-Resistant Carapace. Arixmethes has advantage on saving 
  throws against spells, and any creature that makes a spell attack 
  against Arixmethes has disadvantage on the attack roll.
  Immense. Arixmethes is so large he must use 30 ft. of movement 
  to turn 45 degrees, and the reach of its attacks are limited 
  to specified areas around his body. He can occupy the same 
  space as any creature smaller than him, and creatures take 28 
  (4d8+10) bludgeoning damage if they start their turn underneath 
  Arixmethes.
  Living Island. While not moving, Arixmethes is indistinguishable 
  from a normal island. Arixmethes cannot make melee weapon 
  attacks against creatures on its back. When Arixmethes moves 
  while on the ocean’s surface or on land, creatures on its back must 
  succeed on a DC 15 Dexterity saving throw or fall prone. When 
  Arixmethes submerges, surfaces, or moves while underwater, 
  creatures on his back must succeed on a DC 15 Dexterity saving 
  throw or be washed off Arixmethes’ back, falling prone into an 
  adjacent space.
  Actions
  Multiattack. Arixmethes makes four attacks: two with his pincers, 
  one on each side of his body, one with his tail, and one with his 
  bite.
  Pincer. Melee Weapon Attack: +19 to hit, reach 40 ft. in a 90 
  degree arc from the direction he’s facing to the side of the body 
  the pincer is on, 5 targets. Hit: 20 (3d6 + 10) piercing damage 
  and 14 (4d6) poison damage.
  Tail. Arixmethes swings his tail wildly behind him. All creatures in 
  a 60-foot cone behind the kraken must make a DC 27 Dexterity 
  saving throw. Targets take 23 (3d8 + 10) bludgeoning damage on 
  a failed save, or half as much damage on a successful one. If the 
  target is a creature, it is knocked prone. If a target is in water and 
  fails its save, it takes double damage from this action.
  Bite. Arixmethes’ head lunges out and bites any creature in a 
  30-foot cone in the direction he’s facing. Huge or larger creatures 
  must make a DC 30 Dexterity saving throw. Targets take 101 
  (14d12 + 10) piercing damage and die instantly from being ripped 
  in half if the damage reduces their hit points to 0 on a failed save, 
  or half as much damage on a successful one. Large or smaller 
  creatures must make a DC 24 Dexterity saving throw. On a failed 
  save, targets take 101 (14d12 + 10) piercing damage and die 
  instantly from being crushed in its maw if the damage reduces 
  their hit points to 0. On a successful save, targets take no damage 
  but are swallowed. While swallowed, creatures are blinded and 
  restrained, they have total cover against attacks and other effects 
  outside Arixmethes, and they take 42 (12d6) acid damage at the 
  start of each of Arixmethes’ turns. If Arixmethes takes 50 damage 
  or more on a single turn from creatures inside it, Arixmethes must 
  succeed a DC 20 Constitution saving throw at the end of that turn 
  or regurgitate all swallowed creatures, which fall prone in a space 
  within 10 feet of Arixmethes. If Arixmethes dies, a swallowed 
  creature is no longer restrained by it and can escape from the 
  corpse by using 20 feet of movement, exiting prone.
  LegendAry Actions
  Arixmethes can take 5 legendary actions, choosing from the 
  options below. Only one legendary action option can be used at 
  a time and only at the end of another creature’s turn. Arixmethes 
  regains spent legendary actions at the start of his turn.
  Charge. Arixmethes moves up to half his speed forward. Creatures 
  occupying spaces he moves through must succeed a DC 27 
  Strength saving throw or take 28 (4d8 + 10) bludgeoning damage.
  Move Like Waves. If Arixmethes is in water, he can sink or rise 
  half his speed, and this movement doesn’t provoke attacks of 
  opportunity.
  Tail. Arixmethes makes one tail attack.
  Pincer. Arixmethes makes one pincer attack.
  Shake (Costs 3 Actions). Arixmethes shakes his body, dislodging 
  crusted dirt, rock, and structures that have accumulated on him 
  over the years. Debris flies in a radius of 120 feet centered on 
  Arixmethes, and all targets within range must succeed a DC 24 
  Dexterity saving throw or take 33 (6d10) bludgeoning damage 
  and be knocked prone. Creatures standing on Arixmethes must 
  also make a DC 30 Strength saving throw. Targets are thrown off 
  Arixmethes on a failed save and land prone in a space within 30 
  feet of Arixmethes determined by the DM, or knocked prone on a 
  successful save.
  
  In ArIxmethes' ClutChes
  76
  Mythic Actions
  If Arixmethes’ mythic trait is active, he can use the options below 
  as legendary actions for 1 hour after using Thassa’s Intervention.
  Serpent Attack. The water or ground begins churning near one 
  creature within 120 ft. of Arixmethes. The target must succeed a 
  DC 27 Wisdom saving throw to dodge the impending attack or 
  take 23 (3d8 + 10) piercing damage when a sea serpent leaps up 
  and bites. This attack counts as being an attack from Arixmethes 
  for the purposes of Divine Strikes.
  Tentacle Grasp. Melee Weapon Attack: +19 to hit, reach 40 ft., 
  one creature. Hit: 20 (3d6 + 10) bludgeoning damage, and the 
  target is grappled (escape DC 26). If the target doesn’t escape by 
  the end of its next turn, Arixmethes throws the target up to 60 
  feet in a straight line. The target lands prone and takes 21 (6d6) 
  bludgeoning damage.
  Roar (Costs 2 Actions). Arixmethes lets out an angry bellow. 
  Creatures within 100 feet of Arixmethes must succeed a DC 24 
  Constitution saving throw or take 18 (4d8) thunder damage and 
  become deafened until the end of their next turn. Characters who 
  take damage from Arixmethes’ roar must also succeed a DC 24 
  Charisma saving throw or become frightened of Arixmethes until 
  the end of their next turn.
  Divine Strikes (Costs 3 Actions). Arixmethes’ skin begins 
  shimmering, taking on the appearance of a starry night sky. Until 
  the end of his next turn, he has advantage on saving throws 
  against spells and other magical effects, and all his attacks deal 39 
  (6d12) bonus radiant damage in addition to their regular damage.
  Tsunami (Costs 3 Actions). Thassa casts the tsunami spell starting 
  at a point chosen by the DM. The DC for the saving throw is 30.
  Arixmethes on Land
  Given the size of Arixmethes, he is not suited for movement 
  on dry land, and the land itself is not suited to withstand 
  the movement of a creature so large. Tsunamis precede 
  Arixmethes’ arrival at a coast, affecting a 5-mile stretch of coast 
  with the effects of the tidal wave spell, centered on the point 
  where he arrives. When Arixmethes is walking on land, add this 
  ability to his rules:
  Quaking Earth. Arixmethes is so immense his presence weighs 
  down the earth itself. All ground within 100 feet of Arixmethes 
  is difficult terrain, and structures in that area take 50 
  bludgeoning damage at the start of each of Arixmethes’ turns.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Odyssey Anthology Vol 3 In Arixmethes Clutches.pdf