TEXT: Menace in Menzoberranzan
  Dungeons & Dragons 5th Edition Conversion by Kentti
  
  Chapter One
  You can find this chapter on page 4 of the Menzoberranzan
  Book Three: The Adventure by TSR, Inc.
  Chapter One-A: The One-Eyed
  Merchant
  See pages 3-4 for the following information. There is
  Hadrogh Pohl.
  Hadrogh's Offer
  See pages 6-8 for the following information. The items
  Hadrogh is willing to give are potion of greater healing,
  potion of flying, potion of gaseous form, potion of invisibility,
  spell scroll containing up to 7 levels of spells from Hadrogh's
  spell list, ring of protection, and cloak of elvenkind.
  Therea are three muleskinners who are bandits.
  The scroll book is protected by an arcane lock and a
  mechanical trap. To notice the trap requires a successful DC
  15 Intelligence (Investigation) check. The person opening the
  book suffers 10 (3d6) fire damage and 3 (1d6) fire damage for
  six rounds or until the fire is doused.
  The powerful spells in Hadrogh's scrolls are Aganazzar's
  scorcher, flame arrows, elemental bane, maelstrom,
  primordial ward, whirlwind, Abi-Dalzim's horrid wilting, and
  meteor swarm.
  Journey to Dark's Gate
  See page 8 for the following information. Rudgard Crain is a
  bandit captain with boots of speed and goggles of night.
  There are 16 bandits.
  Chapter Two
  You can find this chapter on page 12 of the Menzoberranzan
  Book Three: The Adventure by TSR, Inc.
  Encounter 1: Sinister Deep Bats
  See pages 12-13 for the following information. There are 12
  sinister bats.
  Encounter 2: Drow Ambush
  See pages 13-15 for the following information. Drow attack
  party A has five drow.
  Ambushing drow B is a drow.
  Ambushing drow C is Pharius Del’Armgo, two elite drow
  warriors, and six drow.
  Encounter 3: Putrid Pedipalpi
  See page 15 for the following information. There are four
  giant pedipalpis.
  Chapter Three
  You can find this chapter on page 16 of the Menzoberranzan
  Book Three: The Adventure by TSR, Inc.
  Entering the Marketplace
  See pages 17-18 for the following information. To find the
  secret doors requires a successful DC 20 Wisdom
  (Perception) check. It has AC 17 and 40 hp. If the door
  collapses, it explodes, dealing 42 (12d6) bludgeoning
  damage. A successful DC 15 Dexterity saving throw reduces
  the damage to half.
  To notice the trap requires a successful DC 15 Wisdom
  (Perception) check. Damage for the trap is 28 (8d6) fire
  damage every round the target is in the corridor. Successful
  Dexterity saving throw reduces the damage to half.
  Guard Patrols
  See pages 18-20 for the following information. Guard patrols
  consist of three drow, six svirfnebli (guards with 3 hit dice,
  shortswords, and darts), four duergar, and three ogres.
  The Stalls
  See pages 23-24 for the following information. The stalls are
  very woody in nature, not easily broken into or smashed, AC
  12, 40 hp each.
  Kassawar Plickenstint is a svirfneblin priest with 8 hit
  dice, breastplate, dagger, and dart.
  Kassawar has the following items on sale: figurine of
  wondrous power (ivory goats), figurine of wondrous power
  (ebony fly), figurine of wondrous power (onyx dog), ioun
  stones (all types are available), stone of controlling earth
  elementals, stone of good luck, vicious war pick, brooch of
  shielding, portable hole, and oil of etherealness.
  The Warehouse
  See pages 24-26 for the following information. There are 12
  svirfnebli.
  Badrock Feerayton is a svirfneblin knight with the ability to
  conjure elemental (earth only) 1/day, breastplate, shortsword,
  and dart.
  Horriwart Tlinglicken is a svirfneblin knight with 10 hit
  dice, +2 shortsword, and crystal caltrops (5; these will be
  crushed if stepped on; also they can be thrown or dropped.
  Creates a 10’ wide gas cloud, target must make a successful
  DC 13 Constitution saving throw or lose consciousness for 1
  minute; cloud dissipates in 2 rounds.)
  The Stalls
  See pages 26-27 for the following information. Gradrock
  Gant is a duergar knight with 9 hit dice, vorpal shortsword,
  boots of speed, and plate of force resistance.
  There are ten duergar.
  The duergar have the following items in stock:
  40 - 260 longsword blades (200 gp)
  30 - 180 shortsword blades (100 gp)
  10 - 120 rapier blades (120 gp)
  101 - 200 dagger blades (50 gp)
  200 - 1200 pike heads (10 gp)
  1000 - 6000 arrowheads (10 gp)
  10 - 60 axeblades (200 gp)
  2
  MENACE IN MENZOBERRANZAN
  
  Gray dwarf captain is a duergar with 7 hit dice, banded mail,
  shield, and +2 war pick.
  The 10 duergar veterans are duergar.
  The 20 young duergar are duergar guards with scale
  mails, shields, war picks, and light crossbows.
  The 10 spider-mounted outriders are duergar with lances
  in addition to their standard equipment. Their mounts are ten
  giant wolf spiders.
  The Pavilion
  See pages 28-31 for the following information. There is
  Yyssisiryl H’tithet.
  Guard captain is a drow elite warrior.
  Four drow guards are drow.
  Yyssisiryl has the following items in stock:
  Drow Weapons and Armor:
  +1 longsword 10,000 gp
  +2 longsword 50,000 gp
  +3 longsword 100,000 gp
  dagger of venom 65,000 gp
  +1 hand crossbow 25,000 gp
  +1 mace 12,000 gp
  +3 mace 80,000 gp
  +1 shield 10,000 gp
  +2 shield 35,000 gp
  +2 chain mail 50,000 gp
  +3 chain mail 100,000 gp
  Magical items:
  piwafwi (drow cloak) 10,000 gp
  drow boots (boots of elvenkind) 10,000 gp
  ring of poison resistance 12,000 gp
  tentacle rod 20,000 gp
  wand of web 25,000 gp
  bracers of defense 25,000 gp
  flying carpet 20,000 gp
  driftglobe 5,000 gp
  goggles of night 8,000 gp
  The Warehouse
  See pages 31-33 for the following information. There is
  Reftael Jerritril.
  In the first room are seven drow. In the second room are
  six drow.
  In the vault there are 10 giant spiders.
  Each chest is enchanted. If any non-evil approaches the
  chest, it immediately teleports to the central chamber of
  House Baenre, in Menzoberranzan.
  The Stalls
  See pages 33-35 for the following information. Chief
  Negotiator Laral Kroul is a half-orc assassin with +2 chain
  mail and +3 shortsword.
  Saarduel is a mage with 11 hit dice and dagger of venom.
  There are five ogres.
  Ten orcs and half-orcs are guards with chain mail,
  greataxes and javelins.
  The seven human bullies are veterans.
  Laral has the following spells in scrolls:
  Wizard:
  Earth tremor (1st level)
  Dust devil (2nd level)
  Earthbind (2nd level)
  Pyrotechnics (2nd level)
  Erupting earth (3rd level)
  Stoneskin (4th level)
  Storm sphere (4th level)
  Vitriolic sphere (4th level)
  Watery sphere (4th level)
  Transmute rock (5h level)
  Cleric:
  Guiding bolt (1st level)
  Calm emotions (2nd level)
  Warding bond (2nd level)
  Glyph of warding (3rd level)
  Meld into stone (3rd level)
  Tongues (3rd level)
  Banishment (4th level)
  Divination (4th level)
  Stone shape (4th level)
  The Warehouse
  See pages 35-36 for the following information. The chests
  are locked but not trapped. To open the lock requires a
  successful DC 15 Dexterity check with thieves’ tools.
  Chapter Four
  You can find this chapter on page 40 of the Menzoberranzan
  Book Three: The Adventure by TSR, Inc.
  Encounter 1
  See pages 40-41 for the following information. There are 12
  ogres. Ogre mage is an oni.
  Encounter 2
  See pages 41-42 for the following information. There are
  eight duergar riding eight giant wolf spiders and 12
  svirfnebli.
  Encounter 3
  See page 42 for the following information. There are two
  drow.
  Encounter 4
  See page 43-45 for the following information. Location A
  consists of six drow.
  Location B consists of five drow.
  Location C consists of two drow elite warriors and one
  drow priestess of Lolth.
  Encounter 5
  See page 45 for the following information. There are
  revenants.
  3
  MENACE IN MENZOBERRANZAN
  
  Chapter Five
  You can find this chapter on page 46 of the Menzoberranzan
  Book Three: The Adventure by TSR, Inc.
  Mercantile House
  See pages 47-51 for the following information. Trap on the
  top of the wall. Anyone in the area suffers 21 (6d6) piercing
  damage, or half as much on a successful save. The trap is
  also extended in the air: anyone flying over the wall triggers a
  different trap. Magic missiles shoot from several different
  apertures. The flying character will be struck by 2d6 of these,
  for 3 (1d4 + 1) force damage each.
  There is Tolokoph and Krecil Treak.
  First wave consists of four drow on giant riding lizards.
  Second waves consists of two drow priestess of Lolth.
  Third wave consists of ten drow . Fourth wave consists of
  two drow mages.
  Chapter Six
  You can find this chapter on page 55 of the Menzoberranzan
  Book Three: The Adventure by TSR, Inc.
  House Millithor
  See pages 55-56 for the following information. House
  Millithor's forces include matron mother Ki'Willis Millithor.
  There are eight nobles. Two high priestesses, Narcelia
  Millithor and Carcelen Millithor, and two drow priests
  (priestesses).
  House males comprises of Marckarius Millithor,
  Torrellan Millithor, Dariel Kront'tane, and Quertus
  Millithor.
  Drow soldiers include 20 drow elite warriors, 50 drow
  archers with longbows with drow poison, 50 drow and 20
  drow riding giant riding lizards.
  Slave force includes 100 goblins without shortbows and
  100 goblins.
  1. The House Wall
  See page 57 for the following information. Anyone touching
  the wall receives a blast of lightning. A target must make a
  successful DC 15 Dexterity saving throw, taking 28 (8d6)
  lightning damage, or half as much damage on a successful
  one.
  The walls have AC 23 and damage threshold of 20 for a
  small section of the walls. The gates have AC 23 and 50 hp.
  Anyone flying over the walls receives 1d3 lightning bolts for
  28 (8d6) lightning damage each.
  2. Battle Tower
  See page 57 for the following information. The battle tower
  door has AC 19 and 40 hp.
  3. Pool
  See page 57 for the following information. There is a water
  elemental in the pool.
  8. Upper Floor Antechamber
  See pages 59-60 for the following information. To find the
  secret door requires a successful DC 20 Wisdom
  (Perception) check.
  9. Matron Mother's Quarters
  See page 60 for the following information. The mirror
  petrifies all other beings except Matron Millithor. Those
  seeing their reflection on the mirror, must make a successful
  DC 15 Constitution saving throw or turn to stone.
  11. Young Priestess Quarters
  See pages 60-61 for the following information. If non-evil
  creature comes near the statue, it spits out a magic missile
  dealing 3 (1d4 + 1) force damage. On the following round the
  creature must make a DC 13 Constitution saving throw or
  suffer 3 (1d6) poison damage each round at the start of its
  turn until the saving throw is successful.
  There are 12 drow acolytes.
  13. Quarters of the Patron
  See page 61 for the following information. If the chest is
  destroyed, anyone in the room will suffer 49 (14d6)
  bludgeoning damage from the explosion, half as much if a DC
  15 Dexterity saving throw is successful. Also, the creature
  must make a successful DC 17 Constitution saving throw or
  be poisoned for 1 hour.
  14. House Armory and Practice
  Room
  See page 61 for the following information. At least one
  example is enchanted to a level of +1. Adamantine chain
  mails are not magical.
  The chests are trapped with a poison needle trap. The DC
  to spot them is 15 (Intelligence [Investigation]). A target that
  is hit takes 2 (1d4) piercing damage and must succeed on a
  DC 15 Constitution saving throw, taking 11 (2d10) poison
  damage on a failed save, or half as much on a successful one.
  The Troops of House Nurbonnis
  See pages 62-63 for the following information. First wing:
  150 goblins are without shortbows, 75 goblin archers are
  goblins.
  Second wing: 75 goblin archers are goblins, 100 bugbears,
  30 drow lizardriders are drow with giant riding lizards, 40
  drow archers are drow with longbows with drow poison.
  Third wing: 40 drow archers are drow with longbows with
  drow poison, 40 drow footsoldiers are drow, 30 drow elite
  warriors.
  House Nurbonnis NPCs
  See page 63 for the following information. Rynn’qynnil
  Nurbonnis is a drow priestess of Lolth.
  Lynn’qynnos Nurbonnis is a drow priestess of Lolth.
  Carri’pol Nurbonnis is a drow priestess of Lolth with a +1
  mace instead of a scourge.
  4
  MENACE IN MENZOBERRANZAN
  
  Karelist Nurbonnis is a drow mage with a +3 dagger instead
  of a staff.
  Pernictal Nurbonnis is a drow mage with a +2 dagger
  instead of a staff.
  Daevion’lyr Nurbonnis is a drow elite warrior with a +3
  shortsword.
  Caraf’nir Pron’nonnis is a drow elite warrior with a +2
  shortsword.
  Adlictin Lot’ttl is a drow elite warrior with a +2
  shortsword riding a giant riding lizard.
  5
  MENACE IN MENZOBERRANZAN
  
  Appendix 1: Monster/NPC Statistics
  6
  Giant Pedipalpi
  Large monstrosity, unaligned
  Armor Class 15 (natural armor)
  Hit Points 37 (5d10 +10)
  Speed 15 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2)
  13 (+1)
  15 (+2) 2 (-4) 9 (-1) 3 (-4)
  Senses blindsight 60 ft., passive Perception 9
  Languages —
  Challenge 2 (200 XP)
  Actions
  Multiattack. The pedipalpi makes three melee
  attacks: two with its claws and once with its bite.
  Claw. Melee Weapon Attack: +4 to hit, reach 5 ft.,
  one target. Hit: 6 (1d8 + 2) piercing damage, and
  the target is grappled (escape DC 12). The
  pedipalpi has two claws, each of which can grapple
  only one target.
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.,
  one target. Hit: 7 (1d10 + 2) piercing damage.
  Poison Gas (3/Day). The pedipalpi releases poison
  gas in a 20’ radius sphere centered on the pedipalp.
  Each creature in that area (except other pedipalpi)
  must make a DC 12 Constitution saving throw or
  become poisoned for 1 minute.
  Giant Riding Lizard
  Large beast, unaligned
  Armor Class 12 (natural armor)
  Hit Points 19 (3d10 + 3)
  Speed 30 ft., climb 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2) 12 (+1) 13 (+1) 2 (-4) 10 (+0) 5 (-3)
  Senses darkvision 30 ft., passive Perception 10
  Languages —
  Challenge 1/4 (50 XP)
  Spider Climb. The lizard can climb difficult surfaces,
  including upside down on ceilings, without needing
  to make an ability check.
  Actions
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.,
  one target. Hit: 6 (1d8 + 2) piercing damage.
  APPENDIX 1 | MONSTER/NPC STATISTCIS
  
  7
  Hadrogh Prohl
  Medium humanoid (half-elf), chaotic neutral
  Armor Class 16 (cloak of protection, gem of reflection)
  Hit Points 54 (12d8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1) 16 (+3) 10 (+0) 18 (+4) 12 (+1) 14 (+2)
  Saving Throws Dex +7, Int +8; advantage on all saving
  throws
  Skills Arcana +7, History +7, Perception +4, Persuasion
  +5, Stealth +7
  Tools Thieves’ tools
  Senses darkvision 60 ft., passive Perception 14
  Languages Common, Elvish, Thieves’ cant,
  Undercommon
  Challenge 5 (1,800 XP)
  Fey Ancestry. Hadrogh has advantage on saving throws
  against being charmed, and magic can’t put him to
  sleep.
  Innate Spellcasting. Hadrogh’s spellcasting ability is
  Charisma (spell save DC 12). He can innately cast the
  following spells, requiring no material components:
  At will: dancing lights
  1/day each: darkness, detect magic, faerie fire, levitate
  (self only)
  Sneak Attack (1/Turn). Hadrogh deals an extra 10 (3d6)
  damage when he hits a target with a weapon attack and
  has advantage on the attack roll, or when the target is
  within 5 feet of an ally of him that isn’t incapacitated
  and he doesn’t have disadvantage on the roll.
  Spellcasting. Hadrogh is a 7th-level spellcaster. His
  spellcasting ability is Intelligence (spell save DC 15, +7
  to hit with spell attacks). He has the following wizard
  spells prepared:
  Cantrips (at will): fire bolt, friends, light, prestidigitation
  1st level (4 slots): feather fall, magic missile, sleep
  2nd level (3 slots): blindness/deafness, invisibility
  3rd level (3 slots): fireball, haste, lightning bolt,
  stinking cloud
  4th level (1 slots): hallucinatory terrain, polymorph
  Special Equipment. Cloak of protection (piwafwi), gem
  of reflection (+2 bonus to Armor Class and advantage
  on all saving throws), +3 rapier, folding boat, and gold-
  handled thieves’ tools.
  Actions
  +3 Rapier. Melee Weapon Attack: +9 to hit, reach 5 ft.,
  one target. Hit: 10 (1d8 + 6) piercing damage when in
  rapier form, or 8 (1d4 + 6) piercing damage when in
  dagger form. If the target is hit, Hadrogh may shout a
  command word and the target must make a DC 15
  Constitution saving throw, taking 24 (7d6) poison
  damage on a failed save, or half as much on a
  successful one.
  APPENDIX 1 | MONSTER/NPC STATISTCIS
  
  8
  Jarlaxle
  Medium humanoid (elf), neutral evil
  Armor Class 19 (+3 chain mail)
  Hit Points 110 (17d8 + 34)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1) 20 (+5) 15 (+2) 18 (+4) 15 (+2) 18 (+4)
  Saving Throws Dex +8, Con +5, Wis +5
  Skills Acrobatics +8, Deception +7, History +6, Insight
  +5, Perception +5, Persuasion +7, Stealth +8
  Senses darkvision 120 ft., passive Perception 15
  Languages Common, Elvish, Undercommon
  Challenge 8 (3,900 XP)
  Fey Ancestry. Jarlaxle has advantage on saving throws
  against being charmed, and magic can’t put him to
  sleep.
  Innate Spellcasting. Jarlaxle’s spellcasting ability is
  Charisma (spell save DC 15). He can innately cast the
  following spells, requiring no material components:
  At will: dancing lights
  1/day each: darkness, detect magic, faerie fire, levitate
  (self only)
  Special Equipment. +3 chain mail, +2 dagger (5), rapier
  of wounding, shortsword of life stealing, necklace of
  fireballs, eye patch (functions as wand of magic
  missiles and Jarlaxle can see through the eye patch),
  boots of elvenkind, piwafwi of scintillating colors
  (combines both piwafwi and robe of scintillating
  colors), wand of enemy detection, pouch of holding (as
  bag of holding, except smaller), and beads of force
  (several).
  Sunlight Sensitivity. When in sunlight, Jarlaxle has
  disadvantage on attack rolls, as well as on Wisdom
  (Perception) checks that rely on sight.
  Actions
  Multiattack. Jarlaxle makes three melee attacks, four if
  he has two melee weapons in his hands, or three
  ranged attacks.
  Rapier of Wounding. Melee Weapon Attack: +8 to hit,
  reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing
  damage. Once per turn, when Jarlaxle hits a creature, he
  can wound the target. At the start of each of the
  wounded creature’s turns, it takes 2 (1d4) necrotic
  damage for each time he wounded it, and it can then
  make a DC 15 Constitution saving throw, ending the
  effect of all such wounds on itself on a success.
  Alternatively, the wounded creature, or a creature
  within 5 feet of it, can use an action to make a DC 15
  Wisdom (Medicine) check, ending the effect of such
  wounds on it on a success. Hit points lost to this
  weapon’s damage can be regained only through a short
  or a long rest, rather than by regeneration, magic, or
  any other means.
  Shortsword of Life Stealing. Melee Weapon Attack: +8 to
  hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing
  damage. When Jarlaxle rolls a 20 on the attack roll, the
  target takes an extra 10 necrotic damage if it isn’t
  construct or an undead. Jarlaxle also gains 10
  temporary hit points.
  +3 dagger. Melee or Ranged Weapon Attack: +11 to hit,
  reach 5ft. or range 20/60 ft., one target. Hit: 10 (1d4 +
  8) piercing damage.
  Reactions
  Parry. Jarlaxle adds 4 to its AC against one melee attack
  that would hit him. To do so, Jarlaxle must see the
  attacker and be wielding a melee weapon.
  APPENDIX 1 | MONSTER/NPC STATISTCIS
  
  9
  Krecil Treak, Drow
  Mage/Assassin
  Medium humanoid (elf), neutral evil
  Armor Class 16 (adamantine chain mail)
  Hit Points 110 (17d8 + 34)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1) 19 (+4) 14 (+2) 18 (+4) 12 (+1) 12 (+1)
  Saving Throws Dex +7, Int +7
  Skills Acrobatics +7, Arcana +7, Deception +4,
  Perception +4, Stealth +10
  Tools Poisoner’s kit, thieves’ tools
  Senses darkvision 120 ft., passive Perception 14
  Languages Elvish, Undercommon
  Challenge 10 (5,900 XP)
  Assassinate. During his first turn, Krecil has advantage
  on attack rolls against any creature that hasn’t taken a
  turn. Any hit Krecil scores against a surprised creature
  is a critical hit.
  Evasion. If Krecil is subjected to an effect that allows it
  to make a Dexterity saving throw or take only half
  damage, Krecil instead takes no damage if he succeeds
  on the saving throw, and only half damage if he fails.
  Fey Ancestry. Krecil has advantage on saving throws
  against being charmed, and magic can’t put the drow
  to sleep.
  Innate Spellcasting. Krecil’s spellcasting ability is
  Charisma (spell save DC 12). He can innately cast the
  following spells, requiring no material components:
  At will: dancing lights
  1/day each: darkness, detect magic, faerie fire, levitate
  (self only)
  Sneak Attack (1/Turn). Krecil deals an extra 17 (5d6)
  damage when he hits a target with a weapon attack and
  has advantage on the attack roll, or when the target is
  within 5 feet of an ally of him that isn’t incapacitated
  and he doesn’t have disadvantage on the roll.
  Spellcasting. Krecil is a 9th-level spellcaster. His
  spellcasting ability is Intelligence (spell save DC 15, +7
  to hit with spell attacks). Krecil has the following
  wizard spells prepared:
  Cantrips (at will): fire bolt, light, mage hand,
  prestidigitation
  1st level (4 slots): detect magic, magic missile, sleep
  2nd level (3 slots): continual flame, detect thoughts,
  rope trick
  3rd level (3 slots): blink, lightning bolt, major image,
  nondetection
  4th level (3 slots): dimension door, hallucinatory
  terrain
  5th level (1 slot): telekinesis
  Sunlight Sensitivity. When in sunlight, Tolokoph has
  disadvantage on attack rolls, as well as on Wisdom
  (Perception) checks that rely on sight.
  Special Equipment. Krecil has +2 longsword, daggers of
  stone death (2; +2 daggers), ring of teleportation (the
  ring allows the wearer to teleport), and boots of
  elvenkind.
  Actions
  Multiattack. Krecil makes two melee attacks.
  +2 Shortsword. Melee Weapon Attack: +7 to hit, reach
  5 ft., one target. Hit: 9 (1d6 + 6) piercing damage.
  Dagger of Stone Death. Melee Weapon Attack: +7 to hit,
  reach 5 ft. or range 20/60 ft., one target. Hit: 8 (1d4 +
  6) piercing damage. If the target is hit it must make a
  DC 13 Constitution saving throw, taking 24 (7d6)
  poison damage on a failed save, or half as much on a
  successful one. The target must also make another DC
  13 Constitution saving throw or turn to stone. Only
  spells, such as flesh to stone may reverse this
  condition.
  APPENDIX 1 | MONSTER/NPC STATISTCIS
  
  10
  Pharius Del'Armgo
  Medium humanoid (elf), neutral evil
  Armor Class 16 (scale mail)
  Hit Points 71 (13d8 + 13)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0) 14 (+2) 12 (+1) 13 (+1) 17 (+3) 18 (+4)
  Saves Con + 4, Wis +6, Cha +7
  Skills Insight +6, Perception +6, Religion +4, Stealth +5
  Senses darkvision 120 ft., passive Perception 16
  Languages Elvish, Undercommon
  Challenge 8 (3,900 XP)
  Fey Ancestry. Pharius has advantage on saving throws
  against being charmed, and magic can’t put her to
  sleep.
  Innate Spellcasting. Pharius’s spellcasting ability is
  Charisma (spell save DC 15). She can innately cast the
  following spells, requiring no material components:
  At will: dancing lights
  1/day each: darkness, faerie fire, levitate (self only)
  Spellcasting. Pharius is an 10th-level spellcaster. Her
  spellcasting ability is Wisdom (spell save DC 14, +6 to
  hit with spell attacks). Pharius has the following cleric
  spells prepared:
  Cantrips (at will): guidance, poison spray, resistance,
  spare the dying, thaumaturgy
  1st level (4 slots): animal friendship, cure wounds,
  detect poison and disease, ray of sickness
  2nd level (3 slots): lesser restoration, protection from
  poison, web
  3rd level (3 slots): conjure animals (2 giant spiders),
  dispel magic
  4th level (3 slots): divination, freedom of movement
  5th level (1 slots): insect plague, mass cure wounds
  Sunlight Sensitivity. When in sunlight, Pharius has
  disadvantage on attack rolls, as well as on Wisdom
  (Perception) checks that rely on sight.
  Actions
  Multiattack. Pharius makes three melee attacks with her
  tentacle rod.
  Tentacle Rod. Melee Weapon Attack: +9 to hit, reach 15
  ft., one target. Hit: 3 (1d6) bludgeoning damage. If
  Pharius hits a target with all three tentacles, it must
  make a DC 15 Constitution saving throw. On a failure,
  the creature’s speed is halved, it has disadvantage on
  Dexterity saving throws, and it can’t use reactions for 1
  minute. Moreover, on each of its turns, it can take
  either an action or a bonus action, but not both. At the
  end of each of its turns, it can repeat the saving throw,
  ending the effect on itself on a success.
  Summon Demon (1/Day). Pharius attempts to magically
  summon a yochlol with a 30 percent chance of
  success. If the attempt fails, Pharius takes 5 (1d10)
  psychic damage. Otherwise, the summoned demon
  appears in an unoccupied space within 60 feet of its
  summoner, acts as an ally of its summoner, and can’t
  summon other demons. It remains for 10 minutes,
  until it or its summoner dies, or until its summoner
  dismisses it as an action.
  APPENDIX 1 | MONSTER/NPC STATISTCIS
  
  11
  Reftael Jerritril
  Medium humanoid (elf), lawful evil
  Armor Class 18 (+2 chain mail)
  Hit Points 91 (14d8 + 28)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4) 14 (+2) 15 (+2) 11 (+0) 12 (+1) 13 (+1)
  Saving Throws Dex +5, Con +5
  Skills Perception +4, Stealth +5
  Senses darkvision 120 ft., passive Perception 14
  Languages Elvish, Undercommon
  Challenge 6 (1,800 XP)
  Fey Ancestry. Reftael has advantage on saving
  throws against being charmed, and magic can’t put
  him to sleep.
  Innate Spellcasting. Reftael’s spellcasting ability is
  Charisma (spell save DC 11). He can innately cast
  the following spells, requiring no material
  components:
  At will: dancing lights
  1/day each: darkness, detect magic, faerie fire,
  levitate (self only)
  Special Equipment. Reftael has +2 chain mail, +3
  longsword, cloak of invisibility, boots of elvenkind,
  +1 bolts (6), poisoned bolts (wyvern poison) (2),
  poisoned bolts (drow poison) (2), lightning bolt
  bolts (2; on a hit, the target takes 28 (8d6)
  lightning damage).
  Sunlight Sensitivity. When in sunlight, Reftael has
  disadvantage on attack rolls, as well as on Wisdom
  (Perception) checks that rely on sight.
  Actions
  Multiattack. Reftael makes three melee attacks.
  +3 Longsword. Melee Weapon Attack: +10 to hit,
  reach 5 ft., one target. Hit: 11 (1d8 + 7) slashing
  damage, or 12 (1d10 + 7) slashing damage is used
  with two hands plus 10 (3d6) poison damage.
  Hand Crossbow. Ranged Weapon Attack: +5 to hit,
  range 30/120 ft., one target. Hit: 5 (1d6 + 2)
  piercing damage, and the target must succeed on a
  DC 13 Constitution saving throw or be poisoned
  for 1 hour. If the saving throw fails by 5 or more,
  the target is also unconscious while poisoned in
  this way. The target wakes up if it takes damage or
  if another creature takes an action to shake it
  awake.
  Reactions
  Parry. Reftael adds 3 to its AC against one melee
  attack that would hit him. To do so, Jeftael must see
  the attacker and be wielding a melee weapon.
  Sinister Bat
  Large beast, neutral evil
  Armor Class 15 (missile deflection)
  Hit Points 27 (5d10)
  Speed 10 ft., fly 50 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1) 13 (+1) 11 (+0) 6 (-2) 10 (+0) 14 (+2)
  Skills Stealth +3
  Senses darkvision 120 ft., passive Perception 10
  Languages —
  Challenge 1/4 (50 XP)
  Innate Spellcasting. The sinister’s innate spellcasting
  ability is Charisma. The sinister can innately cast the
  following spell, requiring no material components:
  1/day: hold monster
  Missile Deflection. The sinister has immunity to
  nonmagical missiles and absorbs spells such as
  Melf’s acid arrow and magic missile.
  Actions
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft.,
  one target. Hit: 4 (1d6 + 1) piercing damage.
  APPENDIX 1 | MONSTER/NPC STATISTCIS
  
  12
  Tolokoph, Drow
  Mage/Rogue
  Medium humanoid (elf), neutral evil
  Armor Class 15 (adamantine chain shirt)
  Hit Points 44 (8d8 + 8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1) 17 (+3) 13 (+1) 16 (+3) 12 (+1) 12 (+1)
  Saving Throws Dex +5, Int +5
  Skills Arcana +5, History, +5, Perception +3, Persuasion
  +3, Stealth +5
  Tools Thieves’ tools
  Senses darkvision 120 ft., passive Perception 13
  Languages Elvish, Thieves’ cant, Undercommon
  Challenge 2 (450 XP)
  Fey Ancestry. Tolokoph has advantage on saving throws
  against being charmed, and magic can’t put the drow
  to sleep.
  Innate Spellcasting. Tolokoph’s spellcasting ability is
  Charisma (spell save DC 11). He can innately cast the
  following spells, requiring no material components:
  At will: dancing lights
  1/day each: darkness, detect magic, faerie fire, levitate
  (self only)
  Sneak Attack (1/Turn). Tolokoph deals an extra 10 (3d6)
  damage when he hits a target with a weapon attack and
  has advantage on the attack roll, or when the target is
  within 5 feet of an ally of him that isn’t incapacitated
  and he doesn’t have disadvantage on the roll.
  Spellcasting. Tolokoph is a 5th-level spellcaster. His
  spellcasting ability is Intelligence (spell save DC 13, +5
  to hit with spell attacks). Tolokoph has the following
  wizard spells prepared:
  Cantrips (at will): fire bolt, mage hand, mending,
  prestidigitation
  1st level (4 slots): alarm, detect magic, magic missile,
  sleep, Tenser’s floating disc
  2nd level (3 slots): detect thoughts, suggestion
  3rd level (2 slots): glyph of warding
  Sunlight Sensitivity. When in sunlight, Tolokoph has
  disadvantage on attack rolls, as well as on Wisdom
  (Perception) checks that rely on sight.
  Actions
  Shortsword. Melee Weapon Attack: +5 to hit, reach 5
  ft., one target. Hit: 6 (1d6 + 3) piercing damage.
  Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft. or
  range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing
  damage.
  APPENDIX 1 | MONSTER/NPC STATISTCIS
  
  13
  Yyssisiryl H'tithet,
  Chief Negotiator for
  the Drow
  Medium humanoid (elf), neutral evil
  Armor Class 14 (adamantine elven chain)
  Hit Points 84 (13d8 + 26)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1) 11 (+0) 15 (+2) 14 (+2) 18 (+4) 13 (+1)
  Saves Wis +6, Cha +3
  Skills History +4, Perception +6, Persuasion +3,
  Religion +4, Stealth +2
  Senses darkvision 120 ft., passive Perception 16
  Languages Elvish, Undercommon
  Challenge 4 (1,100 XP)
  Fey Ancestry. Yyssisiryl has advantage on saving throws
  against being charmed, and magic can’t put her to
  sleep.
  Innate Spellcasting. Yyssisiryl’s spellcasting ability is
  Charisma (spell save DC 11). She can innately cast the
  following spells, requiring no material components:
  At will: dancing lights
  1/day each: darkness, detect magic, faerie fire, levitate
  (self only)
  Spellcasting. Yyssisiryl is a 13th-level spellcaster. Her
  spellcasting ability is Wisdom (spell save DC 13, +6 to
  hit with spell attacks). Yyssisiryl has the following cleric
  spells prepared:
  Cantrips (at will): light, mending, resistance, sacred
  flame, thaumaturgy
  1st level (4 slots): detect evil and good, detect poison
  and disease, inflict wounds, sanctuary
  2nd level (3 slots): charm person, silence, zone of truth
  3rd level (3 slots): animate dead, bestow curse, speak
  with dead, tongues, water walk
  4th level (3 slots): divination, freedom of movement,
  stone shape
  5th level (1 slot): flame strike
  6th level (1 slot): word of recall
  Sunlight Sensitivity. When in sunlight, Yyssisiryl has
  disadvantage on attack rolls, as well as on Wisdom
  (Perception) checks that rely on sight.
  Actions
  +2 Dagger. Melee or Ranged Weapon Attack: +4 to hit,
  reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 +
  2) piercing damage, and the target must succeed on a
  DC 13 Constitution saving throw or be poisoned for 1
  hour. If the saving throw fails by 5 or more, the target
  is also unconscious while poisoned in this way. The
  target wakes up if it takes damage or if another
  creature takes an action to shake it awake.
  APPENDIX 1 | MONSTER/NPC STATISTCIS
  
  Appendix 2: House Millithor
  14
  Matron Mother Ki'Willis
  Millithor
  Medium humanoid (drow elf), neutral evil
  Armor Class 17 (+2 scale mail, 13 with bracers of
  defense while wearing no armor)
  Hit Points 91 (14d8 + 28)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1) 12 (+1) 15 (+2) 14 (+2) 20 (+5) 14 (+2)
  Saving Throws Con +6, Wis +9, Cha +6
  Skills History +6, Insight +9, Perception +9, Persuasion
  +6, Religion +6
  Tools Poisoner’s kit
  Senses darkvision 120 ft., passive Perception 19
  Languages Common, Elvish, Undercommon
  Challenge 9 (5,000 XP)
  Fey Ancestry. Ki’Willis has advantage on saving throws
  against being charmed, and magic can’t put her to
  sleep.
  Innate Spellcasting. Ki’Willis’s innate spellcasting ability
  is Charisma (spell save DC 14). She can innately cast
  the following spells, requiring no material components:
  At will: dancing lights
  1/day each: darkness, faerie fire, levitate (self only)
  Special Equipment. +2 scale mail, +2 scourge, holy
  symbol amulet, ring of animal influence, and bracers of
  defense.
  Spellcasting. Ki’Willis is an 11th-level spellcaster. Her
  spellcasting ability is Wisdom (spell save DC 17, +9 to
  hit with spell attacks). She has the following cleric
  spells prepared:
  Cantrips (at will): guidance, light, sacred flame, spare
  the dying, thaumaturgy
  1st level (4 slots): charm person, cure wounds, detect
  evil and good, detect poison and disease, disguise self,
  inflict wounds
  2nd level (3 slots): calm emotions, hold person, lesser
  restoration, mirror image, pass without trace, zone of
  truth
  3rd level (3 slots): animate dead, blink, dispel magic,
  meld into stone, protection from energy
  4th level (3 slots): dimension door, freedom of
  movement, guardian of faith, polymorph
  5th level (2 slots): dominate person, flame strike,
  insect plague, modify memory
  6th level (1 slot): planar ally
  Sunlight Sensitivity. Ki’Willis has disadvantage on attack
  rolls and on Wisdom (Perception) checks that rely on
  sight when she, the target of her attack, or whatever
  she is trying to perceive is in direct sunlight.
  Actions
  Multiattack. Ki’Willis makes two scourge attacks.
  +2 Scourge. Melee Weapon Attack: +7 to hit, reach 5
  ft., one target. Hit: 6 (1d6 + 3) slashing damage plus
  17 (5d6) poison damage.
  Summon Demon (1/Day). Ki’Willis attempts to
  magically summon a yochlol with a 30 percent chance
  of success. If the attempt fails, Ki’Willis takes 5 (1d10)
  psychic damage. Otherwise, the summoned demon
  appears in an unoccupied space within 60 feet of its
  summoner, acts as an ally of its summoner, and can’t
  summon other demons. It remains for 10 minutes,
  until it or its summoner dies, or until its summoner
  dismisses it as an action.
  APPENDIX 2 | HOUSE MILLITHOR
  
  Marckarius Millithor,
  Elderboy of House
  Millithor
  Neutral Evil Male Drow Elf, Fighter 7
  Hit Dice 7d10
  Hit Points 60
  Armor Class 18 (+2 chain mail; 19 with buckler, or while
  wielding a separate melee weapon in each hand)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  12 (+1)
  15 (+2)
  12 (+1)
  11 (+0)
  13 (+1)
  Proficiency Bonus +3
  Saving Throws Str +8, Con +5
  Skills Athletics +8, History +4, Intimidation +4, Perception
  +3, Persuasion +4
  Feats Dual Wielder
  Armor All armor, shields
  Weapons Simple weapons, martial weapons
  Tools Dragonchess set
  Senses Darkvision 120 ft., passive Perception 13
  Languages Common, Elvish, Undercommon
  Attack Routine
  +2 Longsword (Action). Melee Weapon Attack: +10 to hit,
  reach 5 ft., one target. Hit: 1d8 + 7 slashing damage, or 1d10
  + 7 slashing damage if used with two hands.
  +1 Shortsword (Bonus Action). Melee Weapon Attack: +9 to
  hit, reach 5 ft., one target. Hit: 1d6 + 6 piercing damage.
  +2 Longsword (Extra Attack). Melee Weapon Attack: +10 to
  hit, reach 5 ft., one target. Hit: 1d8 + 7 slashing damage, or
  1d10 + 7 slashing damage if used with two hands.
  OR
  +1 Dagger (Action). Melee or Ranged Weapon Attack: +9 to
  hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1d4 + 6
  piercing damage.
  +1 Dagger (Extra Attack). Melee or Ranged Weapon Attack:
  +9 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1d4 +
  6 piercing damage.
  OR
  Hand Crossbow. Ranged Weapon Attack: +4 to hit, range
  30/120 ft., one target. Hit: 1d6 + 1 piercing damage, and the
  target must succeed on a DC 13 Constitution saving throw or
  be poisoned for 1 hour. If the saving throw fails by 5 or more,
  the target is also unconscious while poisoned in this way. The
  target wakes up if it takes damage or if another creature
  takes an action to shake it awake.
  Racial Traits
  Drow Magic. You know the dancing lights cantrip, and you
  can cast faerie fire, darkness, detect magic, and levitate (self
  only) spells each once per day. Charisma is your spellcasting
  ability for these spells, save DC 12.
  Fey Ancestry. You have advantage on saving throws against
  being charmed, and magic can’t put you to sleep.
  Sunlight Sensitivity. You have disadvantage on attack rolls
  and on Wisdom (Perception) checks that rely on sight when
  you, the target of your attack, or whatever you are trying to
  perceive is in direct sunlight.
  Superior Darkvision. You can see in dim light within 120
  feet of you as if it were bright light, and in darkness as if it
  were dim light.
  Trance. You don’t need sleep. Instead, you meditate deeply,
  remaining semiconscious, for 4 hours a day. While
  meditating, you can dream after a fashion; such dreams are
  actually mental exercises that have become reflexive through
  years of practice. After resting in this way, you gain the same
  benefit that a human does from 8 hours of sleep.
  Class Features
  Action Surge (Recharges After a Short or Long Rest). On
  your turn, you can take one additional action on top of your
  regular action and a possible bonus action.
  Extra Attack. You can attack twice instead of once whenever
  you take the Attack action on your turn.
  Fighting Style: Two-Weapon Fighting. When you engage in
  two-weapon fighting, you can add your ability modifier to the
  damage of the second attack.
  Second Wind (Recharges After a Short or Long Rest). On
  your turn, you can use a bonus action to regain 1d10 + 7 hit
  points.
  Martial Archetype: Champion
  Improved Critical. Your weapon attacks score a critical hit
  on a roll of 19 or 20.
  Remarkable Athlete. You can add +2 to any Strength,
  Dexterity, or Constitution check you make that doesn’t
  already use your proficiency bonus.
  In addition, when you make a running long jump, the
  distance you can cover increases by 5 feet.
  Feats
  Dual Wielder. You gain +1 bonus to AC while you are
  wielding a separate melee weapon in each hand.
  You can use two-weapon fighting even when the one-
  handed melee weapons you are wielding aren’t light.
  You can draw or stow two one-handed weapons when you
  would normally be able to draw or stow only one.
  15
  APPENDIX 2 | HOUSE MILLITHOR
  
  Equipment
  The elderboy of House Millithor possesses a +2 longsword,
  which is his favorite weapon. He wears +2 chain mail, and
  carries a small buckler. As secondary weapons, he wears a +1
  shortsword, and conceals a pair of +1 daggers, one in each of
  his sleeves.
  In addition, of course, Marckarius wears the standard
  piwafwi and boots of elvenkind common to the drow. He
  wears around his neck an amulet of proof against detection
  and location, keeping this concealed beneath his tunic. He
  also carries three metal flasks in a pouch nestled in the small
  of his back. These flasks contain single doses, each, of a
  potion of greater healing, a potion of invisibility, and a potion
  of flying.
  On the mundane side, Marckarius possesses about 7,500
  gp worth of fine jewelry—ruby and emerald rings, a diamond
  amulet (which he wears in plain sight) and earring bedecked
  with an assortment of gems. Though he does not wear these
  into battle, they are common accoutrements whenever he
  ventures out socially. The elderboy also has a personal stash
  of about 2,000 gp in ready cash.
  +2 chain mail, buckler, +2 longsword, +1 shortsword, +1
  dagger (2), hand crossbow, crossbow bolts (20) tipped with
  drow poison, crossbow bolt case, insignia of House Millithor,
  piwafwi, boots of elvenkind, amulet of proof against detection
  and location, potion of healing, potion of invisibility, and
  potion of flying.
  Physical Description
  Marckarius is somewhat shorter than the average drow, and
  slightly more heavyset. His physique is muscular, and his
  arms are unusually long. He wears his white hair short,
  finding this useful for combat—and also because he likes to
  be a little different from the typical Menzoberranyr drow.
  Marckarius wears clothes of undeniably fine quality, as
  befits his idea of his own status. Silver and platinum threads
  are embroidered into his cloaks, shirts, and leggings—not,
  however, into his piwafwi. He is careful of his appearance at
  all times.
  Personality
  Marckarius is more sociable and fun-loving than the typical
  drow. He possesses the nasty alignment of most of his kin,
  but is unusually willing to cooperate with others in pursuit of
  a common task. He has been very loyal to his mother, and
  she, in turn, recognizes his value. He has been given an
  unusual amount of freedom for a drow male.
  Motivations
  Marckarius wants his house to survive and prosper, and he
  wishes to grow to a ripe old age—free to do what he wants.
  He is extremely wary of involvements with other clans or
  priestesses, but confidant enough to be assertive when
  dealing with the priestesses of his own family.
  Amulet of Proof against Detection and
  Location
  Wondrous item, uncommon (requires attunement)
  While wearing this amulet, you are hidden from divination
  magic. You can't be targeted by such magic or perceived
  through magical scrying sensors.
  Boots of Elvenkind
  Wondrous item, uncommon
  While you wear these boots, your steps make no sound,
  regardless of the surface you are moving across. You also
  have advantage on Dexterity (Stealth) checks that rely on
  moving silently.
  Piwafwi
  Wondrous item, uncommon (requires attunement)
  While you wear this cloak with its hood up, Wisdom
  (Perception) checks made to see you have disadvantage, and
  you have advantage on Dexterity (Stealth) checks made to
  hide, as the cloak's color shifts to camouflage you. Pulling the
  hood up or down requires an action.
  Potion of Flying
  Potion, very rare
  When you drink this potion, you gain a flying speed equal to
  your walking speed for 1 hour and can hover. If you're in the
  air when the potion wears off, you fall unless you have some
  other means of staying aloft. This potion's clear liquid floats
  at the top of its container and has cloudy white impurities
  drifting in it.
  Potion of Healing
  Potion, common
  You regain 2d4 + 2 hit points when you drink this potion. The
  potion's red liquid glimmers when agitated.
  Potion of Invisibility
  Potion, very rare
  This potion's container looks empty but feels as though it
  holds liquid. When you drink it, you become invisible for 1
  hour. Anything you wear or carry is invisible with you. The
  effect ends early if you attack or cast a spell.
  Narcelia Millithor, Elder
  Daughter of House
  Millithor
  Neutral Evil Female Drow Elf, Cleric 7 of Lolth
  Hit Dice 7d8
  Hit Points 45
  Armor Class 14 (elven chain)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1)
  10 (+0)
  12 (+1)
  15 (+2)
  18 (+4)
  14 (+2)
  16
  APPENDIX 2 | HOUSE MILLITHOR
  
  Proficiency Bonus +3
  Saving Throws Wis +7, Cha +5
  Skills History +5, Insight +7, Perception +7, Persuasion +5,
  Religion +5
  Armor Light armor, medium armor, shields
  Weapons Simple weapons, rapiers, shortswords, hand
  crossbows
  Tools Poisoner’s kit
  Senses darkvision 120 ft., passive Perception 17
  Languages Common, Elvish, Undercommon
  Attack Routine
  Mace of Blinding (Action). Melee Weapon Attack: +5 to hit,
  reach 5 ft., one target. Hit: 1d6 + 2 bludgeoning damage, and
  the target must succeed on a DC 13 Constitution saving
  throw or be blinded for 1 minute. The blinded target can
  repeat the saving throw at the end of each of its turns, ending
  the effect on itself on a success.
  OR
  +1 Scourge (Action). Melee Weapon Attack: +5 to hit, reach
  5 ft., one target. Hit: 1d6 + 2 slashing damage plus 5d6
  poison damage.
  OR
  Dagger (Action). Melee Weapon Attack: +4 to hit, reach 5 ft.
  or range 20/60 ft., one target. Hit: 1d4 + 1 piercing damage.
  Racial Traits
  Drow Magic. You know the dancing lights cantrip, and you
  can cast faerie fire, darkness, detect magic, and levitate (self
  only) spells each once per day. Charisma is your spellcasting
  ability for these spells, save DC 13.
  Fey Ancestry. You have advantage on saving throws against
  being charmed, and magic can’t put you to sleep.
  Sunlight Sensitivity. You have disadvantage on attack rolls
  and on Wisdom (Perception) checks that rely on sight when
  you, the target of your attack, or whatever you are trying to
  perceive is in direct sunlight.
  Superior Darkvision. You can see in dim light within 120
  feet of you as if it were bright light, and in darkness as if it
  were dim light.
  Trance. You don’t need sleep. Instead, you meditate deeply,
  remaining semiconscious, for 4 hours a day. While
  meditating, you can dream after a fashion; such dreams are
  actually mental exercises that have become reflexive through
  years of practice. After resting in this way, you gain the same
  benefit that a human does from 8 hours of sleep.
  Class Features
  Channel Divinity. You can channel divine energy to create
  one of the following effects. You can do so twice between
  short or long rests.
  Cloak of Shadows. As an action, you become invisible
  until the end of your next turn. You become visible if you
  attack or cast a spell.
  Invoke Duplicity. As an action, you create a perfect illusion
  of yourself that lasts for 1 minute, or until your lose your
  concentration (as if you were concentrating on a spell). The
  illusion appears in an unoccupied space that you can see
  within 30 feet of you. As a bonus action on your turn, you can
  move the illusion up to 30 feet to a space you can see, but it
  must remain within 120 feet of you.
  For the duration, you can cast spells as though you were in
  the illusion’s space, but you must use your own senses.
  Additionally, when both you and your illusion are within 5 feet
  of a creature that can see the illusion, you have advantage on
  attack rolls against that creature.
  Turn Undead. As an action, you present your holy symbol
  and speak a prayer censuring the undead. Each undead that
  can see or hear you within 30 feet of you must succeed on a
  DC 15 Wisdom saving throw or become turned for 1 minute
  or until it takes any damage. If the creature has a challenge
  rating of 1/2 or lower, it is destroyed instead.
  A turned creature must spend its turns trying to move as
  far away from you as it can, and it can’t willingly move to a
  space within 30 feet of you. It also can’t take reactions. For its
  action, it can use only the Dash action or try to escape from
  an effect that prevents it from moving. If there’s nowhere to
  move, the creature can use the Dodge action.
  Spellcasting Ability. You have the ability to cast spells.
  Wisdom is your spellcasting ability for your cleric spells. You
  use your Wisdom whenever a spell refers to your spellcasting
  ability.
  You prepare the list of cleric spells that are available for you
  to cast. To do so, choose 11 spells. The spells must be of a
  level for which you have spell slots.
  To cast a spell, you must expend a slot of the spell’s level or
  higher. You regain all expended spell slots when you finish a
  long rest.
  You can use a holy symbol as a spellcasting focus for your
  cleric spells.
  You can cast any cleric spell as a ritual if that spell has the
  ritual tag.
  Spell Save DC: 15
  Spell Attack Modifier: +7
  Spell Slots: 1st-level (4), 2nd-level (3), 3rd-level (3), 4th-
  level (1)
  Cantrips (at will): guidance, mending, sacred flame,
  thaumaturgy
  Divine Domain: Trickery
  Blessing of the Trickster. You can use your action to touch a
  willing creature other than yourself to give it advantage on
  Dexterity (Stealth) checks. This blessing lasts for 1 hour or
  until you use this feature again.
  Domain Spells. You know the following domain spells that
  are always prepared and don’t count against the number of
  spells you can prepare each day:
  1st-level: charm person, disguise self
  2nd-level: mirror image, pass without trace
  3rd-level: blink, dispel magic
  4th-level: dimension door, polymorph
  17
  APPENDIX 2 | HOUSE MILLITHOR
  
  Equipment
  Narcelia has a choice of favorite weapons. Her mace of
  blinding is a potent weapon that has this additional effect:
  anyone who is struck with it must make a DC 15 Charisma
  saving throw or be blinded for 1 minute. Alternately, Narcelia
  has a +1 scourge.
  She also wears the usual piwafwi and boots of elvenkind
  employed by the drow. Her shirt is elven chain, and she
  usually does not carry a shield. She does, however, have three
  metal flasks of potion concealed in a pouch at the small of
  her back; these contain a potion of greater healing, a potion
  of diminution (single dose each), and oil of sharpness—
  enough for 4 uses.
  Though not prone to ostentatious displays, the priestess
  has several rings and a brooch (worth a total of 3,000 gp) that
  she wears for ceremonial occasions. Also, Narcelia has
  access to her own source of funds, totaling about 10,000 gp
  worth of coins.
  Elven chain, mace of blinding, +1 scourge, dagger, holy
  symbol amulet, insignia of House Millithor, piwafwi, boots of
  elvenkind, potion of greater healing, potion of diminution, and
  oil of sharpness (4).
  Physical Description
  Narcelia is a remarkably somber-appearing drow, not prone
  to the cackling displays of vicious humor that characterize so
  many drow high priestesses. She is lithe and attractive, but
  tends to wear modest and unadorned garments that conceal
  her body and the back of her head. Her hair is exceptionally
  long, but she usually keeps it bound at the base of her neck.
  Personality
  Narcelia is careful and thoughtful far beyond the normal
  standards of the drow. She is considered by many to be a
  little slow—this is a mistake, however. In reality, she is a
  precise planner and, if she takes her time to develop a plan,
  that plan is likely to have few flaws. She does not enjoy
  cruelty for cruelty’s sake, and even recognizes the uses of
  kindness in earning the loyalty of underlings and allies.
  Motivations
  Narcelia is curious about the world beyond Menzoberranzan.
  She is very loyal to her mother, and intends to become the
  next matron mother of House Millithor—but not for a century
  or two. She is suspicious of the schemes of others, and
  carefully examines suggestions and directives, looking for
  weaknesses.
  Boots of Elvenkind
  Wondrous item, uncommon
  While you wear these boots, your steps make no sound,
  regardless of the surface you are moving across. You also
  have advantage on Dexterity (Stealth) checks that rely on
  moving silently.
  Elven Chain
  Armor (chain shirt), rare
  You gain a +1 bonus to AC while you wear this armor. You are
  considered proficient with this armor even if you lack
  proficiency with medium armor.
  Mace of Blinding
  Weapon (mace), rare
  You gain a +1 bonus to attack and damage rolls with this
  magic weapon.
  When you hit a target with this weapon, the target must
  succeed on a DC 13 Constitution saving throw or be blinded
  for 1 minute. The blinded target can repeat the saving throw
  at the end of each of its turns, ending the effect on itself on a
  success.
  Oil of Sharpness
  Potion, very rare
  This clear, gelatinous oil sparkles with tiny, ultrathin silver
  shards. The oil can coat one slashing or piercing weapon or
  up to 5 pieces of slashing or piercing ammunition. Applying
  the oil takes 1 minute. For 1 hour, the coated item is magical
  and has a +3 bonus to attack and damage rolls.
  Piwafwi
  Wondrous item, uncommon (requires attunement)
  While you wear this cloak with its hood up, Wisdom
  (Perception) checks made to see you have disadvantage, and
  you have advantage on Dexterity (Stealth) checks made to
  hide, as the cloak's color shifts to camouflage you. Pulling the
  hood up or down requires an action.
  Potion of Diminution
  Potion, rare
  When you drink this potion, you gain the "reduce" effect of
  the enlarge/reduce spell for 1d4 hours (no concentration
  required). The red in the potion's liquid continuously
  contracts to a tiny bead and then expands to color the clear
  liquid around it. Shaking the bottle fails to interrupt this
  process.
  Potion of Greater Healing
  Potion, uncommon
  You regain 4d4 + 4 hit points when you drink this potion. The
  potion's red liquid glimmers when agitated.
  Torrellan Millithor,
  Secondboy of House
  Millithor
  Neutral Evil Male Drow Elf, Fighter 7
  Hit Dice 7d10
  Hit Points 60
  Armor Class 19 (+1 chain mail, +1 buckler)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  14 (+2)
  14 (+2)
  16 (+3)
  10 (+0)
  18 (+4)
  18
  APPENDIX 2 | HOUSE MILLITHOR
  
  Proficiency Bonus +3
  Saving Throws Str +7, Con +5
  Skills Arcana +6, Athletics +7, History +6, Perception +3,
  Persuasion +7
  Armor All armor, shields
  Weapons Simple weapons, martial weapons
  Tools Dragonchess set
  Senses Darkvision 120 ft., passive Perception 13
  Languages Common, Elvish, Undercommon
  Attack Routine
  Longsword of Paralysis (Action). Melee Weapon Attack: +9
  to hit, reach 5 ft., one target. Hit: 1d8 + 8 slashing damage, or
  1d10 + 8 slashing damage if used with two hands, and the
  target must make a DC 13 Constitution saving throw or be
  paralyzed for 1 minute. The paralyzed target can repeat the
  saving throw at the end of each of its turns, ending the effect
  on itself on a success.
  Longsword of Paralysis (Extra Attack). Melee Weapon
  Attack: +9 to hit, reach 5 ft., one target. Hit: 1d8 + 8 slashing
  damage, or 1d10 + 8 slashing damage if used with two hands,
  and the target must make a DC 13 Constitution saving throw
  or be paralyzed for 1 minute. The paralyzed target can repeat
  the saving throw at the end of each of its turns, ending the
  effect on itself on a success.
  OR
  +2 Dagger (Action). Melee or Ranged Weapon Attack: +9 to
  hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1d4 + 8
  piercing damage, or 1d4 + 6 piercing damage if thrown.
  +2 Dagger (Extra Attack). Melee or Ranged Weapon Attack:
  +9 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1d4 +
  8 piercing damage, or 1d4 + 6 piercing damage if thrown.
  OR
  +1 Hand Crossbow. Ranged Weapon Attack: +6 to hit, reach
  30/120 ft., one target. Hit: 1d6 + 3 piercing damage, and the
  target must succeed on a DC 13 Constitution saving throw or
  be poisoned for 1 hour. If the saving throw fails by 5 or more,
  the target is also unconscious while poisoned in this way. The
  target wakes up if it takes damage or if another creature
  takes an action to shake it awake.
  Racial Traits
  Drow Magic. You know the dancing lights cantrip, and you
  can cast faerie fire, darkness, detect magic, and levitate (self
  only) spells each once per day. Charisma is your spellcasting
  ability for these spells, save DC 15.
  Fey Ancestry. You have advantage on saving throws against
  being charmed, and magic can’t put you to sleep.
  Sunlight Sensitivity. You have disadvantage on attack rolls
  and on Wisdom (Perception) checks that rely on sight when
  you, the target of your attack, or whatever you are trying to
  perceive is in direct sunlight.
  Superior Darkvision. You can see in dim light within 120
  feet of you as if it were bright light, and in darkness as if it
  were dim light.
  Trance. You don’t need sleep. Instead, you meditate deeply,
  remaining semiconscious, for 4 hours a day. While
  meditating, you can dream after a fashion; such dreams are
  actually mental exercises that have become reflexive through
  years of practice. After resting in this way, you gain the same
  benefit that a human does from 8 hours of sleep.
  Class Features
  Action Surge (Recharges After a Short or Long Rest). On
  your turn, you can take one additional action on top of your
  regular action and a possible bonus action.
  Extra Attack. You can attack twice instead of once whenever
  you take the Attack action on your turn.
  Fighting Style: Dueling. When you are wielding a melee
  weapon in one hand and no other weapons, you gain a +2
  bonus to damage rolls with that weapon.
  Second Wind (Recharges After a Short or Long Rest). On
  your turn, you can use a bonus action to regain 1d10 + 7 hit
  points.
  Martial Archetype: Eldritch Knight
  Spellcasting. You have the ability to cast spells. Intelligence
  is your spellcasting ability for your wizard spells. You use
  your Intelligence whenever a spell refers to your spellcasting
  ability. To cast a spell, you must expend a slot of the spell’s
  level or higher. You regain all expended spell slots when you
  finish a long rest.
  Spell Save DC: 14
  Spell Attack Modifier: +6
  Spell Slots: 1st-level (4), 2nd-level (2)
  War Magic. When you use your action to cast a cantrip, you
  can make one weapon attack as a bonus action.
  Weapon Bond. You perform a ritual over the course of 1
  hour, which can be done during a short rest. The weapon
  must be within your reach throughout the ritual, at the
  conclusion of which you touch the weapon and forge the
  bond.
  Once you have bonded a weapon to yourself, you can’t be
  disarmed of that weapon unless you are incapacitated. If it is
  on the same plane of existence, you can summon that
  weapon as a bonus action on your turn, causing it to teleport
  instantly to your hand.
  You can have up to two bonded weapons, but can summon
  only one at a time with your bonus action. If you attempt to
  bond with a third weapon, you must break the bond with one
  of the other two.
  Spells Known
  Cantrips: blade ward, light
  1st-level spells: burning hands, fog cloud, magic missile,
  shield
  2nd-level spells: invisibility
  19
  APPENDIX 2 | HOUSE MILLITHOR
  
  Equipment
  Torrellan carries a +2 longsword as his weapon of choice.
  The blade has a special characteristic—if it strikes a critical
  hit, the victim must make a DC 13 Constitution saving throw.
  Failure means that the victim is paralyzed for 1 minute. He
  also carries a +1 hand crossbow, with one six +2 bolts.
  Torrellan wears +1 chain mail and carries a +1 buckler for
  protection. He wears boots of elvekind, and keeps a +2
  dagger in his sleeve. His most prized possession is a cloak of
  the bat.
  +1 chain mail, +1 buckler, +2 longsword of paralysis, +2
  dagger, +1 hand crossbow, +2 crossbow bolt (6), crossbow
  bolts (14) tipped with drow poison, crossbow bolt case,
  insignia of House Millithor, cloak of the bat, and boots of
  elvenkind.
  Physical Description
  Torrellan is a dashing, handsome young drow. He is larger
  than his older brother, which makes him about average in
  size. He wears his white hair long and unbound (except when
  combat might be expected). He spends a lot on his wardrobe,
  and is usually encountered with a cloak outlined in faerie fire,
  often with some kind of exotic hat on his head. He is much
  sought after by the females of the city.
  Personality
  Torrellan is famed as a practical joker. He delights in
  situations that are embarrassing to others—but he has an
  ability, very rare in drow, to also appreciate jokes directed
  against himself. He is easygoing and talkative, though he
  sometimes stretches the bounds of good taste in order to
  make a point.
  However, he Millithor Secondboy is also quite sensitive to
  the pain of those he cares for. He will not forgive any slight
  directed against his family, and he’s more vocal about his
  desire for revenge than most drow are comfortable with.
  Motivations
  Torrellan is unusually devoted to his family—perhaps
  because they have not treated him with the cruelty that is the
  norm among drow society. He is loyal to his older brother;
  and will stick his neck out for anyone of his steady
  companions who might need his help. Torrellan wants to
  have some fun with his life, and he’s not afraid to take a few
  risks.
  Boots of Elvenkind
  Wondrous item, uncommon
  While you wear these boots, your steps make no sound,
  regardless of the surface you are moving across. You also
  have advantage on Dexterity (Stealth) checks that rely on
  moving silently.
  Cloak of the Bat
  Wondrous item, rare (requires attunement)
  While wearing this cloak, you have advantage on Dexterity
  (Stealth) checks. In an area of dim light or darkness, you can
  grip the edges of the cloak with both hands and use it to fly at
  a speed of 40 feet. If you ever fa il to grip the cloak's edges
  while flying in this way, or if you are no longer in dim light or
  darkness, you lose this flying speed.
  While wearing the cloak in an area of dim light or
  darkness, you can use your action to cast polymorph on
  yourself, transforming into a bat. While you are in the form of
  the bat, you retain your Intelligence, Wisdom, and Charisma
  scores. The cloak can't be used this way again until the next
  dawn.
  Longsword of Paralysis
  Weapon (longsword), very rare
  You have a +2 bonus to attack and damage rolls made with
  this magic weapon.
  If you strike a critical hit with this weapon, the target must
  make a DC 15 Constitution saving throw or be paralyzed for
  1 minute. The paralyzed target can repeat the saving throw at
  the end of each of its turns, ending the effect on itself on a
  success.
  Dariel Kront'tane,
  Adopted Son of House
  Millithor
  Neutral Evil Male Drow Elf, Fighter 7
  Hit Dice 7d10
  Hit Points 74
  Armor Class 16 (elven chain; 17 while wielding a separate
  melee weapon in each hand)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  14 (+2)
  18 (+4)
  14 (+2)
  10 (+0)
  12 (+1)
  Proficiency Bonus +3
  Saving Throws Str +6, Con +7
  Skills Athletics +6, History +4, Perception +3, Persuasion +4,
  Survival +3
  Feats Dual Wielder
  Armor All armor, shields
  Weapons Simple weapons, martial weapons
  Tools Three-Dragon Ante set
  Senses Darkvision 120 ft., passive Perception 13
  Languages Common, Elvish, Undercommon
  Attack Routine
  +2 Longsword (Action). Melee Weapon Attack: +8 to hit,
  reach 5 ft., one target. Hit: 1d8 + 5 slashing damage, or 1d10
  + 5 slashing damage if used with two hands.
  Dagger (Bonus Action). Melee or Ranged Weapon Attack: +6
  to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1d4 + 3
  piercing damage.
  +2 Longsword (Extra Attack). Melee Weapon Attack: +8 to
  hit, reach 5 ft., one target. Hit: 1d8 + 5 slashing damage, or
  1d10 + 5 slashing damage if used with two hands.
  20
  APPENDIX 2 | HOUSE MILLITHOR
  
  OR
  +1 Hand Crossbow (Action). Ranged Weapon Attack: +6 to
  hit, reach 30/120 ft., one target. Hit: 1d6 + 3 piercing
  damage, and the target must succeed on a DC 13
  Constitution saving throw or be poisoned for 1 hour. If the
  saving throw fails by 5 or more, the target is also unconscious
  while poisoned in this way. The target wakes up if it takes
  damage or if another creature takes an action to shake it
  awake.
  +1 Hand Crossbow (Extra Attack). Ranged Weapon Attack:
  +6 to hit, reach 30/120 ft., one target. Hit: 1d6 + 3 piercing
  damage, and the target must succeed on a DC 13
  Constitution saving throw or be poisoned for 1 hour. If the
  saving throw fails by 5 or more, the target is also unconscious
  while poisoned in this way. The target wakes up if it takes
  damage or if another creature takes an action to shake it
  awake.
  Racial Traits
  Drow Magic. You know the dancing lights cantrip, and you
  can cast faerie fire, darkness, detect magic, and levitate (self
  only) spells each once per day. Charisma is your spellcasting
  ability for these spells, save DC 12.
  Fey Ancestry. You have advantage on saving throws against
  being charmed, and magic can’t put you to sleep.
  Sunlight Sensitivity. You have disadvantage on attack rolls
  and on Wisdom (Perception) checks that rely on sight when
  you, the target of your attack, or whatever you are trying to
  perceive is in direct sunlight.
  Superior Darkvision. You can see in dim light within 120
  feet of you as if it were bright light, and in darkness as if it
  were dim light.
  Trance. You don’t need sleep. Instead, you meditate deeply,
  remaining semiconscious, for 4 hours a day. While
  meditating, you can dream after a fashion; such dreams are
  actually mental exercises that have become reflexive through
  years of practice. After resting in this way, you gain the same
  benefit that a human does from 8 hours of sleep.
  Class Features
  Action Surge (Recharges After a Short or Long Rest). On
  your turn, you can take one additional action on top of your
  regular action and a possible bonus action.
  Extra Attack. You can attack twice instead of once whenever
  you take the Attack action on your turn.
  Fighting Style: Two-Weapon Fighting. When you engage in
  two-weapon fighting, you can add your ability modifier to the
  damage of the second attack.
  Second Wind (Recharges After a Short or Long Rest). On
  your turn, you can use a bonus action to regain 1d10 + 7 hit
  points. Once you use this feature, you must finish a short or
  long rest before you can use it again.
  Martial Archetype: Champion
  Improved Critical. Your weapon attacks score a critical hit
  on a roll of 19 or 20.
  Remarkable Athlete. You can add +2 to any Strength,
  Dexterity, or Constitution check you make that doesn’t
  already use your proficiency bonus.
  In addition, when you make a running long jump, the
  distance you can cover increases by 5 feet.
  Feats
  Dual Wielder. You gain +1 bonus to AC while you are
  wielding a separate melee weapon in each hand.
  You can use two-weapon fighting even when the one-
  handed melee weapons you are wielding aren’t light.
  You can draw or stow two one-handed weapons when you
  would normally be able to draw or stow only one.
  Equipment
  Dariel employs a +2 longsword as his major weapon of
  choice, though he also possesses a pair of +1 hand
  crossbows.
  He has the typical piwafwi and boots of elvenkind worn by
  the drow and he has elven chain for protection. In addition,
  the pin he wears on his lapel is in fact a brooch of shielding.
  He has a pair of metal vials in his pockets, each contains six
  applications of magical dust of disappearance. He also
  routinely carries a flask of dust of dryness and wears a ring of
  poison resistance.
  Since he is not of pure Millithor blood, Dariel does not have
  access to as much of the family fortune as do his adopted
  siblings. Still, he has stashed away some 1,200 gp.
  Elven chain, +2 longsword, dagger, +1 hand crossbow (2),
  insignia of House Millithor, piwafwi, boots of elvenkind,
  brooch of shielding, dust of disappearance (6), dust of
  dryness, and ring of poison resistance.
  Physical Description
  Dariel is a thin, nervous drow. He survived his original
  house’s slaughter (House Kront’Tane)—sine he was a second
  generation noble, his life or death was irrelevant once the
  matron mother and her offspring had perished. As such, he
  appealed for and was granted the protection of House
  Millithor.
  Dariel dresses simply, in unadorned black—except for the
  small silver pin, in the shape of a miniature dagger, he wears
  on his collar. His hair is long, but he carefully binds it behind
  his head. He is tall enough that his lanky nature appears
  almost gaunt.
  Personality
  Because of the disastrous fate of his original house, Dariel
  tends to be a worrier. He is cautious, suspicious, and
  meticulous. More than any of his family-mates, Dariel is
  careful to examine every side of a situation for potential traps
  and pitfalls.
  On the other hand, when a course of action has been
  determined, Dariel puts his energies behind it to the
  maximum of his abilities. This tenacity has drawn the
  admiration of the Matron Mother, and assures that he will
  have a place in House Millithor for as long as he wants.
  21
  APPENDIX 2 | HOUSE MILLITHOR
  
  Motivations
  Dariel is determined to do everything in his power to ensure
  the survival of House Millithor. In fact, so thoroughly has he
  been adopted that he places the house’s survival above his
  own.
  Boots of Elvenkind
  Wondrous item, uncommon
  While you wear these boots, your steps make no sound,
  regardless of the surface you are moving across. You also
  have advantage on Dexterity (Stealth) checks that rely on
  moving silently.
  Brooch of Shielding
  Wondrous item, uncommon (requires attunement)
  While wearing this brooch, you have resistance to force
  damage, and you have immunity to damage from the magic
  missile spell.
  Dust of Disappearance
  Wondrous item, uncommon
  Found in a small packet, this powder resembles very fine
  sand. There is enough of it for one use. When you use an
  action to throw the dust into the air, you and each creature or
  object within 10 feet of you become invisible for 10 minutes.
  The duration is the same for all subjects, and the dust is
  consumed when its magic takes effect. If a creature affected
  by the dust attacks or casts a spell, the invisibility ends for
  that creature.
  Dust of Dryness
  Wondrous item, uncommon
  This small packet contains 1d6 + 4 pinches of dust. You can
  use an action to sprinkle a pinch of it over water. The dust
  turns a cube of water 15 feet on a side into one marble-sized
  pellet, which floats or rests near where the dust was
  sprinkled. The pellet's weight is negligible.
  Someone can use an action to smash the pellet against a
  hard surface, causing the pellet to shatter and release the
  water the dust absorbed. Doing so ends that pellet's magic.
  An elemental composed mostly of water that is exposed to
  a pinch of the dust must make a DC 13 Constitution saving
  throw, taking 10d6 necrotic damage on a failed save, or half
  as much damage on a successful one.
  Piwafwi
  Wondrous item, uncommon (requires attunement)
  While you wear this cloak with its hood up, Wisdom
  (Perception) checks made to see you have disadvantage, and
  you have advantage on Dexterity (Stealth) checks made to
  hide, as the cloak's color shifts to camouflage you. Pulling the
  hood up or down requires an action.
  Ring of Poison Resistance
  Ring, rare (requires attunement)
  You have resistance to poison damage. The gem in the ring is
  an amethyst.
  Carcelen Millithor,
  Second Daughter of House
  Millithor
  Neutral Evil Female Drow Elf, Cleric 7 of Lolth
  Hit Dice 7d8
  Hit Points 38
  Armor Class 15 (elven chain)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2)
  12 (+1)
  10 (+0)
  11 (+0)
  17 (+3)
  12 (+1)
  Proficiency Bonus +3
  Saving Throws Wis +6, Cha +4
  Skills History +3, Medicine +6, Perception +6, Persuasion +4,
  > - Religion +3
  Armor Light armor, medium armor, shields
  Weapons Simple weapons, rapiers, shortswords, hand
  crossbows
  Tools Poisoner’s kit
  Senses darkvision 120 ft., passive Perception 16
  Languages Common, Elvish, Undercommon
  Attack Routine
  +2 Scourge (Action). Melee Weapon Attack: +7 to hit, reach
  5 ft., one target. Hit: 1d6 + 4 slashing damage plus 5d6
  poison damage.
  OR
  Dagger (Action). Melee or Ranged Weapon Attack: +5 to hit,
  reach 5 ft. or range 20/60 ft., one target. Hit: 1d4 + 2 piercing
  damage.
  Racial Traits
  Drow Magic. You know the dancing lights cantrip, and you
  can cast faerie fire, darkness, detect magic, and levitate (self
  only) spells each once per day. Charisma is your spellcasting
  ability for these spells, save DC 12.
  Fey Ancestry. You have advantage on saving throws against
  being charmed, and magic can’t put you to sleep.
  Sunlight Sensitivity. You have disadvantage on attack rolls
  and on Wisdom (Perception) checks that rely on sight when
  you, the target of your attack, or whatever you are trying to
  perceive is in direct sunlight.
  Superior Darkvision. You can see in dim light within 120
  feet of you as if it were bright light, and in darkness as if it
  were dim light.
  Trance. You don’t need sleep. Instead, you meditate deeply,
  remaining semiconscious, for 4 hours a day. While
  meditating, you can dream after a fashion; such dreams are
  actually mental exercises that have become reflexive through
  years of practice. After resting in this way, you gain the same
  benefit that a human does from 8 hours of sleep.
  22
  APPENDIX 2 | HOUSE MILLITHOR
  
  Class Features
  Spellcasting Ability. You have the ability to cast spells.
  Wisdom is your spellcasting ability for your cleric spells. You
  use your Wisdom whenever a spell refers to your spellcasting
  ability.
  You prepare the list of cleric spells that are available for you
  to cast. To do so, choose 10 spells. The spells must be of a
  level for which you have spell slots.
  To cast a spell, you must expend a slot of the spell’s level or
  higher. You regain all expended spell slots when you finish a
  long rest.
  You can use a holy symbol as a spellcasting focus for your
  cleric spells.
  You can cast any cleric spell as a ritual if that spell has the
  ritual tag.
  Spell Save DC: 14
  Spell Attack Modifier: +6
  Spell Slots: 1st-level (4), 2nd-level (3), 3rd-level (3), 4th-
  level (1)
  Cantrips (at will): light, mending, sacred flame,
  thaumaturgy
  Channel Divinity. You can channel divine energy to create
  one of the following effects. You can do so twice between
  short or long rests.
  Cloak of Shadows. As an action, you become invisible
  until the end of your next turn. You become visible if you
  attack or cast a spell.
  Invoke Duplicity. As an action, you create a perfect illusion
  of yourself that lasts for 1 minute, or until your lose your
  concentration (as if you were concentrating on a spell). The
  illusion appears in an unoccupied space that you can see
  within 30 feet of you. As a bonus action on your turn, you can
  move the illusion up to 30 feet to a space you can see, but it
  must remain within 120 feet of you.
  For the duration, you can cast spells as though you were in
  the illusion’s space, but you must use your own senses.
  Additionally, when both you and your illusion are within 5 feet
  of a creature that can see the illusion, you have advantage on
  attack rolls against that creature.
  Turn Undead. As an action, you present your holy symbol
  and speak a prayer censuring the undead. Each undead that
  can see or hear you within 30 feet of you must succeed on a
  DC 14 Wisdom saving throw or become turned for 1 minute
  or until it takes any damage. If the creature has a challenge
  rating of 1/2 or lower, it is destroyed instead.
  A turned creature must spend its turns trying to move as
  far away from you as it can, and it can’t willingly move to a
  space within 30 feet of you. It also can’t take reactions. For its
  action, it can use only the Dash action or try to escape from
  an effect that prevents it from moving. If there’s nowhere to
  move, the creature can use the Dodge action.
  Divine Domain: Trickery
  Blessing of the Trickster. You can use your action to touch a
  willing creature other than yourself to give it advantage on
  Dexterity (Stealth) checks. This blessing lasts for 1 hour or
  until you use this feature again.
  Domain Spells. You know the following domain spells that
  are always prepared and don’t count against the number of
  spells you can prepare each day:
  1st-level: charm person, disguise self
  2nd-level: mirror image, pass without trace
  3rd-level: blink, dispel magic
  4th-level: dimension door, polymorph
  Equipment
  Carcelen relies upon her +2 scourge as her primary weapon
  and wears elven chain for protection. She also carries an
  assortment of powders and potions, tiny glass vials stored in
  her belt. Unless noted, there is one dose of each: dust of
  disappearance, dust of dryness, oil of slipperiness, potion of
  clairvoyance, potion of force resistance, potion of growth,
  potion of healing, and potion of mind reading. She also wears
  a ring of evasion, and has a six spell scrolls of cure wounds.
  Carcelen is not frugal with her money, though she has
  jewelry worth some 10,000 gp. Most of this is in chains of
  various types (gold, silver, and platinum) that she wears
  around her neck, wrists, waist, and ankles. She has a cash
  stockpile of around 3,000 gp.
  Elven chain, +2 scourge, dagger, holy symbol amulet, insignia
  of House Millithor, piwafwi, boots of elvenkind, dust of
  disappearance, dust of dryness, oil of slipperiness, potion of
  clairvoyance, potion of force resistance, potion of growth,
  potion of healing, potion of mind reading, ring of evasion,
  spell scroll of cure wounds (6), and scroll case.
  Physical Description
  Carcelen is quite the opposite of her serious and dignified
  older sister. The younger daughter of House Millithor is
  humorous and social—a natural leader among females, and
  very attractive to males. Carcelen wears bright colored
  garments, often bedecked with patterns faerie fire, silver, and
  platinum. Her clothes do not always serve the interests of
  modesty, but other drow are guaranteed to find them
  interesting. Her hair is very long, and usually unkempt—
  swirling about her shoulders and back, hanging past her
  waist when it is unbound.
  Personality
  Carcelen is extraordinarily carefree for a drow. She delights
  in adventure and new experiences, and is curious to the point
  of rashness. Though she understands the treacherous nature
  of drow society, she herself tends to remain aloof from
  double-crosses and betrayals. She enjoys that stuff as much
  as the next drow, but its fine with her to observe the
  squabbles between other dark elves, rather than to try and
  create her own.
  Motivations
  For all her spontaneousness, Carcelen is a loyal member of
  House Millithor. She is devoted to her mother and will not
  hesitate to follow the matron’s instructions. She is
  courageous and steady in times of crisis, and willing to take
  great chances—if the reward is worthwhile.
  Boots of Elvenkind
  Wondrous item, uncommon
  23
  APPENDIX 2 | HOUSE MILLITHOR
  
  While you wear these boots, your steps make no sound,
  regardless of the surface you are moving across. You also
  have advantage on Dexterity (Stealth) checks that rely on
  moving silently.
  Elven Chain
  Armor (chain shirt), rare
  You gain a +1 bonus to AC while you wear this armor. You are
  considered proficient with this armor even if you lack
  proficiency with medium armor.
  Oil of Slipperiness
  Potion, uncommon
  This sticky black unguent is thick and heavy in the container,
  but it flows quickly when poured. The oil can cover a Medium
  or smaller creature, along with the equipment it's wearing
  and carrying (one additional vial is required for each size
  category above Medium). Applying the oil takes 10 minutes.
  The affected creature then gains the effect of a freedom of
  movement spell for 8 hours.
  Alternatively, the oil can be poured on the ground as an
  action, where it covers a 10-foot square, duplicating the effect
  of the grease spell in that area for 8 hours.
  Piwafwi
  Wondrous item, uncommon (requires attunement)
  While you wear this cloak with its hood up, Wisdom
  (Perception) checks made to see you have disadvantage, and
  you have advantage on Dexterity (Stealth) checks made to
  hide, as the cloak's color shifts to camouflage you. Pulling the
  hood up or down requires an action.
  Potion of Clairvoyance
  Potion, rare
  When you drink this potion, you gain the effect of the
  clairvoyance spell. An eyeball bobs in this yellowish liquid but
  vanishes when the potion is opened.
  Potion of Force Resistance
  Potion, uncommon
  When you drink this potion, you gain resistance to force
  damage for 1 hour.
  Potion of Growth
  Potion, uncommon
  When you drink this potion, you gain the "enlarge" effect of
  the enlarge/reduce spell for 1d4 hours (no concentration
  required). The red in the potion's liquid continuously expands
  from a tiny bead to color the clear liquid around it and then
  contracts. Shaking the bottle fails to interrupt this process.
  Potion of Healing
  Potion, common
  You regain 2d4 + 2 hit points when you drink this potion. The
  potion's red liquid glimmers when agitated.
  Potion of Mind Reading
  Potion, rare
  When you drink this potion, you gain the effect of the detect
  thoughts spell (save DC 13). The potion's dense, purple liquid
  has an ovoid cloud of pink floating in it.
  Ring of Evasion
  Ring, rare (requires attunement)
  This ring has 3 charges, and it regains 1d3 expended charges
  daily at dawn. When you fail a Dexterity saving throw while
  wearing it, you can use your reaction to expend 1 of its
  charges to succeed on that saving throw instead.
  Quertus Millithor, House
  Wizard
  Neutral Evil Male Drow Elf, Wizard 7
  Hit Dice 7d6
  Hit Points 30
  Armor Class 13 (16 with mage armor)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  9 (-1)
  16 (+3)
  10 (+0)
  18 (+4)
  12 (+1)
  9 (-1)
  Proficiency Bonus +3
  Saving Throws Int +7, Wis +4
  Skills Arcana +7, History +7, Investigation +7, Perception +4,
  Persuasion +2
  Armor None
  Weapons Rapiers, shortswords, hand crossbows, daggers,
  darts, slings, quarterstaffs, light crossbows
  Tools Alchemist’s supplies
  Senses darkvision 120 ft., passive Perception 14
  Languages Common, Elvish, Undercommon
  Attack Routine
  +3 Dagger (Action). Melee or Ranged Weapon Attack: +9 to
  hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1d4 + 6
  piercing damage.
  Racial Traits
  Drow Magic. You know the dancing lights cantrip, and you
  can cast faerie fire, darkness, detect magic, and levitate (self
  only) spells each once per day. Charisma is your spellcasting
  ability for these spells, save DC 10.
  Fey Ancestry. You have advantage on saving throws against
  being charmed, and magic can’t put you to sleep.
  Sunlight Sensitivity. You have disadvantage on attack rolls
  and on Wisdom (Perception) checks that rely on sight when
  you, the target of your attack, or whatever you are trying to
  perceive is in direct sunlight.
  Superior Darkvision. You can see in dim light within 120
  feet of you as if it were bright light, and in darkness as if it
  were dim light.
  24
  APPENDIX 2 | HOUSE MILLITHOR
  
  Trance. You don’t need sleep. Instead, you meditate deeply,
  remaining semiconscious, for 4 hours a day. While
  meditating, you can dream after a fashion; such dreams are
  actually mental exercises that have become reflexive through
  years of practice. After resting in this way, you gain the same
  benefit that a human does from 8 hours of sleep.
  Class Features
  Arcane Recovery. Once per day when you finish a short rest,
  you can choose expended spell slots to recover. The spell
  slots can have a combined level equal to or less than 4.
  Spellcasting Ability. You have the ability to cast spells.
  Intelligence is your spellcasting ability for your wizard spells.
  You use your Intelligence whenever a spell refers to your
  spellcasting ability.
  You prepare the list of wizard spells that are available for
  you to cast. To do so, choose 11 spells. The spells must be of
  a level for which you have spell slots.
  To cast a spell, you must expend a slot of the spell’s level or
  higher. You regain all expended spell slots when you finish a
  long rest.
  You can use an arcane focus as a spellcasting focus for
  your wizard spells.
  You can cast any wizard spell in your spellbook as a ritual if
  that spell has the ritual tag.
  Spell Save DC: 15
  Spell Attack Modifier: +7
  **Spell Slots: 1st-level (4), 2nd-level (3), 3rd-level (3), 4th-
  level (1)
  Arcane Tradition: School of Evocation
  Evocation Savant. The gold and time you must spend to
  copy an evocation spell into your spellbook is halved.
  Potent Cantrip. Your damaging cantrips affect even
  creatures that avoid the brunt of the effect. When a creature
  succeeds on a saving throw against your cantrip, the creature
  takes half the cantrip’s damage (if any) but suffers no
  additional effect from the cantrip.
  Sculpt Spells. You can create pockets of relative safety
  within the effects of your evocation spells. When you cast an
  evocation spell that affects other creatures that you can see,
  you can choose a number of them equal to 1 + the spell’s
  level. The chosen creatures automatically succeed on their
  saving throws against the spell, and they take no damage if
  they would take half damage on a successful save.
  Spells in Spellbook
  Cantrips (at-will): fire bolt, mage hand, mending,
  prestidigitation
  1st-level spells: burning hands, detect magic, disguise self,
  feather fall, mage armor, magic missile, shield, unseen
  servant
  2nd-level spells: continual flame, enlarge/reduce,
  invisibility, locate object
  3rd-level spells: fireball, fly, haste, lightning bolt
  4th-level spells: polymorph, wall of fire
  Equipment
  Quertus keeps his hands free when he goes about
  Menzoberranzan or the Underdark, but he has a number of
  items in easy reach. His +3 dagger is concealed in his sleeve
  —he can drop it into his hand with a quick twitch of his
  elbow. He wears a ring of jumping and a ring of the ram. His
  robe, described above, is a piwafwi and also a cloak of
  shielding. On his left forearm he carries a wand of paralysis.
  He also has spell scrolls containing 10 spell levels of spells
  (maximum of 5 spells; maximum level 4th). The player can
  select these spells, subject to DM approval.
  Quertus owns about 2,000 gp worth of jewelry. He also has
  a private cache of some 12,000 gp.
  +3 dagger, arcane focus crystal, insignia of House Millithor,
  boots of elvenkind, ring of jumping, ring of the ram, piwafwi
  of shielding, wand of paralysis, spell scrolls (10 spell levels),
  scroll case, and spellbook.
  Physical Description
  Quertus Millithor is a pale and exceptionally youthful-looking
  drow—a fact that has caused more than one dark elf to
  assume that he is a weakling and target for abuse. Such
  bullies always find out differently, though often the fact is the
  last thing they learn in their lives. He dresses well, but cannot
  quite conceal his stooped shoulders or pinched, narrow face.
  His hair is naturally fine, but it looks so stringy on his head
  that he has taken to shaving his scalp. He wears a cloak with
  the House Millithor emblem emblazoned on the back in
  faerie fire—though he can quench the display with a
  command word, should stealth be required.
  Personality
  Quertus is sensitive about his looks, and quick to take offense
  at someone who insults him. When this is not the case,
  however, he can be sociable. He enjoys conversations about
  all manner of topics, and seeks whenever possible to learn
  things from those he talks to.
  Quertus is a cousin of the Millithor noble family—he is not
  a descendant of the Matron Mother. He goes out of his way to
  make sure that everyone treats him like a true member of the
  family—he resists any suggestions to the contrary.
  Motivations
  Quertus is very determined to prove that he is a full-fledged
  member of the Millithor clan. He always does his part, and
  regularly exhorts his fellow family members to do the same.
  He aspires to wizardly greatness, and will gladly sacrifice
  wealth or possessions for things that he thinks will bring him
  greater magical abilities.
  Boots of Elvenkind
  Wondrous item, uncommon
  While you wear these boots, your steps make no sound,
  regardless of the surface you are moving across. You also
  have advantage on Dexterity (Stealth) checks that rely on
  moving silently.
  Piwafwi of Shielding
  Wondrous item, rare (requires attunement)
  25
  APPENDIX 2 | HOUSE MILLITHOR
  
  While you wear this cloak with its hood up, Wisdom
  (Perception) checks made to see you have disadvantage, and
  you have advantage on Dexterity (Stealth) checks made to
  hide, as the cloak's color shifts to camouflage you. Pulling the
  hood up or down requires an action.
  While wearing this cloak, you have resistance to force
  damage, and you have immunity to damage from the magic
  missile spell.
  Ring of Jumping
  Ring, uncommon (requires attunement)
  While wearing this ring, you can cast the jump spell from it as
  a bonus action at will, but can target only yourself when you
  do so.
  Ring of the Ram
  Ring, rare (requires attunement)
  This ring has 3 charges, and it regains 1d3 expended charges
  daily at dawn. While wearing the ring, you can use an action
  to expend 1 to 3 of its charges to attack one creature you can
  see within 60 feet of you. The ring produces a spectral ram's
  head and makes its attack roll with a +7 bonus. On a hit, for
  each charge you spend, the target takes 2d10 force damage
  and is pushed 5 feet away from you.
  Alternatively, you can expend 1 to 3 of the ring's charges as
  an action to try to break an object you can see within 60 feet
  of you that isn't being worn or carried. The ring makes a
  Strength check with a +5 bonus for each charge you spend.
  Wand of Paralysis
  Wand, rare (requires attunement by a spellcaster)
  This wand has 7 charges. While holding it, you can use an
  action to expend 1 of its charges to cause a thin blue ray to
  streak from the tip toward a creature you can see within 60
  feet of you. Make a ranged attack roll against that creature
  using your spell attack bonus. On a hit, the target is paralyzed
  for 1 minute. At the end of each of the target's turns, it can
  repeat the saving throw, ending the effect on itself on a
  success.
  The wand regains 1d6 + 1 expended charges daily at dawn.
  If you expend the wand's last charge, roll a d20. On a 1, the
  wand crumbles into ashes and is destroyed.
  26
  APPENDIX 2 | HOUSE MILLITHOR
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Homebrew/Kentti - Menace in Menzoberranzan 5e Conversion.pdf