TEXT: The Dragon Empire
  4
  
  CREDITS
  Design: Wolfgang Baur, Chris Harris, James J. Haeck, Jon Sawatsky,  
  Jeremy Hochhalter, Brian Suskind
  Development & Editing: Scott Gable
  Art Director & Graphic Design: Marc Radle
  Cover Art: Justine Jones
  Back Cover Art: Marc Radle
  Interior Art: Pedro Potier, Karl Waller
  Publisher: Wolfgang Baur
  Kobold Press, Midgard, Open Design, and their associated logos are trademarks of Open Design.
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License 
  version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, 
  place names, new deities, etc.), dialogue, plots, story elements, locations, characters, artwork, sidebars, and trade dress. 
  (Elements that have previously been designated as Open Game Content are not included in this declaration.)
  Open Game Content: The Open content in this book includes the Star Dagger, Clawed Sceptre, monster stats for Marean 
  Weaver, Kobold Scout, Kobold Ambusher, Camouflage Drake, and Yek Demon. No other portion of this work may be 
  reproduced in any form without permission.
  © 2018 Open Design
  www.koboldpress.com
  TABLE OF CONTENTS
  “10 Magnificent Sultans of the Mharoti Empire” by Wolfgang Baur ........................2
  “Into the Dragon Empire: Marea and the Islands” by Chris Harris ..........................7
  “Terrors of the Dragon Empire” by James J. Haeck .................................................. 12
  “Phosus, Dread Wyrm of the Falls” by Jon Sawatsky ............................................... 17
  “Yek Demons ” by Jeremy Hochhalter  ....................................................................... 22
  “Dragon Turtles of Midgard: An Interview with a Sahuagin Scholar” 
         by Brian Suskind  ..................................................................................................... 24
  TM
  
  2
  10 MAGNIFICENT SULTANS OF 
  THE MHAROTI EMPIRE
  by Wolfgang Baur
  for the nascent empire’s raids out of the hills 
  and into the rich human lands of Parthia, 
  the islands of Marea, the Free City of Pharos, 
  and other neighboring territories. As he 
  grew too old and feeble to lead soldiers on 
  long marches out of the Khalpostan hills, 
  Xandros took on new duties as a leader of 
  the Mharoti faith, founding the first large 
  temple of Baal and granting permission for 
  eastern missionaries of Azuran to speak to 
  the scaly folk.
  At the end of his life, Xandros was 
  posthumously given the title of “First 
  Sultan of the Mharoti,” and his burial site in 
  Khalpostan is still a site of pilgrimage and 
  veneration. Called the Tomb of the First 
  Servant, it is a place that Mharot himself 
  visits about once a decade. Its priests make 
  much of their role and history.
  SULTAN TREBEZID, THE SHADOW 
  OF THE DRAGON (58–79 MDA)
  Said to be dragon-blooded and extremely 
  well versed in prophetic arts and arcane 
  divinations, Sultan Trebezid served as 
  Mharot’s first recipient of dreams and 
  indeed the system of “dream commands” 
  originates with Sultan Trebezid. A very 
  private man, he left no heirs, and much of 
  his work was carried out in secret, bribing 
  lesser lords to pledge fealty to Mharot 
  and its legions (perhaps under magical 
  compulsion—the records are unclear). 
  F
  or all of its almost 350 years, the Mharoti 
  Empire has been home to tremendously 
  rapacious lords. All its sultans and morza 
  have pursued a policy of war, plunder, and 
  expansion—but not all have been equally 
  effective. Leading the war and marshalling 
  the empire’s resources is the work of the 
  sultan or sultana, the human leader who 
  unites, governs, and leads the empire’s 
  many factions—work that the dragons don’t 
  trust other dragons to do. 
  Indeed, one of the sultan’s most 
  disagreeable tasks is that of ruling on 
  disputes between the scaly lords, a task 
  almost certain to make an enemy. Should 
  we pity the sultan? No, indeed, but learn 
  now the tales of ten of the most famous of 
  these rulers and some of their strange magic 
  and ever-glorious deeds.
  HETMAN XANDROS (0–41 MDA)
  The first sultan was not called a sultan 
  at all but was styled as the chamberlain 
  and hetman to Mharot himself, a sort of 
  glorified servant and factotum. This role 
  explains much of the later development 
  of the title and duties of the sultan. For 
  Hetman Xandros, over the years his word 
  grew increasingly strict and his duties grew 
  more and more martial as Mharot spent 
  time counting treasures, accepting fealty, 
  and raising thousands and tens of thousands 
  of kobaldi and dragonborn troops to fight 
  
  3
  Certainly the first records of the service of 
  ogres and giants in the armies of the empire 
  date from his time. He also codified much 
  dragon magic, including many of its unique 
  elemental and battle spells (see Midgard 
  Heroes Handbook or Deep Magic: Dragon 
  Magic) and established the first college 
  of war to train officers, wands, and siege 
  engineers.
  In addition to these contributions to the 
  empire’s traditions, Sultan Trebezid is 
  fondly remembered for personally leading 
  the assault on the Free City of Pharos, the 
  empire’s great naval rival on the Ruby Sea. 
  The songs and tales of his courage are many, 
  though some always take a more skeptical 
  view; the assault did provide a victory and 
  an enormous number of human slaves, but 
  the ensuring city-wide fire left the conquest 
  rather ashen. Plunder was slim, and what 
  little taken funded an attempt to rebuild the 
  harbor. Pharos never recovered and remains 
  a minor village to this day.
  SULTAN OMAYED THE  
  MUNIFICENT 69–113 MDA)
  Generous to a fault, Sultan Omayed kept 
  his generals and nobles close to him, even 
  as rebellion spread in distant provinces 
  and assassins made attempts against his 
  life closer to home. The morza loved him 
  because he excelled at extracting taxes from 
  the poor and the artisans, but the jambuka 
  hated him, for he preached always of a 
  “golden blood” form of the Mharoti polity, 
  speaking frequently of exterminating the 
  hairy folk that “hold the empire back.” 
  In practice, rebellions were brutally 
  suppressed by his loyal heavy troops, and 
  the kobaldi enjoyed lording it over terrified 
  ghettos of humans, gnolls, and dwarves. 
  In the end, Omayed died at the ripe age of 
  75 on the golden silk sheets of his sultan’s 
  bed and surrounded by generals who had 
  all sworn to defend him—and grown rich 
  doing it.
  SULTANA PETEK RAYHANA THE 
  GOLDEN (114–127 MDA)
  After Omayed’s heavy taxation and constant 
  purges, it seems that the Blessing of Mharot 
  took a different direction. Petek Rayhana 
  was a woman raised in Perunalia who came 
  to Harkesh as an adult and quickly became 
  a wealthy, powerful leader of artisans and 
  scholars and with many friends in the 
  priesthood. Her salons and her tireless 
  work on behalf of the poor and the starving 
  restored peace and harmony between scaly 
  folk and hairy folk—until she was appointed 
  sultana at Omayed’s death. 
  The title seems to have swiftly given her 
  a sense of authority and control, and she 
  moved quickly to advance Mharoti interests 
  against the minotaurs, Nurians, Mareans, 
  and Ishadians. Indeed, she led what is still 
  called the Dragonfire Crusade against the 
  Nurians, a bold stroke that conquered and 
  held the Nurian city of Avaris for a season; 
  her famous star dagger is said to have been 
  looted from a Nurian god-queen’s tomb. 
  Her conquest of Achillon and the Marea 
  was more lasting than the occupation of 
  Avaris, and that province remembers her to 
  this day. Sultana Petek died rather young in 
  childbirth with her fifth child, though some 
  believe she was assassinated by zealous 
  cultists of Azuran offended by her refusal to 
  allow gambling among the palace troops.
  The Star Dagger
  Rare weapon
  Of Nurian make and star-forged steel 
  and adamant, the star dagger is a 
  beautiful +3 dagger that glows with a 
  cold, actinic light. All invisible creatures 
  within 60 feet of the unsheathed blade 
  lose their invisibility at once and are 
  covered in faerie fire. More than one 
  assassin has been foiled by the Star 
  Dagger’s clear light.
  
  4
  SULTANA GÜLNUR PETEKA, THE 
  SILENT ROSE (182–201 MDA)
  The Sultana Gülnur spent time consolidating 
  the conquests of her predecessors, building 
  roads and fortifications, planning new 
  thrusts against Ishadia and restoring the 
  fleet to chase down Marean pirates. She 
  is best remembered, however, not for 
  aqueducts, castles, and roads, but for her 
  ruling in the matter of the great undead 
  morza Ibbalan and the general of the 4th 
  Legion, Regladoross the Night Flyer. In 
  that dispute, Ibbalan claimed a larger share 
  of the treasure from the conquest of the 
  harbor city of Prezhan (taken from the 
  Nurians) than was strictly owing, simply as 
  the morza nearest to the new land and its 
  presumptive new liege lord. Regladoross 
  had lost a brother in battle and fought 
  extremely bloody actions against Red Portal 
  mages, theurges of Thoth-Hermes, and a 
  group of sun priests who slew Mharoti edjet 
  and timarli with silent rains of radiant light, 
  burning armor and puncturing helms and 
  leaving roughly half the 4th Legion dead in 
  the streets of Prezhan. 
  By Mharoti law, Ibbalan could claim a 
  quarter of the spoils, but he took nearer 
  a third. Kobaldi and other smallfolk were 
  shocked when he dared to this corruption of 
  law. However, quoting the Law of Baal and 
  the dream-words of Mharot (“Fair plunder 
  makes a stronger empire”), the sultana sided 
  with the general and restored the plunder 
  from Ibbalan to the legion’s survivors. The 
  armies and the other morza all sided with 
  the sultana’s ruling, and for the first time, 
  Mharoti law was seen to apply to even 
  the strongest and most powerful dragons. 
  The sultana commissioned an enormous 
  monument to the dead from her own funds.
  Lest it be thought that all the wrath of 
  dragons was turned aside, let it be noted 
  that young, charismatic Regladoross died 
  of a mysterious scale rot some years later; 
  no connection to Ibbalan was ever proven. 
  Gülnur immortalized him on the Prezhan 
  monument as “Conqueror of the Harbor, 
  Lord of Legions, Paragon of Just Plunder.” 
  SULTAN OMAYED THE YOUNGER 
  (279–288 MDA)
  A great and deeply devout follower of 
  Khespotan, Sultan Omayed, it was said, 
  would not leave bed without consulting his 
  fortune. The priests of the earth god had 
  great influence in his reign, and the dragon 
  Rüzgar was the first and only one of its kind 
  to be granted a province of its own during 
  Sultan Omayed’s rule. It was a time of 
  great prophecies, and the writing of several 
  famous volumes of prophecy, poetry, 
  and law all date to this period. Four great 
  monastic schools and six large colleges 
  teaching mining, arcana, and theology were 
  all established in this short period.
  In the end, however, Sultan Omayed failed 
  to provide sufficient new wealth to feed the 
  temples of Baal and to expand the treasuries 
  of Mharot, Ibbalan, and Rüzgar (among 
  others), and Omayed was denounced as 
  having lost the “mandate of Mharot” by 
  dozens of prophets of Khespotan, all on the 
  same day throughout the empire. The Sultan 
  died in his sleep four days later, leading 
  to a tumultuous Years without a Sultan 
  (288–303) when the morza all attempted 
  to rule independently. This almost led 
  to civil war and certainly did lead to the 
  empire’s contraction until the morza agreed 
  to restore a (very weak) sultan to make 
  decisions for the empire as a whole.
  SULTAN ZELIM THE WASTREL 
  (304–308 MDA)
  At first, Zelim was an odd choice for 
  a sultan. His prior life had been as a 
  court jeweler, providing gemstones for 
  the dragonkin, taking commissions for 
  necklaces and signet rings, and generally 
  understanding the finances of plunder 
  and conquest. However, his rule began 
  very auspiciously because at the very least 
  
  5
  it ended the public feuding of the Years 
  without a Sultan. Caravans within the 
  empire were no longer plundered, garrisons 
  were sent to the borders, and legions 
  marched against external foes.
  And for a time, it seemed that Sultan 
  Zelim had found a way to expand the power 
  of the empire without all the expense of 
  armies. He brought the blood mages of 
  Kaa’nesh to his court, and they explained 
  things of a few of the dark arts and the joys 
  of Malena, the Red Goddess, and his armies 
  found it easy to conquer towns and villages 
  struck down by plagues and mysterious 
  fevers. He commissioned a Clawed Scepter 
  to show his excellent ability to generate 
  streams of gold and jewels for the lords of 
  the empire. 
  This worked well for a decade as Zelim 
  grew ever more withdrawn, fat, and 
  arrogant, thinking himself the lord of the 
  Mharoti, rather than the lord executor 
  and defender of the faith. In an incautious 
  moment, he spoke of the “strength of 
  human will” and the “power of the sultan 
  over his enemies” and “the scepter that 
  denotes my perfect rule of the land,” phrases 
  that his dragonborn and kobaldi advisors 
  quickly reported to other scaled nobles as 
  indicative of great pride and a confusion 
  over whose will truly ruled the dragon 
  lands. His doom was sealed.
  Unrest among both the fire priesthood 
  and the orders of Azuran, and doom-ridden 
  prophecies from Khespotan’s caverns, 
  made it clear that Zelim’s reign could not 
  last. The priests denounced him daily from 
  the temples as his losses grew, and one fine 
  morning, Harkesh woke up to find that a 
  rather junior general, Makbule Khezmir, 
  had been given the Blessing of Mharot and 
  the Clawed Scepter of government. Since 
  then, few have spoken of Zelim the Wastrel, 
  except to spit and curse his foolishness. The 
  Clawed Scepter that Zelim commissioned is 
  one of the few remaining signs of his reign.
  SULTAN MAKBULE KHEZMIR THE 
  WISE (309–324 MDA)
  With military experience and a deep sense 
  of how corruption and arrogance can lead 
  a ruler astray, Sultan Makbule Khezmir 
  is certainly among the most humble and 
  honest to hold the title. His rule is fondly 
  remembered as the time of conquests 
  against Khandiria, a great victory in Ishadia, 
  even explorations down the Corsair Coast 
  and steady progress in subduing Marea & 
  the Islands, which is to say, finally rooting 
  out several major pirate nests that had held 
  on for a hundred years. He built roads, 
  regulated weights and measures (one 
  common weight is still called the Khezmir 
  pint in his honor), and strove to improve 
  the lot of all the Mharoti people. For this 
  reason, he is rarely disparaged, and his is 
  often referred to as the “Good Old Sultan.”
  SULTANA CASMARA AZRABAHIR 
  (325–342 MDA)
  The Sultan Khezmir’s granddaughter and a 
  woman of strong will and endless plans, the 
  sultana ruled for many years in prosperity. 
  Then the combined misfortunes of the naval 
  defeat of Seggotan’s Tears and the defeat by 
  the Khandirians at the battle of Wheeling 
  Angels led to the destruction of enough 
  dragonkin that rumors, riots, and anger 
  against the sultana became a problem. Her 
  spies were able to warn her of the coming 
  coup, and she escaped in time, but her fall 
  Clawed Scepter
  Unique wondrous item
  Shaped like a set of talons holding a sun 
  sphere, the Clawed Scepter is made of 
  gold and set with pearls and rubies in a 
  rather garish, bold style. The holder of 
  the scepter is immune to magical fear, 
  cold, and fire, and gains the ability to 
  make all Charisma (Persuade) ability 
  checks with advantage. 
  
  6
  led to the rise of a much crueler and 
  more rapacious ruler, the Dread 
  Sultan Ozmir.
  DREAD SULTAN OZMIR AL 
  STRAGUL (342–347 MDA)
  The first dragonborn to ascend 
  to the position of sultan, Ozmir 
  is a former general and acts 
  like it. Every problem is to 
  be solved by the application 
  of just a little more force, 
  and rampant bribery and 
  corruption flourish among 
  his court, for he believes in 
  spoils and plunder as the 
  right of all dragonfolk. While 
  the merchants complain at the 
  taxes he levies to fund the army 
  (needed after the shameful 
  neglects of the sultana, claims 
  the new lord), the kobaldi 
  delight in the new farmlands 
  of Rumela and the new 
  opportunities to enslave humans 
  and gnolls and other hairy folk. 
  The empire has seen no great 
  victories under the new sultan, but 
  it has suffered no losses, and the 
  mustering of troops and construction 
  of fleets continues at a furious pace. 
  Sultan Ozmir intends to leave a mark 
  on the world, clawed loose with fire 
  and cunning. The only question for his 
  neighbors is which direction he will cast his 
  steely eye.
  Summary
  The sultans have ruled sometimes wisely 
  and sometimes foolishly, have been 
  corrupted and have applied the rod of 
  justice to the followers of dark paths and 
  wicked dealings. Like any government, 
  the Mharoti Empire is prone to fits and 
  starts, errors and injustices, just as often as 
  it brings true justice, rich plunder, and full 
  bellies to its people. Its sultans and sultanas, 
  though, are much loved among the hairy 
  folk and scaled folk alike, and it may be 
  that their ability to weave and compromise 
  among the dragon lords is the mortar 
  that has held the whole enormous nation 
  together for so many centuries. Long live 
  the sultan!
  
  7
  INTO THE DRAGON EMPIRE: 
  MAREA AND THE ISLANDS
  by Chris Harris
  disappearing with the aid of sea creatures 
  who share their devotion.
  Eraklion now finds itself the nexus of the 
  Nethusite priesthood’s covert efforts by 
  virtue of its seaside location and the old 
  priest who leads the rebellion from hiding 
  in a cave system among the coastal cliffs 
  nearby. The ancient temple of Nethus, 
  reluctantly restored by the Mharoti, keeps 
  itself insulated from these activities and 
  publicly denounces the “heretical” deeds 
  of their hidden brethren. However, this 
  disavowal is largely a charade to protect both 
  the temple and its adherents from reprisal. 
  The relative light touch of the morza who 
  rules the region, the silver dragon Yiraz 
  Azah, played into their hands at the outset 
  of the insurgency, but recent days have seen 
  the morza’s servants patrolling the area, and 
  her wounded pride at the loss of an imperial 
  legion to Triolan naval power acts as a goad 
  to her efforts.
  Rewards have been posted for the 
  insurgent priesthood, but thus far, none 
  have come forward to claim any, and the 
  Nethusites themselves keep all but a few 
  residents in the dark about their activities. 
  Several radical devotees of Nethus have 
  been burned alive near the steps of the 
  temple, but the practice is unlikely to be 
  repeated since it only served to intensify the 
  conflict and galvanize some of the populace 
  in their devotion. Nevertheless, some locals 
  resent the Nethusites over the increased 
  T
  he Mharoti Empire’s Province of 
  Marea and the Islands, also known as 
  the “Province of Fallen Temples,” became 
  part of the empire over a century ago. With 
  the conquest of neighboring Illyria, many 
  thought the old worries concerning Marea’s 
  embarrassing “difficulties” with its largely 
  non-scaled population and their supplanted 
  faiths would have faded away, bringing 
  greater stability to the region. On the island 
  of Eraklion, at least, the prediction proved to 
  be an erroneous one.
  Eraklion
  Eraklion, once a sleepy fishing village atop 
  the western seaside cliffs of a small island, 
  teeters on the knife’s edge of imperial 
  disfavor. The priesthood of Nethus on the 
  island and the surrounding region all but 
  disappeared over the last century, first due 
  to conquest by the Mharoti Empire which 
  expelled the Nethusites from their temples 
  and rededicated the holy places to their own 
  sea god, Segottan. Then decades later, their 
  status suffered further degradation in the 
  years of the Nethus’s captivity by Kammae 
  Straboli. With the freeing of their god, 
  Nethus’s remaining priests and priestesses 
  experienced a renewed vigor and directed 
  their zeal at those who drove them from 
  their temples. They now play a deadly 
  cat-and-mouse game with the Dragon 
  Empire, striking at draconic rule and then 
  
  8
  imperial scrutiny, particularly among the 
  seafaring smugglers who use the village as a 
  home port.
  ADVENTURE HOOKS IN ERAKLION
  Find adventure in distant Eraklion:
  • Hunt a renegade priest of Nethus hiding 
  either in the cliffside caverns along the 
  coast or beneath the waves below.
  • Free a captured Nethusite accused of 
  sedition and sacrilege.
  • Pose as part of a smuggler’s crew in 
  order to take command of the ship and 
  sail its valuable cargo to Kyprion.
  • Hunt a ferocious sea serpent who preys 
  on local fishing boats.
  While some areas in the province grow 
  restive, others carry on as they have done 
  for a century, all the while remaining 
  shrouded in secrecy. One such place, the 
  mountaintop city called Mistras-Marea 
  holds secrets even from the dragons it 
  continues to serve faithfully.
  Mistras-Marea
  The steep mountain road which winds 
  upward to the walled city of Mistras-Marea 
  begins its climb at a fork in the road near a 
  village of mostly human farmers governed 
  by a small fort garrisoned by dragonkin 
  officers and kobold troops. Almost all 
  of the traffic up the mountain consists 
  of kobolds driving cattle to spare their 
  dragonkin superiors the indignity. No 
  non-scaled creatures ever ascend unless 
  bound as captives and escorted by soldiers 
  from the garrison. What comes down the 
  mountain does so with less regularity due 
  to restrictions on trade. No silk goods leave 
  the Mistras-Marea except in the hands 
  of scaled imperial citizens of akinji rank 
  or higher or those bearing a writ from a 
  creature of equal prestige. Provided those 
  qualifications are met, dragonkin or other 
  scaled citizens may purchase the finest silk 
  in quantities of nearly any size; spools as 
  large as a horse sometimes make their way 
  in wagons down the mountain road.
  Mistras-Marea’s sole trade commodity is 
  silk of the finest quality. Great spools of silk 
  thread and rope, silk clothing, and other 
  items, such as barding of any size, can be 
  purchased at the barbican from the human 
  thralls there or constructed to order while 
  the client waits in the small inn just down 
  the road a short distance.
  The weavers of the city also produce 
  a steady supply of quilted silk for use 
  in padding for armor, which provides 
  additional protection against arrows 
  (possessing resistance to piercing damage 
  from nonmagical weapons). Expensive 
  even for Mharoti of some standing, such 
  pieces are most often given as rewards by 
  the ruling classes of the empire to faithful 
  servants, primarily as an inner layer to a 
  hauberk or suit of scale mail.
  The steady trade notwithstanding, few 
  visitors who come to trade go any further 
  than the barbican, supposedly in the interest 
  of protecting well-kept trade secrets. The 
  interior of the city remains a mystery to all 
  but the morza who governs the province 
  and a few others.
  The city’s size is deceptive. Much of the 
  surface area within the walls skirts around 
  the edges of massive caverns that descend 
  deep into the mountain. Indeed, these 
  caverns and their occupants give the city its 
  reason for existence. Thick, rope-like webs 
  crisscross much of the caves’ interiors for 
  at least 100 feet below the surface, and their 
  inner walls bear large, pockmarked holes. 
  Within the holes, the web’s spinners, all 
  specimens of a fecund breed of angler worm 
  (see Tome of Beasts) wait for cattle to be 
  dropped into their lines.
  Known to only a few of the ruling morza 
  of the Empire, Mistras-Marea operates 
  entirely under the guidance of a cartel of 
  
  9
  Denizens of Leng (see Tome of Beasts). 
  Some of the humanoid prisoners brought 
  to the city spend the rest of their lives as 
  weavers of silk, leading hard, frightening 
  lives of forced labor at the hands of 
  monsters. Those captives not chosen for the 
  work of weavers vanish down the enormous 
  caverns. The weak and infirm become food 
  for the angler worms, but the majority 
  march in chains through a portal leading to 
  the Plateau of Leng and an unknown fate.
  The vast wealth that has made its way up 
  the mountain for many years is thought to 
  sit buried in chambers deep in caves, far 
  below the webs of the worms. What dangers 
  might await beneath the webs, none can say, 
  but for all the worms’ size, on occasion they 
  are found half-eaten, slowly spinning in 
  their own webbing. Whatever creatures feed 
  on them do so infrequently, however, and 
  have yet to come all the way to the surface.
  Here are a few of the goods available to 
  those with the privilege or luck to attain 
  them.
  TREASURES FROM  
  MISTRAS-MAREA
  Marean Silk Cloak
  These full, hooded cloaks exist in a wide 
  variety of vivid colors, though most serve 
  as rewards for faithful service, reflecting the 
  scales of the giver. Marean silk cloaks grants 
  the wearer resistance to piercing damage 
  from nonmagical weapons.  
  Cost: 120 gp; Weight: 3 lb.
  Marean Silk Rope
  Marean silk rope comes in a 50-foot 
  coil, has 4 hit points, and can be burst or 
  detached with a DC 20 Strength check.  
  Cost: 75 gp; Weight: 4 lb.
  Marean Net
  A Marean silk net functions as a mundane 
  net but weighs less, has greater range, and 
  the following differences:
  • A Marean net requires a DC 14 Strength 
  check to free oneself or another from it.
  • Inflicting 12 slashing damage to the net 
  (AC 12) destroys the net and frees a 
  creature trapped within, but an attack 
  made to free a creature which misses 
  by 5 or more results in the weapon 
  becoming snared in the net’s sticky 
  strands, requiring a DC 12 Strength 
  check to free it.
  Marean Whip
  The silk of angler worms is braided together 
  with leather to lend these whips an edge 
  when used against unruly thralls. An attack 
  with a Marean whip that succeeds against 
  a Medium or smaller creature by 5 or more 
  restrains the target.
  Silk-Backed Coin Mail
  Made of silver coins from conquered 
  Illyria, backed by a layer of quilted red 
  silk spun by the monstrous angler worms 
  of Mistras-Marea, only a few dozen of 
  these hauberks were made and awarded to 
  dragonkin who acquitted themselves with 
  conspicuous valor in the campaign that 
  conquered that land. The armor grants the 
  wearer resistance to piercing damage from 
  WEAPONS
  NAME
  COST
  DAMAGE
  WEIGHT
  PROPERTIES
  Marean Silk Net
  60 gp
  —
  2 lb.
  Special, Thrown (range 10/20)
  Marean Whip
  50 gp
  1d4 slashing
  3 lb.
  Special, Finesse, Reach 
  
  10
  nonmagical weapons. Silk-backed coin mail 
  grants the wearer +2 status when dealing 
  with any citizen of the Mharoti Empire, and 
  −2 status when dealing with exiled Illyrians 
  or Triolans.
  The key to the silk harvesting comes from 
  the experimentation the denizens of Leng 
  inflicted on some of their human captives. 
  The end result is an ideal instrument for the 
  purpose, though hideous to behold.
  Marean Weaver
  This gruesome many-legged creature has 
  the body of an enormous centipede, topped 
  by a humanoid torso covered in a chitinous 
  exoskeleton. The mouth of its armored head 
  consists of multiple sets of small mandibles, 
  and its multifaceted eyes bulge out of 
  human-like sockets. Two long, segmented 
  arms droop from its shoulders, and a third 
  grown from between its shoulders hangs over 
  its head like a scorpion’s tail.
  Once Were Human. These hideous 
  creatures were once human, but through 
  arcane means, the denizens of Leng have 
  transformed them beyond recognition. The 
  metamorphosis did not leave their minds 
  intact, and they appear quite dull when not 
  performing one of the tasks for which they 
  were made. Marean weavers may retain 
  some shred of memory of their former lives, 
  but their every waking moment is now filled 
  with one task or another, all requiring what 
  little concentration they can muster.
  Designed for Several Purposes. Weavers 
  exist for two purposes: harvesting the silk 
  webs of angler worms by holding off the 
  worms without killing them to allow others 
  to do the harvesting and weaving the silk 
  into various items. Their altered minds 
  make them immune to the worms’ ability 
  to lure prey, and their chitinous skin grants 
  them some defense against the acid of the 
  worms’ bites. Everything about them that 
  does not aid those tasks has been removed if 
  at all possible by the denizens of Leng.
  Formidable in Numbers. The weaver’s 
  three arms were designed primarily to hold 
  off an angler worm’s attack by stopping its 
  charge and holding its gaping maw open 
  with the aid of another weaver while others 
  harvest nearby silk web lines. Accordingly, 
  they are rarely seen in numbers less than 
  three. 
  MAREAN WEAVER
  Large monstrosity, neutral
  Armor Class 13 (natural armor)
  Hit Points 52 (7d10 + 14)
  Speed 30 ft., climb 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  12 (+1) 14 (+2) 14 (+2) 7 (−2) 12 (+1) 5 (−3)
  Skills Acrobatics +4, Athletics +3,  
  Perception +3
  Saving Throws Dex +4, Con +4
  Damage Resistances acid
  Condition Immunities charmed
  Senses darkvision 60 ft.; passive Perception 13
  Languages understands Trade Tongue but 
  cannot speak
  Challenge 2 (450 XP)
  Spider Climb. The weaver can climb difficult 
  surfaces, including upside down on ceilings, 
  without needing to make an ability check.
  WEAPONS
  MEDIUM 
  ARMOR
  COST
  ARMOR CLASS (AC)
  STRENGTH
  STEALTH
  WEIGHT
  Silk-Backed 
  Coin Mail
  —
  15 + Dex modifier  
  (max 1)
  —
  Disadvantage
  50 lb.
  
  11
  Web Sense. While in contact with a web, the 
  weaver knows the exact location of any other 
  creature in contact with the same web.
  Web Walker. The weaver ignores movement 
  restrictions caused by webbing.
  Actions
  Multiattack. The marean weaver makes three 
  claw attacks.
  Claw. Melee Weapon Attack: +4 to hit, reach 
  10 ft., one target. Hit: 7 (2d4 + 2) slashing 
  damage. If two or more claw attacks hit the 
  same target, the target is grappled (escape 
  DC 13) if it is a Large or smaller creature and 
  the weaver doesn’t have another creatures 
  grappled. Two weavers working in tandem 
  can grapple a Huge creature.
  
  12
  TERRORS OF THE  
  DRAGON EMPIRE
  by James J. Haeck
  and are used to working in small units. 
  The 1st Legion comprises one hundred 
  “fellowships,” each composed of ten soldiers. 
  The commanders of these fellowships report 
  to Korsiq Vraal, High Commander of the 
  Legion. This way, the 1st Legion can act 
  as a complete unit under Vraal’s orders to 
  overwhelm an enemy force or easily divide 
  to attack with greater precision. 
  COMPOSITION
  Baal’s 1st Legion is one thousand soldiers 
  strong—its ranks filled with kobolds, 
  dragonborn, and a few assorted jambuka 
  (“unscaled folk”) who have gained favor 
  in battle. The legion is composed of the 
  following:
  • 250 kobold light infantry  
  (veterans with kobold racial traits).
  • 200 kobold archers (veterans with 
  kobold racial traits).
  • 150 dragonborn cavalry (knights with 
  red dragonborn racial traits riding 
  warhorses).
  • 100 dragonborn elementalists (mages 
  with blue dragonborn racial traits).
  • 100 dragonborn sky cavalry (wyvern 
  knights with dragonborn racial traits 
  riding war wyverns).
  T
  he Mharoti Dragon Empire is the 
  scourge of Midgard and the Southlands 
  alike. The vast armies of the Dragon Empire 
  march relentlessly across the known world 
  in their endless wars of conquest, spreading 
  fear and chaos wherever they go. The 
  creatures that make up the Mharoti forces 
  are powerful and frightful, ranging from 
  deadly kobold ambushers mounted atop 
  camouflaged drakes to elite companies of 
  the finest dragonborn warriors Midgard has 
  ever seen. Feared by the Mharoti and their 
  enemies alike, these are the terrors of the 
  Dragon Empire. 
  Baal’s 1st Legion
  The fires must be fed. So says the creed of 
  Baal, lord of fire, master of sacrifice, and 
  king of dragons. Few feed the flames of 
  war as expertly as the triumphant soldiers 
  of Baal’s 1st Legion. Where most Mharoti 
  imperial legions number close to ten 
  thousand troops strong, Baal’s 1st is a unit of 
  one thousand of the empire’s best soldiers, 
  reserved only for strategic deployment 
  against crucial military objectives.
  Many of the soldiers in Baal’s 1st were 
  once members of adventuring parties 
  or high-profile mercenary companies 
  
  13
  • 75 desert giant heavy infantry  
  (see Tome of Beasts).
  • 75 kobold alchemists  
  (see Tome of Beasts).
  • 25 naina spies (see Tome of Beasts).
  • 25 half-red dragon veterans.
  • Command Company (ten elite members 
  of the 1st Legion, see below).
  COMMAND COMPANY
  Baal’s 1st Legion is led by High Commander 
  Korsiq Vraal, but Vraal is also the head of a 
  fellowship of his own. The members of this 
  elite force are heroes of the Dragon Empire, 
  and their appearance on the battlefield can 
  snatch victory from the jaws of defeat, not 
  least of all because Vraal commands the 
  incredible might of a fully grown flame 
  dragon. Its members include the following:
  • General Korsiq Vraal, LN male silver 
  winged dragonborn (see below), 
  fellowship commander. Keeps a 
  crimson drake perched on his shoulder 
  (see Tome of Beasts).
  • Teryth, LN female adult flame dragon 
  (see Tome of Beasts), artillery. Owes 
  Vraal a mysterious life-debt.
  • Blind-Eye, N male ravenfolk doom 
  croaker (see Tome of Beasts), tactician. 
  Claims to see the future.
  • “The Blackscale Triplets,” Kree, Lail, and 
  Blim, CN female kobold alchemists (see 
  Tome of Beasts), demolitionists.
  • Haddad of the Forge, LN male efreeti, 
  armorer and priest of Baal. Cremates 
  fallen foes.
  • Nimyu, CE female naina  
  (see Tome of Beasts), spy/counterspy. 
  Prefers to remain in her guise as an 
  elderly human woman.
  • Lord Wasim al-Gizmiri, LG male red 
  dragonborn wyvern knight, scout. Vain 
  but dutiful; scion of Ateshah, great wyrm 
  of flame. 
  • Amirah of the Blade, CN female 
  human assassin with 120 hit points, 
  peerless swordswoman. Mysterious 
  desert wanderer, became famous as an 
  undefeatable prize fighter. Wields an 
  enchanted scimitar of speed. 
  KORSIQ VRAAL
  Medium humanoid (silver dragonborn), lawful 
  neutral
  Armor Class 21 (+1 mithral plate, spellguard 
  shield)
  Hit Points 136 (16d8 + 64)
  Speed 30 ft., fly 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  20 (+5) 12 (+1) 18 (+4) 10 (+0) 17 (+3) 18 (+4)
  Saving Throws Wis +8, Cha +9
  Skills Perception +8
  Damage Resistances cold
  Condition Immunities charmed
  Senses passive Perception 18
  Languages Common, Draconic
  Challenge 14 (11,500 XP)
  Aura of Devotion. Korsiq Vraal and friendly 
  creatures within 10 feet of him cannot be 
  charmed while he is conscious.
  Blazing Smite. When Korsiq Vraal hits a 
  creature with a melee weapon attack, he 
  may expend one of his spell slots to deal 
  additional fire damage. The extra damage is 
  3d8 for a 1st-level spell slot, plus 1d8 for each 
  spell level higher than 1st, to a maximum 
  of 6d8. The damage increases by 1d8 if the 
  target is an undead or a fiend.
  Dragonbreath Torque. Korsiq Vraal wears a 
  silver torque that doubles the damage of his 
  breath weapon (already included). It requires 
  attunement by a dragonborn. 
  Spellguard Shield. While holding this shield, 
  Korsiq Vraal has advantage on saving throws 
  against spells and other magical effects, and 
  spell attacks have disadvantage against him.
  
  14
  Spellcasting. Korsiq Vraal is a 16th-level 
  spellcaster. His spellcasting ability is 
  Charisma (spell save DC 17, +9 to hit with 
  spell attacks). He has the following paladin 
  spells prepared:
  1st level (4 slots): bless, cure wounds, 
  heroism, shield of faith 
  2nd level (3 slots): branding smite, lesser 
  restoration, locate object
  3rd level (3 slots): dispel magic, remove 
  curse, revivify
  4th level (2 slots): banishment, death ward
  Actions
  Multiattack. Korsiq Vraal makes 3 melee 
  attacks. 
  Flame Tongue Longsword. Melee Weapon 
  Attack: +10 to hit, reach 5 ft., one target. Hit: 
  9 (1d8 + 5) slashing damage, or 10 (1d10 
  + 5) slashing damage if wielded with both 
  hands, plus 11 (2d6 + 1d8) fire damage.
  Cleansing Touch. Korsiq Vraal ends one 
  spell on himself or a willing creature that 
  he touches. He can use this action 4 times, 
  regaining expended uses when he finishes a 
  long rest. 
  Cold Breath (Recharges after a Short or 
  Long Rest). Korsiq Vraal exhales an icy blast 
  in a 15-foot cone. Each creature in that area 
  must make a DC 17 Constitution saving 
  throw, taking 35 (10d6) cold damage on a 
  failed save or half as much on a successful 
  one. 
  Reactions
  Protection. When a creature Korsiq Vraal 
  can see attacks a target that is within 5 
  feet of it, he can use a reaction to impose 
  disadvantage on the attack roll. He must be 
  holding a shield. 
  Mharoti Kobolds
  Kobolds are the largest single racial group 
  in the Mharoti army, and just as wild 
  kobolds unquestioningly serve mighty 
  dragons, so too do these civilized kobolds 
  serve the mighty Dragon Empire. Most 
  kobolds legionnaires are mere infantry, 
  using kobold stats—with kobolds in 
  especially well-supplied corps wearing scale 
  armor (AC 16) and wielding spears: +4 to 
  hit, Hit: 5 (1d6 + 2) piercing damage. 
  More specialized kobold regiments 
  employ kobold scouts and kobold 
  ambushers, both of which are trained to 
  operate with a camouflage drake. Kobold 
  scouts are trained in the art of moving 
  unseen on drakeback over large stretches 
  of land. When stealth fails, these scouts are 
  adept at fighting on the run. Unlike typical 
  kobold warriors, these scouts are trained 
  to operate individually or in very small 
  groups. As such, they aren’t used to fighting 
  in packs like other kobolds. Even without 
  their drake mounts, most kobold scouts are 
  blessed with the gift of flight, and can use 
  their wings to travel great distances. 
  Kobold ambushers also employ stealth to 
  deadly effect, preferring to lay in wait for 
  hours or days at a time. Ambushers also 
  typically operate in units of ten or more, 
  using their numbers and their pack tactics to 
  devastate their targets even after the initial 
  ambush. While these advantages make them 
  formidable combatants even without the 
  element of surprise, these kobolds rarely 
  try to salvage a failed ambush, preferring 
  to scatter in all directions and meet up at a 
  predetermined rendezvous point. 
  Camouflage drakes are squat, sand-colored 
  quadrupeds with tiny, vestigial wings 
  incapable of lifting their muscular forms. 
  Despite lacking the ability to fly, these 
  drakes can change color to blend in with 
  their environment and can run as fast as a 
  horse at its top speed. These bestial creatures 
  
  15
  lack the shrewd cunning of true dragons but 
  are still intelligent enough to work in perfect 
  tandem with their kobold rider. 
  KOBOLD SCOUT
  Small humanoid (kobold), lawful evil
  Armor Class 16 (studded leather)
  Hit Points 22 (4d6 + 8)
  Speed 30 ft., fly 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  9 (−1) 18 (+4) 14 (+2) 9 (−1) 16 (+3) 8 (−1)
  Saving Throws Dex +6
  Skills Perception +8, Stealth +6
  Senses darkvision 60 ft., passive Perception 18
  Languages Common, Draconic
  Challenge 2 (450 XP)
  Cunning Action. On each of its turns, the 
  kobold scout can use a bonus action to take 
  the Dash, Disengage, or Hide action.
  Skirmishing. The kobold scout deals an 
  extra 14 (4d6) damage whenever it hits a 
  target with a weapon attack on its turn, and 
  has moved at least 30 feet that turn. This 
  includes movement made while mounted. 
  Stealthy Traveler. The kobold scout can 
  move stealthily at a normal pace while 
  traveling overland.
  Actions
  Shortsword. Melee Weapon Attack: +6 to 
  hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) 
  piercing damage. 
  Shortbow. Ranged Weapon Attack: +6 to hit, 
  range 80/360 ft., one target. Hit: 7 (1d6 + 4) 
  piercing damage. 
  KOBOLD AMBUSHER
  Small humanoid (kobold), lawful evil
  Armor Class 12
  Hit Points 7 (3d6 − 3)
  Speed 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  7 (−2) 16 (+3) 9 (−1) 8 (−1) 10 (+0) 8 (−1)
  Skills Perception +2, Stealth +7
  Senses darkvision 60 ft., passive Perception 12
  Languages Common, Draconic
  Challenge 1 (200 XP)
  Assassinate. During its first turn, the kobold 
  ambusher has advantage on attack rolls 
  against any creature that hasn’t taken a 
  turn. Any hit the ambusher scores against a 
  surprised creature is a critical hit.
  Camouflage. The kobold ambusher has 
  advantage on Dexterity (Stealth) checks 
  made to avoid being seen on a turn in which 
  it has not moved. If it does not move for 
  at least 1 minute, it cannot be seen unless 
  directly interacted with. This effect ends if the 
  ambusher moves. 
  Pack Tactics. The kobold ambusher has 
  advantage on an attack roll against a creature 
  if at least one of the ambusher’s allies is 
  within 5 feet of the creature and the ally isn’t 
  incapacitated.
  Sneak Attack. The kobold ambusher deals an 
  extra 7 (2d6) damage when it hits a target 
  with a weapon attack and has advantage 
  on the attack roll, or when the target is 
  within 5 feet of an ally of the spy that isn’t 
  incapacitated and the ambusher doesn’t have 
  disadvantage on the attack roll.
  Actions
  Dagger. Melee or Ranged Weapon Attack: 
  +5 to hit, reach 5 ft. or range 20/60 ft., one 
  target. Hit: 5 (1d4 + 3) piercing damage. 
  CAMOUFLAGE DRAKE
  Medium dragon, neutral evil
  Armor Class 14 (natural armor)
  Hit Points 38 (5d8 + 15)
  Speed 50 ft., burrow 20 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  12 (+1) 14 (+2) 16 (+3) 5 (−3) 12 (+1) 5 (−3)
  Skills Stealth +6
  Damage Resistances cold, fire, lightning
  Senses tremorsense 20 ft., passive  
  Perception 11
  Languages —
  Challenge 1 (200 XP)
  Camouflage. The camouflage drake has 
  advantage on Dexterity (Stealth) checks 
  
  16
  made to avoid being seen on a turn in which 
  it has not moved. If it does not move for 
  at least 1 minute, it cannot be seen unless 
  directly interacted with. This effect ends if 
  the drake moves. 
  Actions
  Multiattack. The camouflage drake makes 
  two attacks: one with its bite and one with 
  its claws. 
  Bite. Melee Weapon Attack: +3 to hit, reach 
  5 ft., one target. Hit: 4 (1d6 + 1) piercing 
  damage.
  Claws. Melee Weapon Attack: +3 to hit, reach 
  5 ft., one target. Hit: 6 (2d4 + 1) slashing 
  damage. 
   
  
  17
  PHOSUS, DREAD WYRM  
  OF THE FALLS
  by Jon Sawatsky
  imbued with magma and flame awoke to 
  the sound of carousing and victory. Phosus, 
  the dread wyrm of the falls arose and 
  incinerated most of the celebrants in a single 
  breath. “IT IS MINE,” the beast roared 
  and with that took up residence in Ghoss’s 
  fortress. The dragon found the focus and 
  wrapped its fiery length around the stone 
  and crystals, feeding on the stored magic.
  As for the sorcerer, his life was spared, 
  and he made a bargain with the wyrm. In 
  exchange for five great magical treasures 
  stolen from the temples of the gods, Ghoss 
  could have access to the smoldering focus 
  that Phosus now coveted. The dragon 
  smiled and agreed, but upon the delivery 
  of the final treasure, Phosus turned the 
  sorcerer to ash. 
  The tunnel that leads to the Firefalls 
  of Ghoss lies hidden somewhere in the 
  Dragoncoil Mountains. Fiery creatures stalk 
  its length, and the flames of Phosus itself 
  await those who descend toward the fortress 
  and that strange thinning between worlds 
  that shimmers on the ledge.
  I
  n the belly of the Dragoncoil Mountains 
  lies an ancient and spectacular set of 
  magma falls. The falls have many names 
  but are most commonly known as the 
  Firefalls of Ghoss. The story tells of a young 
  dragonfolk sorcerer who, fleeing through 
  the mountains from an angered nest of 
  wyverns, discovered a wide tunnel leading 
  to the falls. After descending into the 
  mountain, he spied a ledge that looked out 
  over the great flow of magma and, walking 
  upon it, discovered a thinning of the veil 
  between Midgard and the Eleven Hells. The 
  sorcerer began to plot immediately. 
  Near the ledge in the heated stone walls 
  around the magma flows, Ghoss built 
  himself a fortress—hiring all manner of 
  mercenaries, builders, and madmen to 
  assist in its construction. The fortress 
  housed Ghoss’s greatest hope—a magical 
  focus built to harness the raw elemental 
  energy that emanated from the falls and the 
  infernal magic cast by the gateway on the 
  ledge. But unbeknownst to the sorcerer, a 
  great malevolence slumbered in the deep 
  places below where the firefalls flowed into 
  darkness. On the eve of the celebration of 
  the fortress’s completion, a great wyrm 
  
  18
  PHOSUS, DREAD WYRM OF THE FALLS
  Huge dragon, chaotic evil
  Armor Class 19 (natural armor)
  Hit Points 306 (17d12 + 102)
  Speed 40 ft., climb 40 ft., fly 80 ft. 
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
  19 (+4) 14 (+2) 23 (+6) 17 (+3) 14 (+2) 29 (+5)
  Saving Throws Dex +7, Con +11, Wis +7,  
  Cha +10
  Skills Deception +10, Insight +7, Perception 
  +12, Persuasion +10, Stealth +7
  Damage Immunities fire
  Damage Resistances cold; bludgeoning, 
  piercing, slashing damage from nonmagical 
  sources
  Condition Immunities charmed, frightened
  Senses blindsight 60 ft., darkvision 120 ft., 
  passive Perception 22
  Languages Common, Draconic, Giant, Ignan, 
  Infernal, Orc
  Challenge 18 (20,000 XP)
  Fire Incarnate. All fire damage dealt by the 
  dragon ignores fire resistance but not fire 
  immunity.
  Keeper of the Gateway (Recharge Special, 
  see Legendary Actions). When Phosus 
  reduces a creature to 0 hit points, it may 
  summon one devil or demon of CR 6 or 
  less to assist it in combat. The summoned 
  creature spawns atop the body of the 
  fallen creature and obeys Phosus until it is 
  destroyed or combat ends.
  Legendary Resistance (3/Day). If the dragon 
  fails a saving throw, it can choose to succeed 
  instead.
  Actions
  Multiattack. The dragon can use its Frightful 
  Presence. It then makes one bite attack and 
  two claw attacks.
  Bite. Melee Weapon Attack: +9 to hit, reach 
  10 ft., one target. Hit: 15 (2d10 + 4) piercing 
  damage plus 7 (2d6) fire damage. 
  Claw. Melee Weapon Attack: +9 to hit, reach 
  5 ft., one target. Hit: 11 (2d6 + 4) slashing 
  damage.
  Tail. Melee Weapon Attack: +9 to hit, reach 15 
  ft., one target. Hit: 13 (2d8 + 4) bludgeoning 
  damage.
  Frightful Presence. Each creature of the 
  dragon’s choice that is within 120 feet of 
  the dragon and aware of it must succeed on 
  a DC 18 Wisdom saving throw or become 
  frightened for 1 minute. A frightened 
  creature repeats the saving throw at the end 
  of each of its turns, ending the effect on itself 
  on a success. If a creature’s saving throw 
  is successful or the effect ends for it, the 
  creature is immune to the dragon’s Frightful 
  Presence for the next 24 hours.
  Fire Breath (Recharge 5–6). The dragon 
  exhales fire in a 60-foot cone. Each creature 
  in that area takes 63 (18d6) fire damage, 
  or half damage with a successful DC 19 
  Dexterity saving throw. Each creature in that 
  area must also succeed on a DC 18 Wisdom 
  saving throw or go on a rampage for 1 
  minute. A rampaging creature must attack 
  the nearest living creature or smash some 
  object smaller than itself if no creature can 
  be reached with a single move. A rampaging 
  creature repeats the saving throw at the end 
  of each of its turns, ending the effect on itself 
  on a success.
  Shifting Flames. The dragon magically 
  polymorphs into a creature that has 
  immunity to fire damage and a size and 
  challenge rating no higher than its own, or 
  back into its true form. It reverts to its true 
  form if it dies. Any equipment it is wearing 
  or carrying is absorbed or borne by the new 
  form (the dragon’s choice). In a new form, 
  the dragon retains its alignment, hit points, 
  Hit Dice, ability to speak, proficiencies, 
  Legendary Resistance, lair actions, and 
  Intelligence, Wisdom, and Charisma scores, 
  as well as this action. Its statistics and 
  capabilities are otherwise replaced by those 
  of the new form, except any class features or 
  legendary actions of that form.
  Legendary Actions
  The dragon can take three legendary actions, 
  choosing from the options below. Only one 
  legendary action option can be used at a time 
  and only at the end of another creature’s turn. 
  The dragon regains spent legendary actions at 
  the start of its turn. 
  
  19
  Detect. The dragon makes a Wisdom 
  (Perception) check.
  Devour Infernal. Phosus devours any 
  creature it summoned using its Keeper of 
  the Gateway trait. It’s Keeper of the Gateway 
  trait recharges. The devoured creature must 
  have at least 1 hit point remaining or this 
  action fails.
  
  20
  Tail Attack. The dragon makes a tail attack.
  Wing Attack (Costs 2 Actions). The dragon 
  beats its wings. Each creature within 15 
  feet of the dragon must succeed on a DC 
  17 Dexterity saving throw or take 11 (2d6 
  + 4) bludgeoning damage and be knocked 
  prone. The dragon can then fly up to half its 
  flying speed.
  Lair Actions
  The lair of Phosus is fully described in the 
  Firefalls of Ghoss. 
     On initiative count 20 (losing initiative ties), 
  the dragon takes a lair action to cause one of 
  the following effects, but the dragon can’t use 
  the same effect two rounds in a row.
  Ignite the Focus. Phosus draws upon 
  the magical focus at the heart of its lair, 
  unleashing a billowing cloud of sulfuring 
  smoke which fills the lair and chokes living 
  creatures within it. Any creature within 
  200 feet of Phosus must make a DC 15 
  Constitution save or be blinded and unable 
  to speak until the end of their next turn. The 
  smoke heals Phosus for 20 (3d10 +3) hit 
  points.
  Magma Rain. Phosus causes the firefalls to 
  spew magma, which rains down around him 
  in a 30-ft. radius. Creatures caught in the 
  rain must succeed a DC 15 Dexterity check, 
  taking 21 (6d6) fire damage on a failed save 
  or half as much on a successful one.
  Rock the Rock. Phosus smashes his great 
  tail upon the stones of his fortress, sending 
  a shockwave in a 60-foot cone in any 
  direction he chooses. Creatures caught in the 
  shockwave must succeed a DC 15 Strength 
  check or fall prone. 
  Ghoss’s Offerings
  Phosus prizes the following treasures above 
  all others in its horde. Each was brought to 
  the dragon by Ghoss, who acquired them 
  through treachery, gall, and murder. The 
  elders and high priests from whom the 
  items were stolen are eager to have them 
  returned. Fortunes await adventurers 
  willing to risk the magma, smoke, and teeth 
  of Phosus’s lair.
  IS AND SUW,  
  THE KNIVES OF BOREAS 
  Weapons (Is [rapier], Suw [shortsword]), 
  very rare (require attunement)
  These twin swords are made from iced 
  steel in the cold forges of the Northlands. 
  Their blades are pale blue and translucent 
  and when unsheathed shed dim white light 
  in a 20-foot radius around their wielder. 
  Their pommels are freezing to the touch 
  to any save those who are attuned to them. 
  The blades become shrouded in strange 
  runes when exposed to temperatures below 
  freezing; the runes float away from the 
  swords and fade from sight after a few feet.
  Each of the blades is a +2 weapon. The 
  wielder may freely choose to have the 
  swords do cold damage instead of their 
  normal damage type. Once each day, as a 
  bonus action, the wielder may invoke the 
  following: 
  Frozen Wrath of Boreas. For 1 minute, 
  creatures who take damage from both 
  blades in the same round must make a DC 
  14 Constitution save or be restrained until 
  the end of their next turn.
  VISIOS, THE BLINDFOLD  
  OF CHARUN
  Helm, very rare (requires attunement)
  This length of shimmering black silk is 
  adorned with small skulls embroidered 
  in silver thread and tiny pearls. Unless 
  wrapped around the eyes of an attuned 
  creature, Visios whispers incoherently to 
  creatures within 60 feet of it. The whispers 
  are both menacing and soothing. The 
  first time a creature hears the whispers, it 
  must make a DC 10 Wisdom save or be 
  frightened for 1d4 hours, after which it is 
  immune to this effect.
  A creature who is attuned to Visios and 
  wraps the blindfold around its eyes gains 
  Devil’s Sight (as per the warlock’s Eldritch 
  Invocation). Once each day, as a reaction 
  
  21
  to the death of a creature within 60 feet, the 
  bearer of Visios may open their spirit to the 
  following:
  Truth in Death. Learn one secret about the 
  dying creature from its spirit as it dies. The 
  GM determines the nature of the secret 
  learned.
  ALES, THE MIGHTY STEIN  
  OF NINKASH
  Wondrous item (beer stein), very rare 
  (requires attunement)
  Made from lacquered sandstone and cherry 
  wood, this festive-looking drinking stein 
  fills the space its bearer occupies with 
  pungent alcoholic mist. Anyone adjacent 
  to the bearer can smell the aroma. The 
  handle of Ales is carved wood and portrays 
  a dwarven fertility symbol with lustrous 
  yellow hair. The cap is made from sandstone 
  and gold and does not flip open for any save 
  Ales’s bearer. The stein is ever-filled with 
  high-quality beer, and provided they drink 
  from the stein each midday, the bearer gains 
  +1 to Strength. The bearer of Ales may drain 
  the stein once each day as a bonus action to 
  gain the following:
  Might of Nakash. For 1 minute, the 
  bearer gains advantage on all Strength and 
  Charisma ability checks. Additionally, 
  creatures who take damage from a weapon 
  attack of the bearer must succeed a DC 
  14 Strength save or be pushed 10 feet 
  away from the bearer or knocked prone—
  bearer’s choice.
  MERCI, THE CHARMS OF LADA
  Wondrous item (belt), very rare  
  (requires attunement)
  Twelve platinum charms hung upon a 
  golden chain represent the sacred number 
  of Lada, goddess of dawn love and mercy. 
  Each charm is a repetition of the sacred 
  eye of Lada, varying in size and color. The 
  charms jingle softly as they move, though 
  they can be silenced with a thought by their 
  bearer. Worn at the waist, Merci glows 
  brilliantly when exposed to the light of 
  dawn and casts bright light in a 40-foot 
  radius around its bearer for an hour after 
  such an exposure. The bearer may cancel 
  this effect at any time. Creatures touched by 
  the light (including the bearer) recover one 
  HD up to their maximum. Once each day as 
  a bonus action, the bearer of Merci may use 
  the following:
  Rise Against Shadow. Magical darkness 
  within 120 feet of the bearer is dispelled. 
  All creatures of the bearer’s choosing 
  within 120 feet must succeed a DC 14 
  Dexterity save or be affected by faerie fire 
  for 1 minute. This effect does not require 
  concentration or the ability to cast spells.
  EBOS, SHADOW GLOVES  
  OF CHERNOBOG
  Wondrous item (gloves), very rare  
  (requires attunement)
  Unworn, Ebos are an oily pair of leather 
  work gloves that smell faintly of wood 
  smoke and sulfur. They are stiff and cracked 
  and entirely unattractive to the casual 
  looker. When the bearer slides the gloves 
  on for the first time during attunement, 
  they are paralyzed for 1d4 hours as they 
  experience visions of a twisted, shadowy 
  landscape through which horrible creatures 
  walk. Upon recovering, the bearer’s 
  maximum HD are reduced by 1. Becoming 
  unattuned to the gloves restores the lost 
  HD. While worn, the gloves appear as 
  miasmic shadow in the vaguest hand-like 
  shapes. While wearing the gloves, the bearer 
  gains advantage to stealth checks. Once each 
  day, as a bonus action, the bearer may cast 
  vampiric touch upon themselves (3d6) using 
  their proficiency and Charisma bonuses for 
  the spell attack. 
   
  
  22
  YEK DEMONS 
  by Jeremy Hochhalter
  With flattened, lupine faces and skin pulled 
  taught over skeletal frames, the bulging bellies 
  of yek seem to churn as though their prey still 
  lives inside them. Wearing entrails and bones 
  of previous victims over their dark red fur, 
  black spikes jutting from their spines, yek are 
  terrible to behold.
  Yek are loathsome fiends, hated by other 
  demons because of their cannibalistic 
  tendencies. They are creatures that do not 
  care what flesh they feed upon but prefer 
  it to be raw and wriggling. Though vicious 
  fighters alone, they are rarely encountered 
  without their pack. Even the most powerful 
  of fiends can be brought down by a pack of 
  yek.
  In a controversial move, the armies of the 
  Dragon Empire have begun using yek as 
  shock troops, summoning the fiends behind 
  enemy lines and letting them do their dirty 
  work.
  DEMON, YEK
  Small fiend, chaotic evil
  Armor Class 16 (natural armor)
  Hit Points 99 (18d6 + 36)
  Speed 30 ft., climb 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  16 (+3) 16 (+3) 15 (+2) 19 (+4) 13 (+1) 10 (+0)
  Saving Throws Str +7, Dex +7, Con +6, Int +8
  Skills Perception +5, Stealth +7
  Damage Resistances cold, fire, lightning; 
  bludgeoning, piercing, and slashing from 
  non-magical damage
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 120 ft., passive Perception 
  15
  Languages Abyssal, telepathy 120 ft.
  Challenge Rating 9 (5,000 XP)
  Devouring Swarm. If a creature has three or 
  more yek attached to it from a bite attack at 
  the end of its turn, the creature must succeed 
  on a DC 17 Constitution saving throw or 
  suffer from 1d4 Constitution damage as the 
  demons feast upon the creature’s flesh.
  Magic Resistance. The yek has advantage 
  on saving throws against spells and other 
  magical effects.
  Pack Tactics. The yek has advantage on an 
  attack roll against a creature if at least one of 
  the yek’s allies is within 5 feet of the creature 
  and the ally isn’t incapacitated.
  Actions
  Multiattack. The yek makes one bite attack 
  and two claw attacks. It may make a bone 
  shard attack in place of a claw attack if it 
  chooses and has a bone shard available.
  Bite. Melee Weapon Attack: +7 to hit, reach 
  5 ft., one target. Hit: 20 (5d6 + 3) piercing 
  damage. On a successful hit, the demon 
  latches on and begins to gnaw on the target 
  (escape DC 17). The yek cannot make a bite 
  attack if already attached but automatically 
  deals bite damage at the end of its turn if it 
  is latched on to a target.
  
  23
  Claw. Melee Weapon Attack: +7 to hit, reach 
  5 ft., one target. Hit: 10 (3d4 + 3) slashing 
  damage.
  Bone Shard. Melee Weapon Attack: +7 to 
  hit, reach 5 ft., one target. Hit: 10 (2d4 + 3) 
  piering damage. On a successful hit, the bone 
  breaks into splinters in the target’s wound. 
  The target takes 5 (2d4) piercing damage 
  at the end of its turn as long as the bone 
  remains lodged in its wound. A successful 
  DC 15 Medicine (Wisdom) check or magical 
  healing halts the ongoing damage. 
      A yek typically carries 3 (1d6+1) of 
  these weapons, which are destroyed on a 
  successful attack. It may use its action to 
  tear a bone from a nearby corpse.
   
  
  24
  DRAGON TURTLES OF MIDGARD
  AN INTERVIEW WITH A SAHUAGIN SCHOLAR
  by Brian Suskind
  “I tell you, mate. Our blades and ballista just 
  bounced off the beast’s shell! It’s maw opened 
  like the abyss itself, and with a single chomp, 
  our rudder was bit clean away!”
         —overheard at the Drunken Sail Tavern 
  Greetings Good Readers! 
  It is I, Jacopo de Zagora, professor, 
  investigator and student of all that is. In 
  this missive, I shall relate a fascinating 
  discussion on dragon turtles, which I 
  undertook in a port tavern along the windy 
  docks of Triolo with K’abuleck, a sahuagin 
  scholar of my acquaintance.
  THE BEGINNING
  Ship’s bane. Sailor’s horror. You surfacers 
  have many names for them. My people have 
  different ones. Shelltooth, we call them. Or 
  greatmaws. Call them what you will, dragon 
  turtles are respected, feared and revered 
  by all those who make their lives under or 
  upon the water. And why wouldn’t they be? 
  With their nearly impervious shell, breath 
  weapon, claws, and tail, the dragon turtle is 
  surely one of the greatest aquatic foes. 
  A DESCRIPTION
  Have you never seen one? Then count 
  yourself lucky not to relive the nightmare 
  when you close your eyes at night. I have 
  seen them both above and below the water 
  and managed to survive the experience. 
  The first thing you notice is their shell. And 
  a massive thing is it. Rough and studded 
  with three rows of spiked plates, the shell 
  is nearly the same greenish color as deep 
  water making it very hard to see while 
  below. Dragon turtles have taloned flippers 
  for feet that propel them through the water 
  at a speed that belies their great size. Their 
  heads are more like dragons than turtles, a 
  mouth of razor sharp teeth in an armored 
  head complete with a crest of spines. And 
  they have a long powerful tail for swimming 
  and smashing.
  ON THEIR NATURE AND HABITS
  In general, dragon turtles are fiercely 
  territorial and solitary creatures. They abide 
  the company of their own race or other 
  dragons begrudgingly and the presence 
  of other races hardly at all. Now this does 
  not include their own kin. A dragon turtle 
  matron sometimes has one or two younger 
  members of her clutch to boss around, but 
  she will drive them away by the time they 
  reach adulthood. Really the only time a 
  dragon turtle allows another dragon turtle 
  to enter their domain is during mating 
  season. Lucky we are that this only happens 
  once a decade or so, else we’d be in some 
  greatmaw’s belly!
  A single dragon turtle claims vast tracks 
  of open ocean as their domain, and pity any 
  
  25
  creature who dares intrude. Sometimes this 
  can be over 50 square miles and includes 
  above and below the waves, which is why 
  your sailing ships occasionally run afoul 
  of one of the shelltooths. Luckily for you 
  surfacers, most of the dragon turtles in this 
  part of the world reside in the Western 
  Ocean.
  Their lifespan is longer than any in the 
  ocean, longer even than their draconic 
  cousins. Some greatmaws are eons old. This 
  gives them a strange perspective on life. 
  They may hold a grudge against a country 
  for some slight centuries in the past or 
  defend a coastline due to an ancient treaty 
  with a king long since gone to dust. The 
  dragon turtles speak an oddly formal 
  language melding words of both 
  draconic and aquatic.
  Much like the dragons, 
  shelltooths collect 
  valuables and tokens 
  from their domains, 
  usually items from 
  interlopers they have killed 
  or the wrecks of ships 
  they have sunk, that sort 
  of thing. They hoard 
  these treasures in their 
  lairs deep below the 
  surface. What . . . ? 
  No. No, the dragon 
  turtles breathe both 
  air and water, so 
  typically their lairs 
  are sea caves near 
  the bottom of the 
  sea. Now I’ve been inside a lair a time or 
  two. The greatmaws can be reasoned with 
  if you approach them right. The lairs that I 
  have seen are decorated with their captured 
  wealth and the shattered hulls of ships. Quite 
  tasteful if you appreciate that sort of thing.
  As I said, the dragon turtles will 
  aggressively attack any interloper who 
  dares enter their domain. But they can be 
  convinced to allow you passage with a bit of 
  bribe or tribute. Anyhow, folk like you and 
  me are not the main part of their diet. While 
  they eat anything that strikes their fancy, 
  
  26
  usually this is the biggest of the fish, like 
  tuna, shark, sturgeon, and whales, but they 
  also eat seaweed or other plants.
  ON THEIR LIFE CYCLE
  Much like other dragons, dragon turtles 
  vary in size and strength, growing ever 
  more powerful as they slowly age. Their 
  hatchlings start off small, about the size of 
  a dog, and are actually sort of cute. Born in 
  clutches every decade or so, the newborns 
  are left to their own devices, their mother 
  having laid her eggs and moved on long 
  ago. Most of the hatchlings do not survive 
  to reach adulthood. 
  This is lucky, for at the other end of the 
  current, the oldest, most ancient greatmaws 
  are gargantuan or larger. Their jaws snap 
  wood or bone as easily as kindling, and the 
  scalding steam of their breath boils blood 
  and sloughs skin. It can take centuries for a 
  dragon turtle to reach adulthood and longer 
  to become ancient. And all that time they 
  are getting bigger, stronger and gaining new 
  abilities, even picking up divine or arcane 
  skills. I’ve even heard tell of one old shell 
  who has taken to pretending to be a small 
  island. Apparently, he enjoys the flavor of 
  sea birds.
  NOTABLE INDIVIDUALS  
  AND GROUPS
  Storros the Sea Sage: The ancient one 
  himself. Armada’s Bane. Deep Oracle. 
  Shelled Father. He has many names. Storros 
  (N male dragon turtle wizard 12) is a 
  massive, moss-green turtle with eldritch 
  glyphs engraved into his shell. Though not 
  normally known to attack ships, Storros 
  has been known to intercept vessels to set 
  matters along certain foretold paths. This 
  may include imparting cryptic prophesies 
  or demanding specific passengers be 
  handed over to him. The domain of Storros 
  the Sea Sage extends along the Eastern coast 
  of Harkesh. 
  Jubaila, Priestess of the Waves: Though 
  young for a dragon turtle, Jubaila (NG 
  adult female dragon turtle cleric [Nethus] 
  7) earned great honor and respect for her 
  dedication to her faith. During the sea god’s 
  recent imprisonment, Jubaila prayed and 
  fasted, ritually disfiguring her noble face 
  with coral and stones until her features 
  became twisted and scarred. At first, she 
  believed her sacrifice was rewarded when 
  Nethus was freed, but this initial impression 
  has soured. Jubaila now believes that her 
  beloved god has fallen under the sway of 
  Hecate. She has vowed to find a “cure” for 
  what ails the sea god.
  Commander Agaha and the Deep Legion: 
  This cadre of perhaps a dozen young and 
  adult dragon turtles serves at the pleasure 
  of the Imperial throne. Their mandate 
  extends to vessel interception, coastal raids, 
  and scouting and sentry duties. The current 
  leader of the Deep Legion is Commander 
  Agaha (N adult dragon turtle cleric 
  [Seggotan] 6).
  AN ENDING
  So that is what I know about the greatmaws, 
  my friend. If you wish to know more, you 
  can enter the embrace of the sea and ask 
  them yourself but I . . . I shall remain here 
  and enjoy some more of this swill you 
  surfacers call ale!
  So was my conversation with K’abuleck, 
  a sahuagin scholar in the Drunken Sail 
  Tavern and what I have related to you is the 
  truth! Or my name is not Jacopo de Zagora!
  SOME HIDDEN LORE ABOUT THE 
  DRAGON TURTLES OF MIDGARD
  Around 2,000 years ago, the Haizhu clan of 
  dragon turtles exiled themselves from the 
  Realm of the Jade Throne in Far Cathay. 
  Where the other dragons of the Celestial 
  Court saw wisdom in the new policy of 
  cohabitation and cooperation with humans, 
  the Haizhu saw only capitulation to lesser 
  
  27
  beings. Lead by Storros the Wise, as he 
  was then called, the clan passed through a 
  massive undersea portal and arrived in the 
  Middle Sea. 
  For 1,700 years, the dragon turtles of 
  the Middle Sea slowly grew in number, 
  expanding out into the endless reaches of the 
  Western Ocean. From one clan, the Haizhu 
  eventually became a dozen or so competing 
  clans of dragon turtles. Most live far out at 
  sea and have little to no contact with the 
  land-based civilizations of Midgard. The 
  extended family of the original Haizhu still 
  hold vast dominions in the Middle Sea and 
  continue to be led by Storros. Honored for 
  his divinations and wisdom, it was the Sea 
  Sage who advised the great wyrm, Mharot 
  the Founder, foretelling how the dragons 
  might create their own kingdom.
  Important Locations
  The Eastward Arch: Far below the surface of 
  the Middle Sea, a stone and crystal span rises 
  up from the ocean floor forming a perfect 
  arch. Of ancient age and unknown origin, 
  the Eastward Arch is a portal connecting 
  to an identical archway along the shore of 
  Far Cathay. The activation of the arch is a 
  closely guarded secret known only to only 
  a handful (many of whom are dragons or 
  dragon turtles). Those who even know of the 
  arch suspect that the triggering component 
  (or key) to activate the relic changes every 
  50 years. Even possessing the correct key is 
  by far the easiest aspect of making use of the 
  Eastward Arch. For the arch lies within sight 
  of the lair of Storros the Sea Sage himself, 
  and the area is strewn with guardians, traps, 
  and fell magic. Even if someone were to 
  learn the correct key, bypass all the obstacles, 
  evade Storros, and activate the portal, it is 
  more than likely that they would be met with 
  guards from the Celestial Dragons of Cathay 
  on the other side.
  Shard Cay: Located far off in the Western 
  Ocean, this circular stretch of sandy beach 
  provides a vital link in the lifecycle of the 
  dragon turtles. The cay has few trees and 
  no surface water and presents a barren 
  and utterly uninteresting picture. The 
  only item of note is the exceptionally wide 
  beaches. Yet once a decade or so, a female 
  dragon turtle emerges from the waves to 
  lay and bury her eggs. A closer inspection 
  of the beach reveals thousands of broken 
  egg shells, creating a hazardous terrain for 
  non-dragon turtles.
  Story Hooks
  Find adventure on the waves:  
  • Word has reached the PCs of a dragon 
  turtle’s body washed ashore on a beach 
  a few days from their location. Further, 
  the shell of this great beast is studded 
  with gemstones, some glowing with 
  magical radiance. Unfortunately, the 
  PCs are not the only ones to get this 
  news, and a race is on to plunder the 
  corpse.
  • While sailing or walking along the 
  coast, the PCs are confronted with 
  Storros the Sea Sage. He has foreseen 
  their involvement with a delicate 
  situation and offers to pay them 
  handsomely for interfering with the 
  forbidden courtship between a sahuagin 
  princess and a sea elf.
  • The PCs ship is waylaid by a distraught 
  dragon turtle who blames them for 
  intruding on Shard Cay and stealing her 
  eggs. The PCs have only a limited time 
  to track down the true thieves (a band of 
  piratical rakshasas) and return the eggs 
  before they start hatching. 
  
  28
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  15. COPYRIGHT NOTICE 
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  System Reference Document 5.0 Copyright 2016, 
  Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy 
  Crawford, Chris Perkins, Rodney Thompson, Peter Lee, 
  James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris 
  Sims, and Steve Townshend, based on original material by 
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  Tome of Beasts. Copyright 2016, Open Design; Authors 
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  Jeremy Hochhalter, Brian Suskind. © 2018 Open Design.
  
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