TEXT: A 5E WARLOCK ADVENTURE 
  BY MIKE WELHAM
     The 
     Sunken
  Library 
  ofQezziT 
         Qire
  FOR 4 PCS OF 5TH LEVEL
  
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  Open Game Content: The Open content in this book includes the Tome of 
  Knowledge, the Manual of Exercise, and the scroll mummy.
  © 2019 Open Design
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  library and its subsequent sinking, which coincided with the 
  mob’s arrival.
  The library remained untouched, as many figured all its 
  books had been destroyed by the explosion or the swamp’s 
  muck, and its existence passed into the realm of myth. Thus, 
  it was a surprise when a Floating Roads work crew from 
  Tolmezo uncovered the top of the library, which slowly rose 
  to the surface. The work crew discovered the library was 
  sealed against the ravages of the swamp and impenetrable 
  to them. They had little time to attempt to gain access, as a 
  rampaging hydra devoured all but one crewmember, who 
  escaped to Tolmezo to report on the library and the attack.
  The library’s partial surfacing came to the attention 
  of a coven of mirror hags, known as the Ladies of the 
  Warped Image, a few days prior to the crew finding it. 
  The coven drove their hydra to attack the crew to keep the 
  library a secret while they attempted to access it. Triolan 
  scouts spying on the Floating Roads’ construction are also 
  interested in the discovery, especially since it may hold 
  treasures useful in the fight against the Mharoti Empire.
  THE SUNKEN LIBRARY 
  OF QEZZIT QIRE
  Design: Mike Welham
  Editing: Meagan Maricle 
  Art Director & Graphic Design: Marc Radle
  Art: Phil Stone
  Cartography: Dyson Logos
  Publisher: Wolfgang Baur
  TM
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  Adventure Background
  Qezzit Qire, an elf scholar who valued his privacy, built 
  a library in the marshes south of modern-day Tolmezo. 
  His library was the subject of considerable derision—it 
  stood in the shadow of the Great Library of Friula, and 
  the damp location seemed antithetical to maintaining 
  books. The elf had the means to acquire books, sometimes 
  in opposition to the Great Library. When Qezzit sniped 
  books destined for the Great Library, it enraged the 
  library’s head administrator, who schemed to end the rival 
  library’s existence. Rumors about forbidden and vile tomes 
  sequestered in the elf’s library spread quickly. The reclusive 
  elf never refuted the rumors, and, eventually, an armed 
  mob marched toward the library to burn it down. As word 
  of the approaching mob reached the library, the patrons 
  fled, leaving just the elf and his staff. Faced with the threat 
  of losing everything he had procured and despairing at the 
  impact to his studies, Qezzit performed a ritual to consign 
  himself and the librarians into undeath and sink the library. 
  The elf then crafted an illusion of an explosion within the 
  
  3
  Adventure Hooks
  The PCs might be searching for a lost tome rumored to 
  be in Melana, and their hunt takes them to Tolmezo. The 
  PCs might be passing through Tolmezo, where they hear 
  about a reward for investigating the library. Finally, they 
  may be known throughout the Seven Cities as competent 
  adventurers, which brings them to Sabine Felderol’s notice. 
  Whatever the case, the PCs eventually meet with Marsh 
  Warden Sabine Felderol who is leading the investigation 
  into the library.
  Meeting with Sabine Felderol
  Sabine Felderol, the no-nonsense Marsh Warden of 
  Tolmezo, greets the PCs and gets right to business. She 
  needs them to secure the library and investigate the complex 
  should they gain entrance to it. She offers 1,500 gp for the 
  job, and she requests that the PCs refrain from looting 
  the library. A successful DC 14 Charisma (Deception or 
  Persuasion) check gets Sabine to admit she has no idea what 
  the library holds and that she can’t enforce this request, 
  other than if the group leaves the library with piles of books.
  She turns the meeting over to the surviving crewperson, 
  Coletta Mulaine, who describes the tunnels (Areas 19 and 
  20) the crew found near the complex and an apparent 
  entrance (Area 1), which she and her crew could not breach. 
  She tells the PCs about the three-headed hydra that attacked 
  and killed the crew. If the PCs question the number of heads 
  on the hydra, she recalls that the creature had a few stumps 
  with burn scars.
  If asked about any dangers on the way to the library, 
  Sabine points out that the lizardfolk ubiquitous to the 
  area seem to have fled. She believes the only major threats 
  around the library are hydras and a coven of cannibalistic 
  hags known as the Ladies of the Warped Image, who seek to 
  imitate the infamous Ladies of the Wreck who hunt in other 
  areas of the swamp.
  The Sunken Library
  Travel to the location indicated by Sabine Felderol goes 
  without incident (if you want to spice up the trip, you can 
  add a random marsh encounter). Area 19 is partially-hidden 
  by the muck and swamp grasses, requiring a successful DC 
  15 Wisdom (Perception) check while searching the perimeter 
  of the sunken building to find. Area 20 is hidden beneath the 
  surface and can only be reached by diving into the muck.
  All books contained within the library can withstand 
  prolonged contact to water and are immune to fire damage. 
  Simple observation notices the books aren’t damaged by the 
  swamp’s dampness, while a successful DC 15 Intelligence 
  (Arcana) check discerns the immunity to fire.
  Illumination. Except for a couple of locations with lit torches 
  (indicated in the text), the library is engulfed in darkness.
  Zombie Librarians. The library staff became undead as part 
  of Qezzit Qire’s ritual. These zombies defend the library, but 
  their aggression can be overridden by requesting a book. A 
  zombie librarian who hears a request in Common or Elvish 
  for a specific book (by title or subject matter, not simply 
  “the book with the blue cover”) must succeed on a DC 13 
  Wisdom saving throw or leave in search of the book. If a 
  librarian succeeds on its saving throw, it ignores further 
  requests for 1 hour. In rooms with more than one librarian, 
  only the first creature that fails its saving throw goes away 
  to find the requested book. New books must be requested 
  to affect other librarians. Attacking a librarian looking for 
  a book breaks this effect, and it attacks until destroyed. PCs 
  who resolve an encounter with a zombie in this way gain 
  experience as though they defeated the zombie, but they do 
  not gain additional experience for subsequently destroying it.
  1. ENTRYWAY
  Wanting the public rooms of the library to be inviting to 
  visitors, Qezzit Qire commissioned an open entry to the 
  complex, where librarians would greet guests regardless 
  of the guests’ arrival time. When the elf sunk the library, 
  the ritual he performed sealed the entryway with an 
  impermeable bubble of air. The bubble has similar properties 
  to a dome created by a wall of force spell. Qezzit’s magic 
  allows for a creature possessing a book to pass through the 
  bubble. A successful DC 13 Intelligence (Arcana) check 
  realizes the bubble is like a wall of force and that it can be 
  bypassed by holding a book while stepping through it. If a 
  creature doesn’t have a book, a successful DC 15 Charisma 
  (Deception) check while holding a book-shaped object 
  bypasses the protective dome.
  The bubble-covered entryway is partially-sunken in the 
  swamp, only the top half of it visible above the muck. When 
  the PCs wade through the water into the entryway, their 
  motion alerts the hydra that the Ladies of the Warped Image 
  set to guard the entrance while the hags explore the library. 
  The hags used fire to tame the beast, leaving it with three 
  heads and two, burned stumps. The hydra fights to the death, 
  but it doesn’t pursue PCs who flee the area.
  2. THE UPPER LOUNGE
  Overlooking the lounge in Area 7, this area served as a place 
  of relaxation and gentle conversation among distinguished 
  guests. The retiring elf usually stayed away from such visitors 
  unless they arrived with books that piqued his interest. 
  However, he made his librarians prepare refreshments for 
  his guests. Remains of food molders on the floor, since the 
  zombie librarians were not instructed to clean up the mess.
  Treasure. Two marble tables and six high-backed, mahogany 
  chairs are in excellent condition after they receive a proper 
  
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  cleaning. For industrious PCs, the furniture is worth 200 gp 
  to an interested buyer.
  3. THE STUCK LIBRARIAN
  This small room contains a zombie librarian that got stuck 
  here when the door closed behind it while it was carrying a 
  pile of books. Unable to open the door because of its load, 
  it softly bumps into the door in a vain attempt to leave the 
  room. A successful DC 11 Wisdom (Perception) check while 
  within 10 feet of the door hears the zombie’s body steadily 
  thumping against the door. If the door is opened, the startled 
  zombie throws its books in a 10-foot line that is 5 feet wide. 
  Each creature in that area must make a DC 12 Dexterity 
  saving throw, taking 7 (2d6) bludgeoning damage on a 
  failed save, or half as much damage on a successful one. The 
  zombie then attacks the intruders.
  Other than the zombie librarian, the cramped room 
  contains an unlit torch and a small desk and chair at its 
  western end.
  4. QUIET ROOM
  As is the case with other libraries, Qezzit Qire wanted at least 
  one room where his guests could study in peace and without 
  any distracting noises. This room and the adjoining three 
  chambers to the east are all under the effects of a permanent 
  silence spell. The smaller chambers allowed for further 
  privacy by providing a comfortable space for one person.
  One of the coven’s mirror hags (Tome of Beasts, p. 243) 
  lurks behind the middle door, waiting to surprise her sisters 
  or maul one of the librarians should it stumble upon her. She 
  has advantage on her Dexterity (Stealth) check.
  Treasure. A spell scroll of bestow curse sits on the desk in 
  the southernmost room, left behind by a previous guest and 
  ignored by the zombie librarians.
  5. ELVEN HISTORY COLLECTION
  Qezzit spent considerable time and wealth accumulating 
  books predating the Great Exile, when many elves retreated 
  to Elfheim. Recognizing his obsession with the elven retreat, 
  he placed these books in the section of the library furthest 
  from his study. This room is filled with books which detail 
  the history of the elves on Midgard before the Great Exile. 
  Many of the books contain scraps of parchment with 
  fragments of writing in a looping script. PCs who look 
  through the books find comments such as: “Maybe this is 
  when things went awry,” “Must look into this more,” and 
  “This may prove to be the best time to arrive.”
  Locked Door. The elf always keeps this room locked. A 
  successful DC 16 Dexterity check using thieves’ tools picks 
  the lock.
  6. LOST ART
  Qezzit found a couple of remarkably well-preserved 
  paintings from before the Great Exile, and he uses this 
  chamber as the beginnings of a gallery in the hope he can 
  add more works of art.
  Lost Souls. When the elf performed his ritual, some of the 
  librarians’ souls retreated to one of the paintings on the 
  southern wall. After failing in its attempt to possess the 
  mirror hag who passed through to Area 13 earlier, the 
  amalgam of souls waits for another suitable creature. A 
  successful DC 16 Intelligence (Arcana) check understands 
  the threat posed by the painting. The first creature to 
  move within 10 feet of the painting must succeed on a DC 
  15 Charisma saving throw or become possessed by the 
  amalgam of souls, as if possessed by a ghost. A successful 
  DC 16 Charisma (Intimidation or Persuasion) check 
  convinces the souls to return to the painting. A PC who 
  threatens to destroy the painting has advantage on the 
  Charisma (Intimidation) check, as the souls are aware their 
  existence is tied to the painting.
  Treasure. The paintings are worth 1,000 gp each to a 
  collector.
  7. LOWER LOUNGE
  In contrast to the upper lounge in Area 2, the lower lounge 
  served as a meeting place for more ordinary visitors to the 
  library. The only amenities in this lounge were a couple rows 
  of uncomfortable wooden benches, which were upturned 
  when people fled the library. Other than the benches, a 
  partially eaten corpse is the only other item of note. A 
  successful DC 12 Wisdom (Medicine) check realizes the 
  corpse is several decades old, but the bite marks are quite 
  recent, hinting at the mirror hags roaming the complex.
  8. HALL OF CATALOGUING
  This hall was where the librarians processed books brought 
  to the library by outsiders or retrieved by Qezzit Qire on 
  his rare trips outside of the library. When the library was 
  active, the four cubicles were in constant use, as the librarians 
  pored over tomes and other written works to determine their 
  usefulness to the elf. Traffic between the lounge in Area 7 and 
  the stacks in Area 14 did not disturb the dedicated librarians.
  One of the mirror hags is eating one of the zombie 
  librarians when the PCs enter. She smiles at them as she 
  discards the arm she is chewing on and says, “oooh... fresher 
  fare,” before attacking. Afraid of damaging the library’s 
  many books, the hag uses her spells only when she has been 
  reduced to half her hit points or fewer. She surrenders or 
  flees when reduced to 15 hit points or fewer.
  Treasure. The librarians left unused copies of a Tome of 
  Knowledge (Arcana) and a Manual of Exercise (Acrobatics) 
  in their cubicles and never returned to reshelve them. These 
  magic items are described on page 6 .
  
  5
  9. HEAD LIBRARIAN’S OFFICE
  This office, inhabited by the head librarian Amra Zabbas, 
  adjoined the hall of cataloguing, allowing other librarians 
  working there to consult with the head librarian for 
  tricky assessments. A hallway running between the Upper 
  Lounge (Area 2) and the Upper Stacks (Area 10) allowed 
  distinguished visitors to see the head librarian in action.
  Amra’s ghost haunts this office. She died along with the 
  other librarians when Qezzit Qire performed his ritual, and 
  her body serves the library along with the other zombies. 
  However, her spirit lingered, and it can only truly be put to 
  rest when the library reopens. She can give friendly PCs a bit 
  of the history of the library, but she doesn’t reveal where her 
  master resides.
  10. THE UPPER STACKS
  Qezzit gave access to this portion of the library, including 
  the partially-completed elemental wing, to special 
  visitors, who usually provided him with money or—
  more importantly—ancient tomes. Ladders lean against 
  mahogany bookcases that reach twenty feet high, featuring 
  books with lore about all corners of Midgard (with the 
  exception of the elf forests and the Wasted West, contained 
  within Area 5 and Area 15, respectively).
  Six librarian zombies move among the bookcases, pulling 
  individual books out, holding them for a few seconds, 
  and then returning them to their original location. When 
  disturbed by the PCs’ appearance, they attack.
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  MAP: CLICK HERE TO DOWNLOAD THIS MAP FOR YOUR VIRTUAL TABLE TOP.
  
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  11. SCRIBINGS OF AIR
  Qezzit intended the hall containing this room and Area 12 to 
  be oriented toward elemental studies, but he only got as far 
  as commissioning the two chambers before he was forced to 
  sink the library.
  The books in this room contain information about 
  potential byways through the elemental planes that could 
  conceivably allow one to travel back into the past. The books 
  reference mastery of the conduits of all four elements as 
  necessary to perform this time travel, but the books in Area 
  11 only describe the conduits through the element of air.
  Dangerous Books. The “books” here are elemental constructs 
  from the elemental planes. Reading a book requires the 
  construct to share its space with the reader and impart the 
  above information over the course of 1 minute. This has 
  the side effect of suffocating a creature that requires air 
  to breathe. A creature who breathes air and reads one of 
  the books must succeed on a DC 13 Constitution saving 
  throw each round to avoid choking on the lack of air. If the 
  target has not failed a saving throw, it can drop the book or 
  replace it on the shelf. Otherwise, another creature can take 
  its action to pull the target free by succeeding on a DC 13 
  Strength check. A successful DC 16 Intelligence (Arcana) 
  check realizes the danger of reading the books.
  12. ETCHINGS OF EARTH
  Stone tablets weighing one ton each are propped up against 
  the granite walls of this chamber. These tablets feature 
  Terran runes and have similar information to the books in 
  Area 11, but their information pertains to time travel using 
  the element of earth instead of air. To travel into the past 
  via the elemental planes, a creature must read the elemental 
  construct books of each element. Qezzit Qire was still in the 
  process of finding and collecting the books of fire and water 
  when he was forced to sink the library, and thus he never 
  obtained the knowledge necessary to travel back in time.
  13. INFERNAL WING
  As the elf sought out different ways to visit the past, he turned 
  his attention to the infernal realms, reasoning he could 
  bargain with powerful devils and demons to obtain his desire. 
  Some of the books contained in this wing came from donors, 
  but many were smuggled out of Niemheim, heightening 
  Qezzit’s paranoia about an imminent attack on the library.
  Several books detail the politics of the Eleven Hells, while 
  a rare few dare to divulge the true names of some lesser, yet 
  still influential, devils. A creature who reads these true names 
  gains the notice of the devils in question, potentially marking 
  the reader as a target to eliminate to prevent the spread or 
  misuse of the true names.
  One of the coven of mirror hags is perusing one of the 
  books with interest. She has disadvantage on her Wisdom 
  (Perception) check to notice the PCs.
  14. THE LOWER STACKS
  Qezzit reasoned the library should be accessible to the 
  common people as well as his more generous patrons. He 
  figured he shouldn’t discourage inquisitiveness and a love 
  of learning merely by dint of station. However, he didn’t try 
  hard to stock this section with great works. The books here 
  are of poor condition and impart very little insight.
  The location also served an additional, darker purpose. 
  When an unruly visitor to the lower stacks would not pay 
  attention to the librarians’ requests to quiet down, Qezzit 
  would emerge from his sanctum and offer to show the visitor 
  the amazing books in the Wasted West room (Area 15). This 
  usually resulted in the sacrifice of the visitor to one of the 
  books to gain more information.
  Four librarian zombies move among the bookcases, 
  pulling individual books out, holding them for a few 
  seconds, then returning them to their original location. 
  When disturbed by the PCs’ appearance, they attack.
  Secret Door. The door to Area 17 is hidden and locked. A 
  successful DC 13 Intelligence (Investigation) check discovers 
  a bookcase hiding the door. A successful DC 14 Dexterity 
  check using thieves’ tools picks the lock.
  MANUAL OF EXERCISE 
  Wondrous item, rare
  This book contains exercises and techniques to better 
  perform a specific physical task, and its words are charged 
  with magic. If you spend 24 hours over a period of 3 days 
  or fewer studying the tome and practicing its instructions, 
  you gain proficiency in the Strength or Dexterity-based 
  skill (such as Athletics or Stealth) associated with the book. 
  The manual then loses its magic, but regains it in ten years.
  TOME OF KNOWLEDGE
  Wondrous item, rare
  This book contains mnemonics and other tips to better 
  perform a specific mental task, and its words are charged 
  with magic. If you spend 24 hours over a period of 3 days 
  or fewer studying the tome and practicing its instructions, 
  you gain proficiency in the Intelligence, Wisdom, 
  or Charisma-based skill (such as History, Insight, or 
  Intimidation) associated with the book. The manual then 
  loses its magic, but regains it in ten years.
  
  7
  15. WASTED WEST TREATISES
  A haphazard array of scrolls and books fills this room. The 
  scrolls seem to have captured the rantings of lunatics, but 
  some contain underlined passages dealing with the effect the 
  entities in the Wasted West have on time. The books detail 
  information about the various entities roaming the Wasted 
  West, but each book refuses to open unless blood (equivalent 
  to 5 hit points) is shed upon it. A PC who reads a book 
  thoroughly (requiring at least 16 hours and blood equivalent 
  to 40 hit points) gains insight into a particular being of the 
  Wasted West and has advantage on attack rolls and ability 
  checks against that being for 1 year. However, the PC must 
  succeed on a DC 15 Wisdom saving throw upon completion 
  of the book or be afflicted with one indefinite madness.
  16. PRIVATE STUDY
  A large rolltop desk, covered with inkwells, parchment, and 
  books, fills most of this chamber. Other than occasional visits 
  to the Elven History Collection (Area 5), Qezzit spends most 
  of his time here, writing esoteric notes as he pores through 
  the information he has collected.
  Treasure. The elf stashed his wealth here so he could pay for 
  books he accepted into the library. The wealth in gold coins 
  and gems totals 1,500 gp.
  17. QEZZIT QIRE’S INNER SANCTUM
  The elvish master of the library, returned as a scroll mummy 
  (see page 8), awaits intruders in his private chamber. Despite 
  his new existence, he retains his reclusive attitude. His 
  transformation allows him to monitor the goings-on in the 
  library, and he leaves his sanctum if intruders are particularly 
  destructive. He assumes the intruders mean to destroy him, 
  and he plans to destroy them first. He refuses to surrender 
  his library to anyone and fights to the death to protect it.
  However, if the PCs show no signs of hostility toward the 
  mummy and indicate a desire to parlay, he warily converses 
  with them. A successful DC 18 Charisma (Persuasion) check 
  demonstrates the PCs’ good intentions. Qezzit explains his 
  desire to conduct his studies without interference and agrees 
  to meet with Sabine Felderol to discuss a deal for protection 
  and an exchange of knowledge.
  DEVELOPMENT
  If the PCs have not yet encountered the Triolan scouts 
  in Area 18, the scouts hear combat in this chamber and 
  discover the secret door leading into the Inner Sanctum 
  after 1d6 rounds. They believe the PCs intend to exploit the 
  library for nefarious purposes and attack.
  If the PCs befriend Qezzit and haven’t yet defeated 
  the mirror hags in Areas 4, 8, and 13, Qezzit tells them 
  the locations of the hags and asks them to get rid of the 
  intruders. He tells the PCs that this action will prove to him 
  that the PCs are honest in their desire for peace with him 
  and in their desire to safeguard the knowledge in the library.
  18. DRY CHAMBER
  This section of the tunnels is clear of water and mud. Qezzit 
  envisioned it as a terrace where he could be alone with his 
  thoughts. This section has a bubble similar to the one found 
  in Area 1, but it only prevents mud and water, not creatures, 
  from entering Area 18.
  Four Triolan scouts led by a spy have been exploring this 
  chamber, looking for a way into the library. They are on edge 
  and believe any creature entering this area is an enemy. They 
  attack the PCs on sight. If three of the Triolans are killed, the 
  others surrender or flee as soon as they are injured.
  Secret Door. The passageway to Area 17 is hidden. A 
  successful DC 14 Intelligence (Investigation) check notices 
  the hollow wall connecting this chamber to Area 17.
  19. WEST TUNNEL ENTRANCE
  The western section of this adjoined chamber is relatively 
  dry, as the water sluices into the eastern tunnel. The water 
  along the western tunnel has a depth of 1 foot, making it 
  difficult terrain.
  A successful DC 9 Wisdom (Perception) check notices 
  muddy boot prints leading toward Area 18.
  20. FLOODED TUNNEL
  This tunnel is filled with water and muck almost to its 
  ceiling. A half wall at the end of the ascending tunnel 
  prevents water from spilling into the passageway between 
  Areas 18 and 19.
  Two constrictor snakes lurk in the cul-de-sac to the east. 
  If the PCs don’t investigate the side cavern, the snakes wait 
  until the group passes through before picking off stragglers 
  and pinning their prey underwater.
  Concluding the Adventure
  If the PCs strike an amicable deal with Qezzit Qire, the 
  mummy returns to his studies, and he offers the zombies 
  under his control to help with the construction and 
  maintenance of the Floating Roads in return for protection 
  from Sabine Felderol and the Canton of Melana. He hires on 
  a living cadre of librarians to replace the zombies. Since the 
  PCs have impressed him, he may call upon them again when 
  he figures out a way to travel back in time to prevent the 
  elven Great Retreat.
  If Qezzit Qire is destroyed, the library becomes a 
  contentious site for the Seven Cities, as individual leaders 
  seek to plunder the library for powerful weapons against the 
  Dragon Empire.
  As long as the PCs survive, regardless of the resolution, 
  Sabine Felderol rewards the PCs for their efforts.
  
  8
  Scroll Mummy
  Parchment inscribed with arcane writing completely covers 
  this creature, leaving room only for its glowing, purple eyes.
  A scroll mummy expedites its passage into undeath through 
  an arcane ritual that consumes several scrolls, while 
  incorporating the surviving scrolls into the creature’s body, 
  similarly to burial wrappings for an ordinary mummy. 
  This alternate mummy doesn’t carry the same curse as 
  one created through a burial ritual, but its unique, arcane 
  creation does make it particularly deadly to spellcasters. 
  Obsessed with knowledge, the scroll mummy siphons spells 
  from spellbooks, scrolls, and even other spellcasters and 
  inscribes them onto empty parchment on its body. A scroll 
  mummy can use the spells it has inscribed onto its body and 
  jealously guards those scrolls for fear of losing their power.
  More powerful scroll mummies wrapped in extremely 
  potent scrolls exist but have yet to emerge from their hidden 
  lairs.
  SCROLL MUMMY
  Medium undead, neutral
  Armor Class 12 (natural armor)
  Hit Points 105 (14d8 + 42)
  Speed 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  16 (+3) 
  8 (–1) 
  17 (+3) 
  18 (+4) 
  11 (+0) 
  14 (+2)
  Saving Throws Wis +3
  Skills Arcana +7, History +7
  Damage Resistances bludgeoning, piercing, and slashing 
  from nonmagical attacks
  Damage Immunities fire, necrotic, poison
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, poisoned
  Senses darkvision 60 ft., passive Perception 10
  Languages the languages it knew in life
  Challenge 6 (2,300 XP)
  Magic Resistance. The scroll mummy has advantage on 
  saving throws against spells and other magical effects.
  Scroll Body. The scroll mummy can inscribe a spell from 
  a spellbook or scroll onto the parchment wrappings 
  that cover its body as if copying a spell into a spellbook. 
  Alternatively, it can inscribe a spell another spellcaster 
  knows or has prepared onto its body by striking the 
  spellcaster with its Spell-Siphoning Fist attack (see 
  below). If the scroll mummy inscribes a spell with its 
  Spell-Siphoning Fist, the inscribing is free and happens 
  immediately. The scroll mummy can use any spell it has 
  inscribed onto its body once per day.
  Innate Spellcasting. The scroll mummy’s innate 
  spellcasting ability is Intelligence (spell save DC 15, 
  +7 to hit with spell attacks). It can innately cast the 
  following spells, requiring only verbal components:
  At will: comprehend languages, fire bolt, mage hand, 
  prestidigitation, ray of sickness
  5/day each: hold person, inflict wounds, scorching ray
  3/day each: bestow curse, fear
  1/day each: black tentacles, confusion
  Actions
  Multiattack. The scroll mummy makes two 
  spell‑siphoning fist attacks.
  Spell-Siphoning Fist. Melee Weapon Attack: +6 to hit, 
  reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning 
  damage plus 11 (2d10) force damage. If the target is a 
  spellcaster, it must succeed on a DC 15 Charisma saving 
  throw or lose one random unused spell slot. The scroll 
  mummy inscribes one of the 
  spellcaster’s spells of that slot 
  level onto the parchment 
  wrappings that cover its body 
  (see the Scroll Body trait). 
  
  9
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  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, 
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  System Reference Document 5.0 Copyright 2016, Wizards of the 
  Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, 
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  Author Mike Welham. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Kobold Press/The Sunken Library of Qezzit Quire [Warlock][5e].pdf