TEXT: UNDERMOUNTAIN
  THE LOST LORE
  A Collection of class archetypes, Backgrounds, Spells, 
  Magic Items, Monsters and Dungeon Dressing for Undermountain 
  Micah Watt
  
  1
  Publisher: Pyromaniac Press
  Author:  Micah Watt
  Layout: Micah Watt
  Cover Art: Dean Spencer
  Internal Art: Dante Cifaldi, Dean Spencer, 
  DMsGuild Creator Resource (Varied)
  Backgrounds: Dante Cifaldi
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dun-
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  UNDERMOUNTAIN
  The Lost Lore
  
  2
  Table of Contents
  Introduction & Alternative History 
   
   
   
   
   
   
   
              3
  Class Archetypes 
   
   
   
       
   
   
   
   
   
   
              4
   
  Cleric Domain - Dumathoin - Delver 
   
   
   
   
   
   
   
   
  4
   
   
   
  Cleric Domain - Eilistraee - Sword Dancer 
   
   
   
   
   
   
   
  6
   
  Cleric Domain - Ibrandul - Darklurker  
   
   
   
   
   
   
   
  8
   
  Druid Circle - Circle of the Rocksinger  
   
   
   
   
   
   
   
  10
   
  Ranger - Undermountain Delver 
   
   
   
   
   
   
   
   
  11
   
  Rogue - Subterranean Cartographer 
   
   
   
   
   
   
   
   
  12
   
  Wizard School - Skullbound 
   
   
   
   
   
   
   
   
   
  13
   
  Wizard School - Metalmage 
   
   
   
   
   
   
   
   
   
  14
  Backgrounds 
   
   
   
   
   
   
   
   
   
   
   
  16
  Magic Items  
   
   
   
   
   
   
   
   
   
   
   
  17
  Bestiary 
   
   
   
   
   
   
   
   
   
   
   
   
  20
  	
  Conflagration	Hound	 	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  20
   
   
   
  Darktentacles  
   
   
   
   
   
   
   
   
   
   
  21
   
  Ibrandlin 
   
   
   
   
   
   
   
   
   
   
   
  22
   
  Sharn   
   
   
   
   
   
   
   
   
   
   
   
  23
   
  Skullport Skull (Servitor Skull) 
   
   
   
   
   
   
   
   
  24
   
  Slithermorph  
   
   
   
   
   
   
   
   
   
   
  26
   
  Tomb Tapper (Thaalud) 
   
   
   
   
   
   
   
   
   
  28
   
  Trobriand's Hounds 
   
   
   
   
   
   
   
   
   
   
  29
  Random Dungeon Dressing Tables 
   
   
   
   
   
   
   
   
  30
  
  3
  Introduction
  Welcome to Undermountain: The Lost Lore!
  This product introduces new Undermountain content 
  and updates some pre-existing content from past editions 
  for use with 5th edition. 
  Included are 8 new character archetypes, 3 backgrounds, 
  15 spells, 19 magic items, 8 monsters and a host of 
  random dungeon dressing to bring your Undermountain 
  experience to life. 
  The content is intended for use with the Dungeon of the 
  Mad Mage hardcover, but could easily be introduced as 
  part of any Undermountain or dungeoncrawl campaign.
  Alternate History
  Some of the updated material is drawn from sources 
  where Undermountain, and particularly Skullport, are 
  presented in a differing state to that which is detailed in 
  Waterdeep: Dungeon of the Mad Mage. In DotMM much 
  of the peripheral dungeon lies undocumented, including 
  the larger areas around Skullport. Similarly, the role of 
  the Skulls of Skullport is reduced in this version, and 
  the port itself is presented as being more isolated than 
  previous editions.
  While the content presented within this product is 
  completely usable as is in the current incarnation, there 
  are several features from past editions that I personally 
  believe add significant depth to the play experience and 
  have included as part of the material development.
  Feel free to ignore these as you see fit, but the alternate 
  history assumptions include;
  The Drow of Eilistree and the Promenade
  Outside of Skullport, just to the north east, is an enclave 
  of drow that follow Eilistree, a good drow goddess. 
  These drow have eschewed the tyrannical beliefs usual 
  to their race, and chosen to live in  freedom. They have 
  developed powerful martial and magical disciplines to 
  defend themselves against both the predations of an 
  unforgiving underdark and attacks by more traditional 
  drow.
  When the follower of Elistraee first arrived at Skullport 
  they encountered a temple to Ghaunadaur (Jubilex), and 
  clashed with - and destroyed - the dark forces 
  within. They buried the altar and began patrolling it. 
  Eventually they built a temple atop the ruins, and it has 
  become a major centre of worship for the exiled goddess.  
  The Keepers and the magical Locks
  The magical Locks that allow travel from the surface, 
  through the sea caves and down to the Sargauth/
  Skullport level (dungeon level 3) are manned and 
  operated by a mysterious group known as the Keepers, 
  whose sole purpose appears to be the maintenance 
  of these great works. The Keepers are rumored to be 
  exclusively wizards of great power, and few challenge 
  them or the tolls they levy to keep the flow of trade 
  moving.
  The Skulls of Skullport
  The Skulls of Skullport are 13 disembodied flying skulls 
  which are the remnants of a cabal of ancient Netherese 
  wizards that sought to control the mythal within the 
  dungeon. One catastrophic magical mishap later, the 
  wizards' bodies were destroyed and they became a 
  linked hive-mind entity not unlike a communal lich or 
  demi-lich. 
  The Skulls consider themselves the true rulers of 
  Skullport, but have little need to interfere with the daily 
  activities of the population. It is possible the Skulls have 
  also become insane, and certainly when they do choose 
  to interact - making demands or issuing proclamations 
  - these seemingly random or bizarre directives support 
  the theory. The Skulls are a considerably powerful 
  entity, however, and insane or not, wise skulkers avoid 
  their attention, and follow their directives if they gain 
  it. The Skulls have magically destroyed more than one 
  defier and can manifest the greatest of spells if needs be.
  The Skulls themselves are rarely seen, but are served by 
  an unknown number of lesser, vassal skulls fashioned 
  from the heads of ill fated wizards that have somehow 
  become entangled with the Skulls. These vassal skulls 
  lack power, but serve as eyes and ears for the cabal.   
    
  Resources
  The alternate history information provided comes from 
  previously published Forgotten Realms source material. 
  For those of you wishing to learn more about these 
  'incarnations' the material used include;
  Skullport, 1999, TSR, Joseph C. Wolf (2nd edition)
  The Ruins of Undermountain (Boxed set), 1991, TSR, Ed 
  Greenwood, Jean Rabe, Norm Ritchie (2nd Edition).  
  
  4
  Class Archetypes
  Cleric Domains
  Dumathoin
  Keeper of Secrets Under the Mountain, 
  the Silent Keeper, the Mountain Shield
  Dumathoin hides the treasures of the 
  earth until diligent dwarves demonstrate 
  their worthiness to be guided to them. 
  Attention to detail, diligence in their craft and 
  mastery of mining are how dwarves proved their worth 
  to the Keeper, who is said to lead dwarves to pockets of 
  riches, or confound them endlessly if they are found unfit.
  Delver Domain
  Delvers oversee mining operations, see to the safety and 
  administration of miners and isolated clanholds and 
  sponsor expeditions deep into the earth to discover the 
  secrets held by their Lord. Delvers also serve as bankers 
  and officials in dwarven society, and keep and maintain 
  records of both the secret and known variety. Finally 
  they administer the dwarven dead, ensuring the vast 
  underground tombs of the dwarves are maintained and 
  the rites of the dead performed.    
     Cleric Level Spells
           1st
  identify, illusiory script
           3rd
  Dumathoin's rest, zone of truth
           5th
  meld into stone, non-detection
           7th
  stonefall, crypt ward
           9th
  passwall, stoneseeing
  Bonus Proficiencies
  At 1st level you gain Tool proficiency with mining tools, 
  as well as the Perception and Investigation skills.
  Secret Knowledge
  At 1st level, you may draw on Dumathoin to receive a flash 
  of insight or lore when attempting a skill check for the 
  following skills: Arcana, History, Insight, Investigation, 
  Nature, Perception or Religion. You may add +10 to the 
  d20 roll after the dice has been cast, but before the result 
  has been revealed. You regain the use of this ability after 
  a long rest. 
  Channel Divinity: Shatter Illusion
  Starting at 2nd level you can use your Channel 
  Divinity to break illusions. As an action, you 
  cause all illusion magic within 30 feet of 
  you to be subject to a dispel magic effect. 
  If the illusions are not dispelled you are 
  not made aware of their existence.  
  Channel 
  Divinity: 
  Uncover 
  Secret
  Starting at 6th level, you can use your 
  Channel Divinity to discern any hidden 
  doors or compartments. As an action you 
  expend your Channel Divinity and automatically 
  know the location of the nearest secret or concealed door, 
  compartment or hidden object (not in the possession of 
  a creature) to a range of 100 feet. This ability pierces all 
  substances or barriers, but fails if there are no eligible 
  targets within range. The ability does not disclose the 
  nature of the concealment, mechanisms to open or any 
  traps, just the presence and location of the concealment. 
  If there are two or more equally distant concealments, a 
  random one is revealed.     
  Divine Strike
  At 8th level, you gain the ability to infuse your weapon 
  strikes with divine energy. Once on each of your turns 
  when you hit a creature with a weapon attack, you can 
  cause the attack to deal and extra 1d8 force damage. 
  When you reach 14th level this increases to 2d8.
  Revelation
  At 17th level you gain permanent truesight to a range of 
  30 feet. 
  New Delver Spells
  The following spells are only available to clerics of the 
  Delver domain
  Crypt Ward
  4th level abjuration
  Casting time: 1 action
  Range: 100 feet
  Components: V, M (dwarven bones)
  Duration: Until Dispelled
  Although originally designed to ward dwarven tombs 
  from grave robbers, this spell can be used to protect 
  
  5
  any space that has dwarven bones present. You set up a 
  protective ward in a single room or area of no greater than 
  100 feet per side (so a 100ft x 100ft x 100ft cube). Any 
  creature that opens any closed or sealed container within 
  the affected area must make a Charisma saving throw or 
  take 3d6 psychic damage and gain the stunned condition 
  until the end of their next turn. A successful save halves 
  the damage and negates the stunned condition. Dwarves 
  gain advantage to this saving throw. 
  At Higher Levels. When you cast this spell using a 
  spell slot of 5th level or higher the area you can ward 
  increases in size by an additional 100 foot cube for each 
  slot level above 4th. 
  Dumathoin's Rest
  2nd level abjuration
  Casting time: 1 action
  Range: 30 feet
  Components: V, S, M (powdered silver)
  Duration: Concentration, up to 1 minute
  You create a warded area in the shape of a 30 foot cube, 
  centered on a point within range. All undead that enter 
  the area for the first time must make a Charisma saving 
  throw or become inanimate for the duration. This does 
  not destroy undead, merely renders them incapacitated. 
  A successful saving throw negates the effect. The spell 
  ends for any affected undead creature taking damage or 
  subject to a harmful spell or effect.
  Additionally, any spells that are cast within the area 
  of effect that animate the dead (such as animate dead) 
  require the caster to make a Charisma saving throw or 
  the spell fails.
  At Higher Levels. When you cast this spell using a spell 
  slot of 3rd level or higher you can increase the duration of 
  the spell. A 3rd level slot increases the duration to up to 
  10 minutes, a 4th level spell slot increases the duration 
  up to 1 hour, a 5th level slot increases the duration up to 
  24 hours and a spell slot of 6th level or higher increases 
  the duration to permanent until dispelled and the caster 
  no longer needs to maintain concentration.  
  Stonefall
  4th level evocation
  Casting time: 1 action
  Range: 100 feet
  Components: V, S, M (a pinch of gravel)
  Duration: Instantaneous
  You select a point within range, causing rocks to fall in 
  a 20 foot radius, 30 foot high cylinder centred on that 
  point. When you cast this spell it has one of two effects 
  based on if you are aboveground or underground;
  Aboveground. A hail of coin sized stones strikes all 
  creatures in the area requiring them to make a Dexterity 
  saving throw. Each creature takes 6d6 bludgeoning 
  damage on a failed saving throw, or half as much on a 
  successful one. The stone hail disappears after the effect. 
  Underground. If the underground space has a ceiling 
  within the area of effect, it collapses becoming the 
  material for the rockfall. The shifting stone requires 
  creatures caught in the area to make a Dexterity saving 
  throw. Each creature takes 8d6 bludgeoning damage on 
  a failed saving throw, or half on a successful saving throw. 
  The debris does not disappear, and the area is considered 
  difficult terrain. The movement of the rock above may 
  block tunnels or open up new areas or passages if the 
  volume of shifted material is sufficient (DM’s discretion).   
  Stoneseeing
  5th level divination
  Casting time: 10 minutes
  Range: 1 mile
  Components: V, S, M (a gem worth 100gp)
  Duration: Concentration, up to 10 minutes
  You may select a point up to 1 mile away to see and hear 
  through, so long as you have an unbroken line of stone or 
  rock between you and it. You must be familiar with the 
  location, or it must be an obvious location that you are 
  unfamiliar with (such as behind a door, around a corner 
  or in a cavern up ahead etc).
  When you cast this spell you can see and hear from 
  the chosen point as if you were in its place. You gain no 
  additional senses other than your own. The spell creates 
  no sensory effect, and cannot be detected by truesight or 
  the like, but is detectable as a spell effect with the use of 
  detect magic.   
  At Higher Levels. When you cast this spell using a spell 
  slot of 6th level or higher you can increase the duration of 
  the spell. A 6th level slot increases the duration to up to 
  1 hour, a 7th level spell slot increases the duration up to 
  6 hours, an 8th level slot increases the duration up to 12 
  hours and a spell slot of 9th level increases the duration 
  to 24 hours. You must maintain concentration for the 
  entire duration of the spell or it ends. 
  
  6
  Eilistraee
  The Dark Maiden, Lady of the Dance, Lady 
  Silverhair
  Eilistraee, is the drow goddess of song, 
  dance, hunting, swordplay, moonlight, 
  and freedom from the oppressive culture 
  that pervades drow society. She is often 
  depicted dancing in the moonlight of the 
  surface world, clad in nothing but her 
  flowing silvery hair. 
  Sword Dancer Domain
  Followers of the Dark Maiden, led by 
  high priestess Quile Veladorn, came to 
  Undermountain 
  and 
  Skullport 
  centuries 
  ago, looking to escape from their dark brethren. 
  Here they found a pit temple to Ghaunadaur, also 
  known as Jubilex or the Elder Elemental God. They 
  destroyed it utterly, filled in the ooze pit and performed 
  regular patrols out of Skullport, or ‘promenades’ as they 
  eventually became known. In time they built a shrine atop 
  it to their goddess and established a permanent presence 
  there. 
  Sword Dancers revel in the grace and freedom of their 
  goddess’ tenets, but combine this with a solemn duty 
  to combat the darker, oppressive forces of drow society 
  where these encroach on the freedoms of others. In 
  combat the Sword Dancer blends the grace of movement 
  with the precision of blade work to create an unparalleled 
  dance of death unmatched by all but the greatest sword 
  masters.    
     Cleric Level Spells
           1st
  silverhair, stalk
           3rd
  magic weapon, moonbeam
           5th
  haste, hypnotic pattern 
           7th
  freedom of movement, mesmerizing 
  dance
           9th
  commune, moonlight revelry
  Bonus Proficiencies
  You gain proficiency in the Performance skill, and you are 
  proficient with all swords.
  Unclad Grace
  While you are not wearing any armor, your 
  Armor Class equals 10 + your Dexterity 
  modifier + your Wisdom Modifier. You can 
  still use a shield and gain this benefit. In 
  addition, if you are naked and bathed in 
  moonlight you gain an additional +1 to 
  your Armor Class. 
  Channel 
  Divinity: 
  Revealing 
  Moonlight
  Starting at 2nd level you can use your 
  Channel Divinity to invoke an area of 
  bright moonlight.  
  As an action you create an area of 
  moonlight in a 30 foot radius, centered 
  on you. The moonlight is stationary and 
  lasts for 10 rounds. Within the moonlight the 
  lighting conditions are bright light, no magical 
  darkness can be generated, and all creatures 
  have advantage on their Perception and 
  Investigation skill checks.     
  Impressive Grace
  Starting at 6th level, you may add your Dexterity modifier 
  as well as your Charisma modifier to your Deception, 
  Intimidation, Performance and Persuasion skill checks.  
  Divine Strike
  At 8th level, you gain the ability to infuse your weapon 
  strikes with divine energy. Once on each of your turns 
  when you hit a creature with a weapon attack, you can 
  cause the attack to deal an extra 1d8 radiant damage to 
  the target. When you reach 14th level the extra damage 
  increases to 2d8. 
  Battlegrace
  Starting at 17th level you do not provoke Attacks of 
  Opportunity when you move in combat. Additionally, 
  when you take the Dash action, your next attack has 
  advantage to its attack roll provided you attack before the 
  end of your next turn.   
  New Sword Dancer Spells
  The following spells are only available to clerics of the 
  sword dancer domain.
  
  7
  Mesmerizing Dance
  4th level enchantment
  Casting time: 1 action
  Range: 20 feet
  Components: S, M (a scrap of silvery cloth)
  Duration: Concentration, up to 1 minute.
  You create a mesmerizing series of movements that 
  capture and hold the attention of anyone within 20 feet of 
  you. Each creature in the area that can see you must make 
  a Wisdom saving throw. On a failed save, the creature 
  becomes charmed for the duration. While charmed by 
  this spell the creature is incapacitated and has a speed 
  of 0. The area moves with you, and you can maintain the 
  charm through concentration. However, each turn that 
  you use your action to renew the spell while it is active, 
  creatures that enter the area must make a saving throw of 
  be mesmerized, even if they have previously successfully 
  saved.
  The spell ends for an affected creature if you move the 
  area of effect away from them, if it takes any damage or 
  if someone else uses an action to shake the creature out 
  of its stupor. 
  Creatures immune to charm, and worshippers of 
  Eilistraee are not affected by this spell.       
  Moonlight Revelry
  5th level enchantment
  Casting time: 1 action
  Range: 60 feet
  Components: V, S, M (a sprinkling of holy water)
  Duration: Concentration, up to 1 minute
  You cause faint moonlight and the far off sounds of fey 
  revelry to carry to all nearby creatures, enhancing or 
  hindering them as you choose. 
  All creatures within 60 feet of you to become either 
  blessed or cursed as you choose; 
  Blessed creatures may roll 1d4 and add the total to 
  attack rolls and saving throws while the spell is in effect.
  Cursed creatures must make a Charisma saving throw 
  or be forced to roll 1d4 and subtract the result from any 
  attack rolls and saving throws until the spell ends.  
  Silverhair
  1st level abjuration
  Casting time: 1 bonus action
  Range: Self
  Components: V, S, M (a 2 inch length of silver wire)
  Duration: 1 minute
  You cause your hair to extend to ankle length, become 
  shining silver and weave around you in a complex, 
  graceful pattern. For the duration of the spell you gain 
  a divine blessing that reduces damage from weapon 
  attacks by 1.  
  Stalk
  1st level abjuration
  Casting time: 1 action
  Range: 120 feet
  Components: S, M (a pinch of ashes, blown in the 
  direction of the target)
  Duration: Concentration, up to 1 hour
  You designate a target within range that you can see. 
  While you maintain concentration on this spell, you are 
  rendered nearly undetectable to this specific target; 
  your Dexterity (Stealth) checks are made with a +10 
  bonus against the target’s senses, and your scent 
  and body heat becomes indiscernible to the target 
  except by magical means. The spell ends if you lose 
  concentration, if the target is out of sight for more than 
  a minute, or if you make an attack roll against the target 
  or cast a harmful spell on it.
  At Higher Levels: When you cast this spell using a 
  spell slot of 2nd level or higher you 
  can designate an additional target 
  for each slot level above 1st. You 
  lose the spell’s effect 
  on a target that is 
  out of sight for more 
  than 1 minute without 
  losing the effect on the 
  others; however the 
  spell’s effect ends on 
  all targets if you 
  make an attack or 
  cast a harmful spell 
  against any of them.   
  
  8
  Ibrandul
  Lord of the Dry Depths, the Skulking God, 
  Lurker in Darkness
  Ibrandul, Lurker in Darkness, is a 
  shadowy, primal deity of caverns, 
  darkness, skulks and scalykind. Slain 
  by Shar during in the Time of Troubles 
  (1358 DR) for his portfolio, the once 
  dead power has recently reappeared, 
  granting followers spells and selecting 
  Chosen.
  Ibrandul holds a special fondness for 
  Undermountain, though as to why is unknown. Deep 
  in the bowels of the dungeon his greatest servants stalk 
  the halls, seeking explorers and adventurers to hunt in 
  the darkness.  
  Darklurker Domain
  Darklurkers are hunters in the darkness, taking the 
  stalking of prey to a ritualistic level. Each hunt is a 
  sacrifice to Ibrandul. They are often the spiritual guides 
  for clans of underground dwelling tribes of scaly folk, 
  skulks or outcasts.    
     Cleric Level Spells
           1st
  jump, hunter's mark
           3rd
  darkness, spider climb 
           5th
  fear, swallow whole
           7th
  locate creature, polymorph
           9th
  commune with nature, fear the 
  darkness 
  Bonus Proficiencies
  When you choose this domain at 1st level you gain 
  proficiency in Survival and Stealth
  Darkdweller
  Starting at 1st level you can see perfectly in natural or 
  magical darkness, but gain the sunlight sensitivity trait.
  Sunlight Sensitivity. You have disadvantage on attack 
  rolls and on Wisdom (Perception) checks that rely on 
  sight when you, the target of your attack, or whatever you 
  are trying to perceive is in direct sunlight.
  Channel Divinity: Scent of Prey
  Starting at 2nd level you can use your action to 
  unerringly track your prey by scent. As an action 
  you cause your eyes and tongue to change 
  to that similar to a reptile, and generate 
  glands that are sensitive to scents for 1 
  hour. Any Survival skill checks made to 
  track or identify scents, signs or tracks 
  gain a +10 to the roll, and once you have 
  the scent of a specific prey you cannot 
  lose it unless the creature the ground (ie 
  flight, teleportation etc). You regain lost 
  trails if you can find the source again (ie 
  you discover where the creature landed or 
  teleported to).       
  Ambusher
  Starting at 6th level, you are deadly against creatures 
  you get the drop on. You have advantage on attack rolls 
  against any creature that hasn’t taken a turn in the combat 
  yet, and deal additional damage (of the same type as your 
  weapon) equal to your Cleric level.   
  Divine Strike
  At 8th level, you gain the ability to infuse your weapon 
  strikes with divine energy. Once on each of your turns 
  when you hit a creature with a weapon attack, you can 
  cause the attack to deal an extra 1d8 damage of the same 
  damage type as the weapon used to the target. When you 
  reach 14th level the extra damage increases to 2d8. 
  Ultimate Predator
  At 17th level you gain a permanent climb speed equal 
  to your Speed, gain double your proficiency bonus to 
  Survival and Stealth checks, and no longer leave tracks 
  or scent, becoming immune to non-magical forms of 
  tracking. 
  New Darklurker Spells
  The following spells are only available to clerics of the 
  darklurker domain.
  Fear The Darkness
  5th level enchantment
  Casting time: 1 action
  Range: 60 foot cone
  Components: V, S, M (a predator tooth)
  Duration: Concentration, up to 1 minute.
  
  9
  You project a cone that strikes creatures with blindness 
  and waves of fear. Each creature in the area must make a 
  Wisdom saving throw or gain the blinded and frightened 
  conditions. Although a blinded creature cannot see the 
  source of its fear, the spell gives all affected creatures the 
  ability to know your location automatically, taunting them 
  with their assailant’s presence.    
  Affected creatures are allowed a new saving throw at 
  the end of each of their turns to end the effect.   
  Swallow Whole 
  3rd level transmutation
  Casting time: 1 action
  Range: Self
  Components: V, S, M (a frog stomach)
  Duration: Concentration, up to 1 minute.
  Casting this spell your body becomes malleable and able 
  to significantly distend and your mouth and jaw enlarge 
  to a disproportionate size. As part of casting this spell, 
  or as an action any time after, you may make a melee 
  spell attack against a creature of your size or smaller. If 
  successful you swallow them whole, your body stretching 
  to unnatural proportions to accommodate the action. 
  A swallowed creature gains the blinded and restrained 
  conditions, and at the start of each of their turns take 3d6 
  acid damage. You may disgorge a swallowed creature as 
  a bonus action. 
  A swallowed creature may break free by using an 
  action to make a Strength or Dexterity check versus your 
  spellcasting DC. The spell ends if your concentration is 
  broken.    
  
  10
  Druid Circle
  Circle of the Rocksinger
  Rocksingers are druids that hear the whispers of the 
  earth, feel the vibrations in stone and perceive the song 
  of the rocks. Where others might think stone is barren, 
  Rocksingers know better. It teems with life and history, 
  locked away in the slow passage of endless years. The 
  earth holds many secrets and stories from ages past that 
  the rocksinger can draw power and wisdom from.     
     Cleric Level Spells
           1st
  absorb elements*, earth tremor*
           3rd
  earthbind*, Maximillian’s earthen 
  grasp*
           5th
  erupting earth*, meld into stone
           7th
  stoneshape, stoneskin
           9th
  transmute rock*, wall of stone
  * spells from Xanathar’s Guide to Everything
  Strength of Stone
  Starting at 2nd level you gain advantage on all 
  Strength checks and saving throws. Additionally, 
  whenever you cast one of your circle spells you gain 
  +1 to your Armor Class for a number of turns equal 
  to the spell slot expended.
  Stability of the Earth
  Starting at 6th level you are immune to being moved 
  against your will or being rendered prone unless you 
  choose to do so.      
  Wisdom of the Earth
  Starting at 10th level, you may commune with the 
  earth and stone around you. This action takes 1 
  minute to achieve as you must attune yourself to 
  the song of stone. This ability as a commune with 
  nature spell, and additionally grants a +10 bonus 
  to any History checks made in the local area 
  within the next hour. You regain the use of this 
  ability after a long rest.
  Juggernaut
  Starting at 14th level, once you begin moving you 
  are hard to bring down. If you move on your turn you 
  impose disadvantage on all Attacks of Opportunity made 
  as a result of your movement. If you choose to use your 
  attack to make a shove on the same turn as moving, 
  you may shove a creature of any size category and you 
  impose disadvantage on creature’s rolls to resist the 
  shove maneuver.
  
  11
  Ranger Archetype
  Undermountain Delver
  Undermountain Delvers are hardy – possibly foolhardy – 
  adventurers and explorers that have an affinity with the 
  extensive dungeon to the point where they feel comfortable 
  in the dangerous maze of tunnels and chambers. Often 
  they will serve as guides or rescuers to other travelers, or 
  they may be treasure hunters driven to uncover the lost 
  secrets of the Mad Mage.   
  Natural Explorer
  An Undermountain Delver may take Undermountain as 
  a favored terrain. Undermountain is vast enough, with 
  enough of an ecosystem to be considered a terrain of its 
  own. 
  Shadow Strike
  At 3rd level, you gain the ability to make the most 
  of attacks from the shadowy dungeon conditions. 
  If you or your target are in dim light or darkness, 
  or the lighting conditions are generated from non 
  magical torches, lanterns or natural underground 
  phenomena (ie phosphorescent plant life or the 
  like) your weapon attacks deal an additional 1d8 
  points of damage of the same type as your weapon.
  This ability does not function in magical light or if 
  the lighting conditions are generated by sunlight.
  Trap Sense
  At 7th level you are able to avoid the worst effects 
  from dungeon traps. You gain your Wisdom 
  modifier to armor class and saving throws to avoid 
  traps, and trap damage is reduced by a number of 
  points equal to your proficiency bonus. 
  Retaliation
  At 11th level when you take damage from an 
  attacking creature, you may use your reaction to 
  make a single attack with a weapon. 
  Die Hard
  At 15th level you become very hard to keep down. 
  When you make a successful death saving throw, 
  you may choose to spend one Hit Die – if you have any 
  available - to regain hit points as if expended on a short 
  rest. You regain a number of hit points equal to 1d10 plus 
  your Constitution modifier. You regain the use of this 
  ability on a short rest.
  
  12
  Rogue Archetype
  Subterranean Cartographer
  Undermountain and its surrounding caverns are 
  extensive, and accurate maps are highly prized and 
  command a high price. A few souls are uniquely suited 
  to exploring the depths, surviving the horrors within and 
  mapping their journeys.   
  Bonus Proficiencies
  When you choose this archetype at 3rd level you 
  gain proficiency with the Survival Skill and 
  Cartographer’s tools
   
  Traps and Tricks
  At 3rd level you gain advantage on active 
  ability checks, or +5 to Passive ability 
  checks, to detect traps. You also have the 
  ability to detect the unique teleporters 
  of Undermountain if you come within 
  10 feet of one. You cannot determine its 
  nature or destination, just its presence 
  and location.  
  Lost and Found
  At 9th level you cannot get lost in 
  Undermountain, 
  and 
  always 
  know 
  your relative position to Waterdeep 
  and Skullport, as long as you have an 
  unbroken trail from a known location or 
  landmark. If you are subject to magical 
  movement, such as teleportation, you have 
  advantage on your Survival skill checks to 
  determine your location and reestablish a 
  path back to any known landmark.  
  Trap Master
  Starting at 13th level you have advantage on rolls to 
  disarm traps, and if targeted by a trap you have resistance 
  to any damage taken.   
  Teleportation Hijack
  Starting at 17th level, if you are subject to a teleportation 
  or extradimensional movement effect you may make a 
  Charisma saving throw at a DC equal to 10 + the spell 
  or effect’s level. If successful you may redirect your 
  destination to any location of your choice within the effect’s 
  limitations. For example, if subject to a teleportation 
  circle, you may redirect it to any other teleportation circle 
  you are familiar with rather than the specific destination 
  chosen. In Undermountain, you may use this ability to 
  redirect any teleporter to any other teleporter you know 
  of with a DC 15 saving throw.    
  
  13
  Wizard Schools
  Skullbound
  The Skulls of Skullport are the unique remains of 
  13 Netherese wizards bound together in an undead 
  collective. They ‘rule’ the port in an unconventional way 
  – they punish disruptions harshly, and occasionally issue 
  bizarre and random commands to creatures within the 
  port. They are served by a contingent of lesser vassal 
  skulls that act as patrolmen and spies. The skull collective 
  has access to a vast array of powerful spells and abilities 
  to enforce their will.
  Occasionally a wizard might find himself bound to the 
  skull collective by accident, or by deliberate choice of 
  the wizard or will of the Skulls. The eventual fate of all 
  Skullbound is to join the collective, but while alive they 
  enjoy greater abilities and freedoms within the Skullport 
  and Undermountain.
  Skull Sense
  Starting at 2nd level you know the location of all vassal 
  skulls in the collective at any time. You feel if any skull is 
  attacked or destroyed, and you feel the replacement of 
  lost skulls as it occurs. You do not know the whereabouts 
  of the greater skulls.
   
  Collective Dispersion
  Starting at 2nd level you can draw upon your connection 
  to the vassal skull collective to spread and disperse the 
  effect of a harmful spell as long as you are within Skullport 
  or Undermountain. As a reaction you may ‘spread’ a 
  harmful spell to the collective, gaining advantage on your 
  saving throw and resistance to any damage caused. This 
  temporarily disrupts your connection to the collective. 
  You regain the use of this ability after a long rest.    
  Skullsight
  Starting at 6th level, as an action you may use any 
  vassal skull you can see as a focus for a clairvoyance 
  effect, as per the spell. You have no control of the skull’s 
  movements, but can see or hear (your choice) through 
  it for up to 10 minutes. You regain the use of this ability 
  after a long rest. At 10th level you regain the use of this 
  ability after a short rest. 
  Collective Infusion
  Starting at 10th level, you may draw upon the power of 
  the collective to temporarily make your spellcasting more 
  potent. As an action you may either impose disadvantage 
  on the saving throw of a single creature when you cast 
  a spell, or maximize the damage of a single spell you 
  cast (for example when you cast a Fireball you may deal 
  maximum damage instead or rolling 8d6, or you may 
  impose disadvantage on the saving throw of a single 
  affected creature). The use of this power temporarily 
  weakens your connection to the collective. You regain the 
  use of this ability after a long rest. 
  Summon Servitor Skull
  Starting at 14th level, as an action you may summon 
  a vassal skull (see the Bestiary in this book) if you are 
  within Skullport or Undermountain. The skull will 
  remain and follow your commands for 3d4-2 turns as 
  long as you retain Concentration, acting on your turn, 
  before vanishing back to its original location. As this 
  is an aberrant activity, anyone attacking the skull at 
  this time does not incur the attention (and retribution) 
  of the greater skull collective. If the skull is destroyed 
  whilst under your control, you instantly suffer 3 levels of 
  exhaustion from the feedback through the collective link. 
  You regain the use of this ability after a short rest.     
      
  
  14
  Metalmage
  One of the more successful apprentices of Halaster, 
  Trobriand, became obsessed with the magic of metal, 
  magnetism and metallic constructs. Known as the 
  metalmage, his reputation spread, and wizards sought 
  out Trobriand to study with him. Most became fodder 
  for his experiments, but a fortunate few survived and 
  escaped with some of the secrets of metal magic.   
  Bonus Proficiencies
  Starting at 2nd level you are proficient with all metal 
  weapons and metal armor. You also can select heat metal 
  (2nd level spell) as a wizard spell at the appropriate levels. 
  Magnetic Ward
  Starting at 2nd level, as a reaction you can generate a 
  magnetic ward around yourself that interferes with 
  incoming weapon attacks, deflecting and reducing their 
  velocity. For 1 minute you reduce weapon damage from 
  attacks by an amount equal to your Intelligence modifier 
  (damage may be reduced to 0). You regain the use of this 
  ability after a long rest. At 10th level you regain the use of 
  this ability after a short rest.
   
  Static
  Starting at 6th level, whenever a creature fails a saving 
  throw against one of your spells, they are surrounded by a 
  residual static charge for a number of turns equal to your 
  intelligence modifier. If the end their turn within 5 feet 
  of one or more creatures with this status, each take 1d6 
  lightning damage.  
  Breach Construct
  Starting at 10th level, all constructs have disadvantage 
  to saving throws against your spells. You also ignore the 
  damage resistances of metal constructs, but not their 
  immunities. 
  Magnetic Field
  Starting at 14th level, as an action, you may evoke an 
  electrically charged magnetic field in a 20 foot radius 
  around yourself that moves with you. The field lasts for 
  1 minute. While in that field any creatures wearing metal 
  armor, wielding metal weapons or carrying more than 
  30lbs of metal treat the area as difficult terrain, and take 
  1d6 lightning damage the first time they enter, and if they 
  start their turn within the field. If they are affected by 
  your Static ability the damage increases to 2d6 lightning 
  damage. You may use this ability once per long rest.   
  Metal Magic
  These spells were developed by Trobriand or his 
  apprentices, and are available to any wizard.  
  Construct Puppet
  5th level enchantment
  Casting time: 1 action
  Range: 60 feet
  Components: V, S, 
  Duration: Concentration, up to 1 minute
  You attempt to override a construct, wresting control 
  temporarily. Choose one construct within range. That 
  construct must make a Wisdom saving throw. If the 
  construct is under the direct control of another creature 
  that creature makes the saving throw instead. On a failed 
  save the construct is treated as charmed by you.
  While the target is charmed, you have a telepathic link 
  with it as long as the two of you are on the same plane 
  of existence. You can use the telepathic link to issue 
  commands to the construct as long as you are conscious 
  (no action required) which it does its best to obey. You 
  can specify a simple and general course of action, such as 
  “Attack that creature” or “Run over there”, or “fetch that 
  object”. If the construct completes and doesn’t receive 
  further direction from you, it defends and preserves itself 
  to the best of its ability.
  You can use your action to take total and precise 
  control of the target. Until the end of your next turn, the 
  construct takes only the actions you choose, and doesn’t 
  do anything that you don’t allow it to do. During this time 
  you can also cause the construct to use a reaction, but 
  this requires you to use your reaction as well.  
  Each time the construct takes damage it – or its owning 
  creature – makes a new Wisdom saving throw against 
  the spell. If the saving throw is successful, the spell ends.  
  Polarity Aura
  2nd level enchantment
  Casting time: 1 action
  Range: 60 feet
  Components: V, S, M (a lodestone)
  Duration: Concentration, up to 1 minute
  You select a creature within range and create a warped 
  magnetic field around them that randomly attracts and 
  
  15
  repels metal objects. This creates a series of rapidly 
  changing forces which interferes with their movements 
  and actions. The creature must make a Strength saving 
  throw, suffering disadvantage to attacks, ability checks 
  and saving throws, as well as suffer a -2 to AC on a 
  failure. At the end of each of its turns the target may 
  make another saving throw to end the effect.     
  At Higher Levels: When you cast this spell using 
  a spell slot of 3rd level or higher you can designate an 
  additional target for each slot level above 2nd.
     
  Rusting Burst
  4th level transmutation
  Casting time: 1 action
  Range: 20 feet (Self)
  Components: V, S, M (a piece of rust monster chitin)
  Duration: Instantaneous
  You generate a burst of corrosive energy in an area around 
  you that rusts ferrous metal objects. All unattended non 
  magical ferrous metal (iron, steel and alloys of) crumble 
  to useless dust.
  Any creatures possessing such objects must make 
  a Dexterity saving throw or have their metal objects 
  affected. On a failure by 4 or less the objects are weakened, 
  losing integrity and becoming brittle. Weapons deal 
  1 dice less damage (a longsword deals 1d6 instead of 
  1d8), and armor has its AC reduced by 2. Other objects 
  suffer reduced function or may fail on use (i.e. iron pitons 
  cannot take weight, pots leak etc) with the exact effect up 
  to the DM. If the saving throw is failed by 5 or more, the 
  objects are destroyed.    
  Rusting Grasp
  3rd level transmutation
  Casting time: 1 action
  Range: Touch
  Components: V, S, M (a piece of rust monster chitin)
  Duration: Instantaneous
  You reach out and touch a single non-magical ferrous 
  metal (iron, steel or alloys of) object, causing it to corrode 
  instantly to flakes of rust. If the object is larger than a 5 
  foot cube only a portion up to that size is affected. The 
  object, or portion of, is destroyed. If the object is in the 
  possession of a creature, they may make a Dexterity 
  saving throw to avoid the effect. 
  Rust Field
  6th level transmutation
  Casting time: 1 action
  Range: 60 feet
  Components: V, S, M (a piece of rust monster chitin)
  Duration: Concentration, up to 1 minute
  You set up an immobile 20 foot radius sphere of crackling 
  russet energy centered on a point within range. All non-
  magical ferrous metal (iron, steel or alloys of) objects 
  within or entering the area of effect crumble to dust. Any 
  creatures possessing such objects must make a Dexterity 
  saving throw or have their metal objects affected. On 
  a failure by 4 or less the objects are weakened, losing 
  integrity and becoming brittle. Weapons deal 1 dice 
  less damage (a longsword deals 1d6 instead of 1d8), 
  and armor has its AC reduced by 2. Other objects suffer 
  reduced function or may fail on use (i.e. iron pitons 
  cannot take weight, pots leak etc) with the exact effect up 
  to the DM. If the saving throw is failed by 5 or more, the 
  objects are destroyed.    
  
  16
  Character Backgrounds
  Escaped Slave
  You are a survivor of the slave block of Skullport, having 
  managed to escape your servitude as a slave. You 
  know how to pick a lock, hide and scrounge, surviving 
  on the barest minimum to get by in the dark depths of 
  Undermountain and back alleys of Skullport. You know 
  how to spot a slaver, and have a finely tuned will to live.
  Skill Proficiencies: Stealth, Survival 
  Tools Proficiencies: Thieves tools
  Languages: Undercommon 
  Equipment: A knife, a set of thieves tools, a set of manacles, 
  a set of common clothes, and a pouch containing 5gp.
  Feature: Scrounge
  You are able to find enough food and water for yourself 
  and up to 5 other people to survive whilst underground – 
  though often is it unpleasant or unpalatable.
  You are also able to always find or cobble together a 
  rudimentary set of tools for any trade from scraps, cast 
  offs and detritus. These are poor tools, and any checks 
  with them are made at disadvantage. 
  Skullport Dweller
  You have spent a good portion of your life in the dim and 
  dirty streets of skullport. Dingy as it is, you call the port 
  your home, and know its outcast culture and its varied 
  peoples. You are wise to its dangers, and to its delights. 
  You know the local area, authorities, power groups and 
  places to avoid.
  Skill Proficiencies: History, Persuasion 
  Tools Proficiencies: Vehicles (water) 
  Languages: Undercommon
  Equipment: A set of common clothes, a sheaf of notes 
  and scraps of information on Undermountain landmarks, 
  a random trinket (chapter 5 of the PHB), a handful of 
  gambling tokens (worth 5gp at local establishments), and 
  a pouch containing 10gp.
  Feature: Skulker Contacts
  Skullport is a small place. You know the who’s who of 
  the port. Whilst in Skullport you can make contact with 
  information brokers, fences and other ‘service’ providers. 
  This does not guarantee a positive reception, you simply 
  know who to talk to. You also cannot get lost in Skullport, 
  despite its maze like streets and catwalks above.   
  Sargauth Sailor
  You ply the dark waters of the Sargauth river, which 
  flows from deep underground, though Skullport and 
  the magical locks, to the Endless Sea beyond. You 
  understand the treacherous rocks, reefs and currents 
  and can navigate the maze-like sea caves that honeycomb 
  the foundations of Waterdeep.   
  Skill Proficiencies: Athletics, Perception, Survival 
  Tools Proficiencies: Vehicles (water) 
  Equipment: A knife, a hooded lantern, a set of common 
  clothes, a map of the sea caves safe routes, a Writ of 
  Passage for the Sargauth Locks, and a pouch containing 
  5gp.
  Feature: Passage Through The Locks
  You have obtained an official Writ of Passage to get a ship 
  through the magical locks that allow vessels to traverse 
  from the surface to Skullport and back again. You also 
  have a few contacts in the guild, and know who to bribe to 
  get preferential positioning in peak times. You also know 
  the right people to get a replacement Writ if yours is ever 
  lost. This does not exempt you from the passage fees, but 
  certifies passage through the locks. Those without a writ 
  are denied passage.    
    
  Alternate Feature: In the Know
  The Sargauth Sailor feature relies on the alternative 
  history that the magical locks from the surface to the sea 
  caves and Sargauth/Skullport level are operational and 
  being managed by a coherent, consistent group. 
  If you wish to use the current Waterdeep: Dungeon of 
  the Mad Mage representation of a dysfunctional system 
  use the following feature instead. 
  Feature: In the Know
  You are aware of the current state of the locks, which 
  transient gang or group temporarily controls them (if any) 
  and the best route to safely navigate this hazard with a 
  vessel. You may still need to bribe your way through the 
  territory, but you know the power players and who to bribe 
  and how to do so without giving offence. 
  
  17
  Magic Items
  Badge of Fey Step
  Wondrous item, uncommon
  This small pin is fashioned of silver in the form of a pixie. 
  As an action you can use the badge to cast misty step on 
  yourself or another touched creature. The badge cannot 
  be used again until the next dawn
  Badge of Freedom
  Wondrous item, rare
  This small pin is fashioned of silver in the form of a 
  pair of wings above a broken shackle. As an action you 
  can use the badge to cast freedom of movement on 
  yourself or another touched creature. 
  The badge cannot be used again until 
  the next dawn.
  Badge of Vanishing
  Wondrous item, uncommon
  This small pin is fashioned of silver 
  in the form of a pair of closed eyes. 
  As an action you can use the badge to 
  cast invisibility on yourself or another 
  touched creature. The badge cannot be 
  used again until the next dawn.   
  Enchanted Chalk
  Wondrous item, varies
  Enchanted chalk is a consumable magic item that 
  appears as a stick of chalk that can be used to draw 
  lines, patterns or symbols on a surface that generate 
  a magical effect. Each stick looks like a 4 inch rod of 
  white chalk, covered in runes. The colour of the runes 
  denote its function. Each chalk has 10 charges when 
  created, losing a charge (and some physical length) 
  when used. Upon discovery a stick of enchanted chalk 
  may have less charges (at the DMs discretion). When all 
  charges are expended the chalk is consumed.
  Barrier Chalk (Silver Runes, rare) 
  As an action, when applied in a line on any surface, 
  this chalk creates a wall of force effect in a straight line 
  along the marked path. You have to physically draw the 
  path, crossing the distance you wish the wall to be. Each 
  charge used creates a wall of force effect in a 10x10 plane. 
  Multiple charges may be used at one time, to the limit 
  of your movement or the remaining charges left to the 
  chalk. You may change the angle of the wall each 10 foot 
  section, so long as the wall is an unbroken, continuous 
  line. Each panel may fill up to its full dimensions, but 
  will contour to the available space if it reaches a physical 
  barrier (ie in an 8 foot tall hallway the wall will stop at 
  the ceiling).  The wall has the properties of a standard 
  wall of force, and lasts for 1 minute without requiring 
  concentration to maintain.
  Meld Chalk (Brown Runes, uncommon)
  As an action expending a single charge, the user places 
  themselves against a stone surface and draws an outline 
  of themselves in chalk. The user’s body 
  then sinks into the surface, as if 
  affected by the meld into stone spell. 
  The effect lasts up to 8 hours or until 
  the user chooses to exit the stone, 
  ending the effect. 
   
  Pit Chalk (Blue Runes - uncommon) 
  As an action expending a single 
  charge, you can trace the edges of a 
  square up to 10 feet on a side on the 
  ground. Instantly this creates a pit 
  that has the dimensions drawn and is 
  10 feet deep. You can expend additional 
  charges to add another 10 foot cube to the 
  pit for each charge expended, so long as 
  it joins at least one other cube on a side (i.e. you 
  could add the cube below the first to make the pit 20 
  feet deep, or next to it to make a 10 foot by 20 foot 
  pit, 10 feet deep. The pit is in no way hidden, and 
  lasts 1 minute. Once the duration ends anything in 
  the pit is gently raised back to the original floor level. 
  Sanctuary Chalk (Green Runes, common) 
  As an action expending a single charge, you draw a coil of 
  rope on any one nearby surface, which unfurls to become 
  a rope trick spell. The effect lasts for 1 hour, but you may 
  extend the duration from within the extra dimensional 
  space by expending an additional charge per hour and 
  tracing the inner surface of the space.
  Tunnel Chalk (Purple Runes, rare) 
  
  18
  As an action, expending a single charge, you may trace 
  a tunnel entrance on a nearby stone, wood or plaster 
  surface, which creates a passage up to 5 feet wide, 8 feet 
  tall and 20 feet deep, as the passwall spell. The tunnel 
  may be extended an additional 20 feet deep for every 
  additional charge expended. The tunnel lasts 1 hour, 
  ejecting anything in it to the nearest unoccupied space 
  when the duration ends.  
  Eye of Accuracy
  Wondrous item, uncommon
  This appears to be a small coin sized disc of bone with 
  an eye carved into each face. As a bonus action you may 
  activate the eye, granting all your attacks advantage until 
  the end of your turn. Once used the eye is consumed.
  Eye of Winking
  Wondrous item, very rare (requires attunement)
  This appears to be a small coin sized disc of bone with 
  an eye carved into each face. 
  Whilst in your possession 
  you are immune to charm, 
  suggestion and sleep spells 
  and abilities, and if you are subject 
  to such an effect it is reflected onto 
  its source as if you were the caster 
  (it uses the original save DC). If 
  the effect has a concentration you 
  must maintain it or the effect fails. 
  In addition, you may as a reaction 
  cause the eye to ‘wink’, granting you 
  resistance to all damage until the 
  end of your next turn. If used in this 
  manner the eye becomes inert until the 
  next dawn. During this time it confers no 
  protection or immunity, nor reflects any effects. 
  Glim Gauntlet
  Wondrous item, uncommon
  This single glove is made of woven metal fibers so fine 
  it is as supple as leather. The gauntlet fits the wearer 
  perfectly, and is not conductive, protecting the wearer 
  from handling otherwise dangerous energy sources or 
  substances such as heat, cold, acid or the like.
  The wearer can command the gauntlet to shed a 
  pale radiance within 10’ feet, acting like a light spell to 
  that range. Activating or deactivating this radiance is 
  automatic.
  When touched to a magic item or effect, the gauntlet 
  cases the item to glow with a faint light. In this way the 
  presence of enchantments can be revealed, though no 
  further information is gained.        
  Greenstone Amulet
  Wondrous item, very rare (requires attunement) 
  This item resembles a glowing fist sized green stone set 
  into a platinum setting and chain. While attuned you are 
  under the constant effect of a mind blank spell.  
  Netherese Blast Scepter
  Wondrous item, legendary (requires attunement)
  This ancient black and silver scepter is around 1 foot 
  long, with a handle in the centre and capped on either 
  end by a dragon head. 
  The Scepter has 10 charges, and regains 1d6+4 
  charges each dawn. If the last charge 
  is expended, roll a d20. On a roll of 1 
  the scepter loses its properties and 
  becomes non magical.
  Energy 
  Absorbtion. 
  You 
  have 
  resistance to fire and lightning 
  damage while attuned to the 
  scepter.
  Stunning 
  Strike. 
  On 
  a 
  successful melee attack (which 
  deals 1d4 bludgeoning damage) 
  you can expend 1 charge to 
  stun the target. The target 
  must make a DC 17 Constitution 
  saving throw or be stunned until 
  the end of your next turn. 
  Blast 
  Wave. 
  As 
  an 
  action, 
  expending 2 charges you can emit 
  a silent 30 foot cone of force from the 
  scepter. Any creature in the area must make a 
  Strength saving throw or take 4d6 force damage and are 
  knocked prone. A successful save halves the damage and 
  negates the prone condition. 
  Powerstrike. As an action, and expending 6 charges, 
  you make a melee attack roll against a target. If it hits, 
  the target takes 8d6 force damage and must make a DC 
  17 Constitution saving throw or be stunned until the end 
  of your next turn. A Successful saving throw halves the 
  damage and negates the stunning. If the target is a golem 
  or construct it is instantly destroyed on a failed saving 
  throw rather than taking damage.  
  
  19
  Spellblade
  Weapon (any sword), very rare (requires attunement)
  Spellblade (any sword, very rare, requires attunement)
  Spellblades are usually longswords, but may appear as 
  any sword. You have a +2 to attack and damage rolls 
  made with this weapon. In addition, a spellblade may 
  hold one spell of up to 5th level. This spell must be cast 
  into it by you, or another spellcaster you allow to touch 
  the weapon. While holding a spell, the sword conveys 
  immunity to that spell or spell effect for you. For example, 
  if the spell blade holds a fireball spell, you are immune 
  to the fireball spell or any fireball effect (from a wand 
  or necklace of fireballs for example). It only affects that 
  single specific spell or effect (ie holding a fireball does no 
  confer immunity to fire, or even a delayed blast fireball) 
  and it does not negate the 
  spell or effect f o r 
  any other creatures (ie you 
  are immune to a fireball 
  effect but creatures around you 
  are not). The held spell can be 
  changed by casting another 
  spell into it, overwriting the 
  previous spell. A spellblade can 
  only hold a new spell once per 
  day, regaining the ability to change 
  spells at the next dawn.    
  Stone of Shielding
  Wondrous item, rare
  This small stone is inscribed with the dethek 
  rune for protection. As an action or reaction you 
  can crushed it, providing you with a stoneskin 
  effect for 1 minute without needing to maintain 
  concentration. The stone is destroyed as part of its 
  activation.
  Stone of Enchanting
  Wondrous item, uncommon
  This small stone is inscribed with the dethek rune for 
  magic. As a bonus action you can place it against any non 
  magical weapon, enchanting it with a magic weapon effect 
  for 1 hour without needing to maintain concentration. 
  The stone is destroyed as part of its activation.
  Stone of High Enchanting
  Wondrous item, rare
  This small stone is inscribed with two dethek runes for 
  magic. As a bonus action you can place it against any non 
  magical weapon, enchanting it with an augmented magic 
  weapon effect for 1 hour without needing to maintain 
  concentration. The weapon has a +2 bonus to attack 
  and damage rolls. The stone is destroyed as part of its 
  activation.
  Stone of Master Enchanting
  Wondrous item, very rare
  This small stone is inscribed with three dethek runes for 
  magic. As a bonus action you can place it against any non 
  magical weapon, enchanting it with an augmented magic 
  weapon effect for 1 hour without needing to maintain 
  concentration. The weapon has a +3 bonus to attack 
  and damage rolls. The stone is destroyed as part of its 
  activation.
  Stylus of Scribing
  Wondrous item, common
  This 2 inch black wand can be activated as an 
  action, floating of its own volition nest to the 
  closest surface to it upon activation. The next 
  three words spoken by you are scribed on 
  the surface in a silvery, glowing script 
  in the language you use. The words 
  are permanent, and not removable 
  by physical means, though a dispel 
  magic or similar effect will 
  erase them. After use the 
  stylus vanishes.
    
  
  20
  Bestiary
  Conflagration Hound
  Conflagration hounds are rumored to be a larger, 
  more intelligent breed of Hell Hound developed by the 
  Archdevil Mephisopheles, infused with the Hellfire he is 
  obsessed with. Others suggest their origin is the burning 
  hell of Phlegethos, and others still suggest they were 
  once elemental beings taken from the Elemental plane of 
  fire and twisted to dark ends. Regardless of their origins, 
  Conflagration Hounds are cruel and cunning predators of 
  exceptional size and unquenchable flames.
  How and when they were introduced to Undermountain 
  is unknown, but more than a few lucky souls that return 
  from the lowest levels bring horror tales of being pursued 
  through the halls by these burning beasts   
  Conflagration Hound
  Large fiend, lawful evil
  Armor Class 16 (natural armor)
  Hit Points 136 (16d10+48)
  Speed 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4) 14 (+2) 17(+3) 10 (+0) 13 (+1) 10 (+0)
  Saving Throws Dex +5, Con +6
  Skills Perception +7, Stealth +5
  Damage Immunities fire, necrotic
  Senses darkvision 90 ft., passive Perception 17
  Languages Infernal, understands common but can't speak it
  Challenge 8 (3,900 XP)
  Death Throes. When a hound dies, it explodes, and each 
  creature within 20 feet of it must make a DC 15 Dexterity 
  saving throw, taking 14 (4d6) fire and 14 (4d6) necrotic 
  damage on a failed save, or half as much on a successful one. 
  The explosion ignites flammable objects in the area that aren't 
  being worn or carried.
  Fire Aura. At the start of each of the hound's turns, each 
  creature within 5 feet of it takes 7 (2d6) fire damage and 7 
  (2d6) necrotic damage, and flammable objects that arent 
  being worn or carried ignite. A creature that touches the 
  hound with a melee attack within 5 feet suffers the same 
  damage. If it chooses the hound can suppress this aura each 
  turn with a bonus action.
  Keen Senses. The hound has double its proficiency bonus on 
  all Wisdom (Perception) checks. 
  Pack Tactics: The hound has advantage on an attack roll 
  against a creature if at least one of the hound's allies is within 
  5 feet of the creature and the ally isn't incapacitated. 
  Actions
  Multiattack. The hound makes two attacks with its bite.
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 11 (2d6 + 4) slashing damage plus 7 (2d6) fire damage 
  and 7 (2d6) necrotic damage.
  Hellfire Breath (Recharge 5-6).  The hound exhales hellfire in 
  a 25-foot cone. Each creature in that area must make a DC 
  15 Dexterity saving throw, taking 21 (6d6) fire damage and 
  21 (6d6) necrotic damage on a failed save, or half as much 
  damage on a successful one.
  
  21
  Darktentacles
  Huge aberration, chaotic evil
  Armor Class 16 (natural armor)
  Hit Points 216 (18d10+108)
  Speed 10 ft., Swim 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  22 (+6) 10 (+0) 22(+6) 13 (+1) 14 (+2) 18 (+4)
  Saving Throws Con +10, Wis +6
  Skills Perception +6, Stealth +8
  Damage Resistances bludgeoning, slashing and piercing from 
  non-magical weapons, force.
  Condition Immunities blinded, charmed, prone
  Senses blindsight 120 ft., darkvision 120 ft., passive 
  Perception 16
  Languages Telepathy 120 ft.
  Challenge 12 (8,400 XP)
  Amphibious. The darktentacles can breathe air or water.
  Constrict. At the beginning of its turn, the darktentacles 
  inflicts 10 (3d6) bludgeoning damage on any creature it 
  currently imposes the grappled condition on.
  Innate Spellcasting. The darktentacles innate spellcasting 
  ability is Charisma (spell save DC 16). It can innately cast the 
  following spells, requiring no material components:
  At will: charm person, detect magic, detect thoughts
  3/day each:  hold monster, wall of force
  1/day each: dominate monster
  Magic Resistance. The darktentacles has advantage on saving 
  throws against spells and other magical effects.
  Wield Weapons. The darktentacles may wield melee weapons 
  in place of its slam attacks, replacing the damage with the 
  appropriate weapon damage and ignoring the additional 
  grapple effect. 
  Actions
  Multiattack. The darktentacles makes ten slam attacks, 
  no more than five of which can be directed toward a single 
  creature.
  Slam. Melee Weapon Attack: +10 to hit, reach 20 ft., one target. 
  Hit: 10 (1d8 +6) bludgeoning damage. The creature must 
  make a DC 16 Strength saving throw or gain the grappled 
  condition. For each successful slam attack the DC increases 
  by 1 (to a maximum of DC 20). 
  Darktentacles
  A darktentacles is a many-tentacled, solitary, amphibious 
  predator. They are intelligent and will use treasure or 
  wounded creatures to lure prey into their considerable 
  reach.
  Masters of their Environment. Given their limited 
  capability for movement, a darktentacles will always seek 
  to set up its lair or hunting ground in a most favorable 
  way to ensure successful hunting and protection from 
  powerful prey. They will always seek deep water to retreat 
  (and pull prey) into. The darktentacles remains largely 
  unaffected by being in and out of the water, but land 
  dwelling creatures must often deal with the drawbacks 
  of underwater combat (see PHB pg 198). Similarly, will 
  always seek to have cover or an escape route or plan in 
  place.      
  Cruel and Unusual. Darktentacles love to torture and 
  torment prey, and are use their magical abilities to great 
  effect, turning creatures against their allies, 'charming ' 
  them into luring prey or using their wall of force  to cut off 
  lines of retreat or trap air breathing creatures underwater 
  until they drown. 
  Weapon Enthusiasts. Darktentacles collect melee 
  weapons from their victims, enjoying them as both 
  eclectic treasure and implements to inflict harm.
  
  22
  Ibrandlin
  Gargantuan dragon, lawful neutral
  Armor Class 15 (natural armor)
  Hit Points 230 (20d10+120)
  Speed 30 ft., Climb 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  22 (+6) 16 (+3) 22(+6)
  9 (-1)
  10 (+0) 6 (-2)
  Skills Perception +8, Stealth +7, Survival +8
  Damage Immunities fire
  Senses blindsight 120 ft., passive Perception 18
  Languages understands undercommon but can't speak
  Challenge 11 (7,200 XP)
  Keen Senses. The ibrandlin has double its proficiency bonus 
  on all Wisdom (Perception) checks, and Wisdom (Survival) 
  checks to track a creature. 
  Pin. At the beginning of its turn, the Ibrandlin may 
  automatically impose the restrained condition on one 
  creature of medium size or smaller it currently imposes the 
  grappled condition on.
  Actions
  Multiattack. The ibrandlin makes 4 claw attacks and a bite 
  attack. For each creature it has Pinned it loses a claw attack.
  Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target,  
  15 (3d6+6) piercing damage. If the creature is medium or 
  smaller it must succeed on a DC 15 Dexterity saving throw or 
  be swallowed by the ibrandlin. A swallowed creature is blinded 
  and restrained, and it has total cover against attacks and 
  other effects outside the ibrandlin, and it takes 14 (4d6) acid 
  damage at the start of each of the ibrandlin's turns.
  If the ibrandlin takes 20 damage or more on a single turn 
  from a creature inside it, the ibrandlin must succeed on a 
  DC 21 Constitution saving throw at the end of that turn or 
  regurgitate  all swallowed creature, which fall prone in a space 
  within 10 feet. If slain creatures may exit freely on their turns.   
  Slam. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. 
  Hit: 13 (2d6 +6) slashing damage. The ibrandlin may forego 
  the damage to grapple a creature instead, which is a favored 
  tactic on medium or smaller creatures due to its Pin ability.
  Firebreath (Recharge 5-6).  The ibrandlin exhales fire in a 
  25-foot cone. Each creature in that area must make a DC 15 
  Dexterity saving throw, taking 28 (8d6) fire damage on a failed 
  save, or half as much damage on a successful one.
  Ibrandlin
  The ibrandlin are a race of 40 foot long 'fire lizards' bred 
  by the cultist followers of the lost god Ibrandul, Lurker in 
  Darkness. 
  In deference to the God of Dry Depths, the ibrandlin have 
  been bred to be apex predators and peerless hunters, 
  dominating the ecosystems in lightless caverns deep 
  beneath Undermountain. 
  Ibrandlin are intelligent, but lack any complex motivations 
  beyond the hunt. They follow the commands of Ibrandul's 
  cultists, and the will of the Ibrandul itself.
  Adventurers that stray into an ibrandlin's territory may 
  find themselves stalked relentlessly until they move 
  beyond its claimed territory or prove the superior hunter. 
  
  23
  Sharn
  Huge aberration, chaotic neutral
  Armor Class 16 (natural armor)
  Hit Points 126 (12d10+60)
  Speed 10ft., Fly 40ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4) 18 (+4) 20(+5) 19 (+4) 16 (+3) 18 (+4)
  Skills Arcana +8, Insight +7, Perception +7.
  Damage Immunities psychic, force
  Damage Resistances bludgeoning, slashing and piercing from 
  non-magical weapons.
  Condition Immunities blinded, prone
  Senses blindsight 120 ft., passive Perception 17
  Languages Telepathy 120 ft.
  Challenge 10 (5,900 XP)
  Extra Eyes. Sharn have a single eye in the palm of each hand, 
  allowing it to extend its sight (and blindsight) to any location 
  it can reach.
  Magic Resistance. The sharn has advantage on saving throws 
  against spells and other magical effects.
  Peculiar Mind. A sharn is immune to psychic damage, and 
  cannot be affected by divination, illusion or enchantment 
  spells and effects unless it chooses to be. Telepathy and other 
  mental effects fail unless the sharn chooses to be affected. 
  Portal Generation. The sharn may generate a series of up 
  to 6 shimmering silver portals, each a flat disc with a 6 foot 
  diameter, within 400 feet of itself at any one time, creating 
  a new portal as a bonus action and dismissing one or 
  more at any time. The sharn may use these portals to move 
  instantaneously between them (similar to dimension door) 
  or to reach through from one to another as if each side was 
  connected. Portals are only usable by the sharn, but have a 
  physical presence, and have an AC of 12 and 24 hit points.
  Wield Weapons. The sharn may wield melee weapons in place 
  of its slam attacks, replacing the damage with the appropriate 
  weapon damage.
  Actions
  Multiattack. The sharn makes nine claw attacks, in groups 
  of three directed toward a single creature. It may direct these 
  through a portal.
  Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. 
  Hit: 8 (1d8 +4) slashing damage. 
  Sharn
  Sharn are an enigmatic race of aberrant creatures that 
  are able to extend part or all of their being into the astral 
  plane, and re-emerging in whole or in part at a distance 
  from where they entered.
  Sharn are mysterious and territorial, secretive and 
  superior. They have been known to attack or parley with 
  equal likelihood, though often 'lesser' creatures are left 
  dumbfounded by their inexplicable motivations.
  Little is known of the creatures, sages referring to them 
  as 'the aloof ones', save that they have an irrational and 
  unquenchable hatred of the Phaerrim and will war upon 
  any such creatures they discover until one side or the 
  other lies dead. Collateral damage in such cases is often 
  significant. 
  Sharn appear as huge three headed, glossy black 
  teardrops, with three arms each ending in a cluster of 
  three hands. They can wield weapons and magical items, 
  and for all their aberrant nature are clearly intellectually 
  gifted.     
  
  24
  Skullport Skull, Vassal Skull
  The Skulls of Skullport are a unique hive-mind entity 
  consisting of 13 greater skulls (the remnants of a cabal of 
  Netherese archmages, and an unknown number of lesser 
  vassal skulls, which serve as the eyes and ears for the 
  greater conclave.
  The Skulls are arguably the original rulers of Skullport, 
  predating even Halaster's presence in Undermountain, 
  and despite their lack of physical form or need, they 
  continue to believe it to be so. 
  However, the Skull collective has grown increasingly 
  erratic as time erodes their sanity, and are now mostly  
  viewed as a dangerous curiosity by most who live in 
  Skullport. Occasional random and bizarre demands are a 
  small price to pay (usually) to dwell in the port, and none 
  of the lurkers have sufficient power to oust the Skulls 
  even if they wanted to.
  Not True Undead. Despite their appearance and 
  similarities to liches and demi-liches the Skulls are not 
  true undead. They cannot be turned, and do not detect 
  as undead to abilities that do so. They also take no 
  additional damage from Divine Smite or magic effects 
  that specifically affect undead differently. However they 
  are not alive either. The best theory sages have is that 
  they are a magical entity tied to the weave, and that the 
  Skulls themselves are vessels or manifestations, or even 
  keepsakes of their former existence. Conversely the vassal 
  skulls are undead. They detect as such, and are affected 
  by Turning and other abilities that target undead. Sages 
  posit that they are formed from the skulls of lesser mages 
  through some sort of necromantic ritual of spell.  
  Don't Cause a Disturbance. While the Skull's motives 
  and desires are generally unclear, the one thing that the 
  lurkers of Skullport agree upon is that the Skulls tend to 
  appear when a public disturbance is created. Inscrutable 
  as they are, the Skulls punish public disturbances, property 
  damage and other trade disruptions. Punishments vary of 
  course, and can range from being assigned a minor tasks 
  ("Climb to the top of this building and recite a passage 
  from Volo's latest work") to deadly force. In true Skull 
  fashion severity of the 'crime' does not necessarily  reflect 
  the severity of the sentence.
  They Are Impossible to Destroy. This may not be strictly 
  accurate, but it seems as though whenever a powerful 
  monster, adventurer or lurker manages to slay a 
  Skull, they simply return in time. It is difficult to tell, but 
  it appears that the numbers of Skulls never diminish no 
  matter how many have been destroyed over the centuries. 
  Most lurkers will tell you that even if you have the power 
  to defy or destroy the skulls you probably shouldn't. They 
  are eternal, they don't sleep, and they do hold grudges.
         
    Vassal Skull
  Tiny undead, chaotic neutral
  Armor Class 12
  Hit Points 44 (10d4+20)
  Speed 0 ft., Fly 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  1 (-5)
  14 (+2) 14(+2) 17 (+3) 10 (+0) 11 (+0)
  Skills Arcana +5, History +5, Perception +2 
  Damage Resistances bludgeoning, piercing and slashing from 
  non-magic weapons. 
  Condition Immunities blinded, charmed, deafened, frightened, 
  paralysed, petrified, poisoned, prone, stunned
  Senses Truesight 120 ft., passive Perception 12
  Languages Common, Undercommon
  Challenge 4(1,100 XP)
  Hive Mind. The skull is aware of the location and status of 
  every other skull in the collective.
  Magic Resistance. The skull has advantage on saving throws 
  against spells and other magical effects
  Spellcasting. The skull is a 5th level spellcaster. Its spellcasting 
  ability is Intelligence (spell save DC 13, +5 to spell attacks). It 
  requires no somatic or material components to cast its spells. 
  The skull has the following wizard spells prepared:
  Cantrips (at will): mage hand, shocking grasp, vicious mockery 
  1st level (3 slots):  burning hands, detect magic, magic missile, 
  2nd level (2 slots): mirror image, misty step
  3rd level (1 slot): counterspell, lightning bolt
  Actions
  Headbutt. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 4 (1d4+2) bludgeoning damage.
  
  25
  Skullport Skull
  Tiny construct, chaotic neutral
  Armor Class 20(natural armor)
  Hit Points 171 (18d4+126)
  Speed 0 ft., Fly 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  1 (-5)
  14 (+2) 24(+7) 24 (+7) 18 (+4) 18 (+4)
  Saving Throws Int +11, Wis +8 
  Skills Arcana +15, History +15 
  Damage Immunities bludgeoning, piercing and slashing from 
  non magic weapons
  Condition Immunities blinded, charmed, deafened, frightened, 
  paralysed, petrified, poisoned, prone, stunned
  Senses Truesight 120 ft., passive Perception 14
  Languages All languages
  Challenge 15 (13,000 XP)
  Hive Mind. The skull is aware of the location and status 
  of every other skull in the collective. The skull can choose 
  to perceive the surroundings of a vassal skull as per the 
  clairvoyance spell by using a bonus action each turn to 
  maintain the effect. 
  Magic Resistance. The skull has advantage on saving throws 
  against spells and other magical effects
  Rejuvenation. The skull is tied to the mythal of 
  Undermountain. If destroyed the skull overwrites the 
  personality of a vassal skull and immediately regenerates all 
  lost hit points and spell slots. 
  Spellcasting. The skull is an 18th level spellcaster. The skull's 
  spellcasting ability is Intelligence (spell save DC 19, +11 to 
  spell attacks). It requires no somatic or material components 
  to cast its spells. The skull has the following wizard spells 
  prepared:
  Cantrips (at will): fire bolt, light, mage hand, prestidigitation, 
  shocking grasp 
  1st level (4 slots):  burning hands, detect magic, identify, magic 
  missile, 
  2nd level (3 slots): detect thoughts, mirror image, misty step
  3rd level (3 slots): blink, counterspell, dispel magic, fireball.
  4th level (3 slots): confusion, banishment, fire shield, 
  5th level (3 slots): cone of cold, telekinesis
  6th level (1 slot): create undead, disintegrate
  7th level (1 slot): forcecage, teleport
  8th level (1 slot): feeblemind
  9th level (1 slot): wish 
  Actions
  Headbutt. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 4 (1d4+2) bludgeoning damage.
  
  26
  Slithermorph
  Large ooze, neutral evil
  Armor Class 15 (natural armor)
  Hit Points 133 (14d10+56)
  Speed 20ft., Climb 20ft., Swim 30ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4) 14 (+2) 28(+4)
  8 (-1)
  14 (+2) 10 (+0)
  Saving Throws Con +7
  Skills Perception +5, Stealth +5.
  Damage Immunities acid, cold, lightning, slashing
  Condition Immunities blinded, charmed, deafened, 
  exhaustion, prone.
  Senses darkvision 90 ft., passive Perception 15
  Languages Understands Common and Undercommon but 
  can't speak
  Challenge 7 (2,900 XP)
  Amorphous. A slithermorph in black pudding form can move 
  through a space as narrow as 1 inch wide without squeezing.
  Corrosive Slime. In either form a slithermorph is covered in 
  a corrosive slime. A creature that touches a slithermorph 
  or hits it with a melee attack while within 5 feet of it takes 4 
  (1d8) acid damage. Any nonmagical weapon made of metal 
  or wood that hits a slithermorph corrodes. After dealing 
  damage, the weapon takes a permanent and cumulative -1 
  penalty to damage rolls. If its penalty drops to -5, the weapon 
  is destroyed. Nonmagical ammunition made of metal or wood 
  that hits the slithermorph is destroyed after dealing damage. 
  The slithermorph can eat through 2-inch-thick nonmagical 
  wood or metal in 1 round. 
  Shapeshift. A slithermorph can shift from an amorphous form 
  like a black pudding to a four armed snake hybrid as a bonus 
  action.
  Spiderclimb. A slithermorph, in either form, can climb difficult 
  surfaces, including upside down on ceilings, without needing 
  to make an ability check.
  Actions
  Multiattack. In its snake hybrid form the slithermorph makes 
  4 claw attacks and a bite attack. In black pudding form it 
  makes 2 pseudopod attacks.
  Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 7 (1d6+4) slashing damage plus 3 (1d6) acid damage.
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 7 (1d4+4) piercing damage plus 18 (4d8) acid damage.
  Pseudopod. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 7 (1d6+4) bludgeoning damage plus 18 (4d8) acid 
  damage. In addition, nonmagic armour worn by the target is 
  partly dissolved and takes a permanent -1 penalty to the AC it 
  offers. The armor is destroyed if the penalty reduces the AC 
  to 10.
  Acid Spit. Ranged Weapon Attack: +5 to hit, range 20/40, one 
  target. Hit: 32 (8d8) acid damage. In addition, nonmagic 
  armor worn by the target is partly dissolved and takes 
  a permanent -1 penalty to the AC it offers. The armor is 
  destroyed if the penalty reduces the AC to 10.
  Slithermorph
  Slithermorphs are nightmarish creatures that can 
  shift between an amorphous ooze state and humanoid 
  serpentine form not unlike a yuanti. Sages theorize 
  they are an evolution of a black pudding, or a magical 
  experiment to fuse a black pudding and a yuanti. In any 
  case, slithermorphs are a species that has some of the 
  features of both, and is able to reproduce and perpetuate.
  Intelligent Hunters. Slithermorphs are far more 
  intelligent than their black pudding cousins, cultivating 
  hunting grounds to the point of even managing the 
  ecosystem and livestock in the area. They defend their 
  territory fiercely, and will use tactics and terrain to its 
  advantage.
  Obsession with Weapons. Most weapons corrode under 
  their touch, so if a slithermorph discovers one that does 
  not, such as a magical weapon, the creature becomes 
  obsessed with possessing it. Slithermorphs that have 
  acquired weapons may use them in place of claw attacks, 
  and may stalk adventurers in hopes of adding to its 
  collection.  
         
    
  
  27
  
  28
  Tomb Tapper (Thaalud)
  Tomb tappers are a race of towering stony humanoids 
  have featureless heads and a powerful gaping maw in 
  their abdomen. These creatures are often referred to as 
  “the Faceless”. It is thought that the Thaalud are a created 
  race from ancient Netheril, though their purpose, if any, 
  has been lost to time.
  Magic Collectors. Thaalud burrow through the earth, 
  delving into ancient tombs and retrieving ‘sacred’ magical 
  items. The tomb tappers venerate enchanted objects 
  and often will seek to seize such items from unworthy 
  creatures. They never use magic items, instead securing 
  them safely in their shrine lairs.
  Creatures of Earth. Thaalud treat dwarves, svirfneblin 
  and other peaceable races of the earth with respect, and 
  consider them worthy to retain their enchanted objects. 
  Monstrous races of the underdark, or aberrations such as 
  illithids and Phaerimm are dealt with harshly.        
         
    
  Tomb Tapper (Thaalud)
  Huge elemental, lawful neutral
  Armor Class 18 (natural armor)
  Hit Points 161 (14d12+70)
  Speed 30ft., Burrow 30ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5) 10 (+0) 20(+5) 12 (+1) 16 (+3)
  8 (-1)
  Saving Throws Con +9, Wis +7
  Skills Perception +7
  Damage Immunities cold, fire, poison
  Damage Resistances lightning; bludgeoning, slashing and 
  piercing from non-magical weapons.
  Condition Immunities blinded, deafened, poisoned.
  Senses Blindsight 400 ft (blind beyond this radius), passive 
  Perception 17
  Languages Telepathy 120 ft.
  Challenge 9 (5000 XP)
  Enchantment Immunity. A tomb tapper is immune to all 
  enchantment and illusion spells and magical effects.
  Innate Spellcasting. The tomb tapper’s innate spellcasting 
  ability is Wisdom (spell save DC 15, spell attack +7). It can in-
  nately cast the following spells, requiring no material 
  components:
  At Will: detect magic
  3/day animate objects  
  Actions
  Multiattack. A tomb tapper makes 1 attack with its hammer 
  and one bite, or 2 claw attacks and one bite.
  Hammer. Melee or Ranged Weapon Attack: +9 to hit, reach 15 
  ft., range 30/60ft., one target, Hit: 20 (2d12+5) bludgeoning 
  damage. The target must also make a DC 16 Constitution 
  saving throw or be stunned until the end of its next turn. 
  Claw. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. 
  Hit: 18 (4d6+4) slashing damage.
  Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. 
  Hit: 25 (6d6+4) piercing damage.
  
  29
  Trobriand's Hounds
  While best known for his creation of the Scaladar, 
  Trobriand created a number of variant metal constructs, 
  some of which still lurk in the darkest corners of 
  Undermountain. Among the most feared are Trobriand's 
  Hounds, also known as the Indestructible Pack. 
  Pack Hunters. These metallic canines are individually 
  fairly weak, but they roam in packs, are tireless and  track 
  with unerring accuracy. Once the hounds have the scent 
  of prey they are almost impossible to confound. 
  Near Indestructible. Trobriand's Hounds are virtually 
  indestructible given their regenerative capability. Many 
  an adventuring group has been slain by the same pack of 
  hounds they thought destroyed in a previous engagement.  
         
    
  Trobriand's Hound
  Medium construct, neutral
  Armor Class 16 (natural armor)
  Hit Points 51 (6d8+24)
  Speed 40ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2) 18 (+4) 18(+4)
  6 (-2)
  14 (+2)
  6 (-2)
  Skills Perception +4, Survival +4, Stealth +6
  Damage Immunities poison, psychic
  Damage Resistances bludgeoning, slashing and piercing from 
  non-magical weapons.
  Condition Immunities charmed, exhaustion, frightened, 
  paralysed, petrified, poisoned.
  Senses darkvision 120 ft., passive Perception 19
  Languages understands Common and Undercommon but 
  can't speak
  Challenge 3 (700 XP)
  Keen Senses. The hound has advantage on all Wisdom (Per-
  ception) checks. 
  Immutable Form. The Hound is immune to any spell or effect 
  that would alter its form.
  Magic Resistance. The hound has advantage on saving throws 
  against spells and other magical effects.
  Pack Tactics: The hound has advantage on an attack roll 
  against a creature if at least one of the hound's allies is within 
  5 feet of the creature and the ally isn't incapacitated. 
  Regeneration. A hound regains 1 hit point at the start of its 
  turn, even if reduced to 0 hit points. This ability can only be 
  suppressed by a wish spell or if the hound's body is utterly 
  destroyed (using a disintegrate spell for example).  
  Actions
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 8 (1d8 +4) piercing damage. If the target is a creature, 
  it must make a DC 14 Strength saving throw or be knocked 
  prone.  
  
  30
  Random Dungeon Dressing 
  Tables
  The following random dungeon dressing tables can 
  be used to add interesting elements to your dungeon 
  experience. At your discretion these may be merely 
  meaningless "dressing" or may develop into hooks, 
  triggers or  prompts for additional detail.
  The Tables Include;
  1. Sounds (1d20)
  2. Smells (1d20)
  3. Miscellaneous Objects & Things (1d20)
  4. Treasures (1d20):
   
  1)   Baubles & Jewelry (1d20)
   
  2)   Clothing (1d12)
   
  3)   Weapons & Armor (1d20)
   
  5)   Magical Trinkets (1d20)
   
  6)   Unique Items (1d6)
  Sounds (1d20)
  1
  A piteous cry that is (1d8);
  1
  Inhumanly hollow or sibilant
  2
  Deep and sonorous
  3
  High pitched and strained
  4
  Youthful, like a child or young adult
  5
  Seems to fade
  6
  Seems to draw near
  7
  Is oddly repetitive
  8
  is cut off abruptly
  2
  A sudden rumbling of stone on stone, like something 
  rolling or sliding which (1d4);
  1
  Seems to rapidly approach
  2
  Seems to fade into the distance
  3
  Ends in a thunderous crash
  4
  Seems muted, like it is behind (or within) a wall 
  or around a corner.
  3
  A hissing of (1d4);
  1
  Pressurized air or gas escaping
  2
  A saurian creature
  3
  The escape of water or fluid from a container
  4
  The whistling of air through a stone fissure
  4
  A laugh that is (1d8);
  1
  High pitched and near hysterical
  2
  A dry and cruel chuckle
  3
  A genuine good natured guffaw
  4
  A deep belly laugh
  5
  A wheezing, winded chortle
  6
  A short and wicked snicker
  7
  A cheeky giggle
  8
  So close it seems like it comes from right behind 
  you.
  5
  An intermittent, soft scraping noise (1d4);
  1
  A whispering of leathery skin on stone
  2
  Sharp clicking of claws on stone
  3
  A metallic swipe of a blade on a whetstone.
  4
  The stealthy scuffing of several booted feet
  6
  A droning metallic whine than seems to emanate from 
  all around
  7
  A sharp brassy clatter, like a metal object being dropped.
  8
  The sounds of movement of (1d8);
  1
  Running booted feet nearby
  2
  Chitinous clattering of many insectoid feet
  3
  The dull padding of a large creature
  4
  The slow, dull plod of a heavy creature
  5
  A sickly rhythmic slurping
  6
  The dull whumping or of large wings
  7
  The flutter of feathery wings
  8
  The whining drone of insectoid wings
  9
  A rhythmic tapping that changes rapidly and (1d4);
  1
  Seems to repeat a sequence or several sequences 
  over again
  2
  Seems to have no discernible pattern
  3
  Starts, stops, then starts again quietly and 
  furtively
  4
  Ends abruptly with a sharp snapping
  10
  A feral growl that (1d6);
  1
  Has a deep, throaty resonance
  2
  Is so low that is reverberates in your bones rather 
  than in your ears
  3
  That snarls and gnashes…
  4
  Starts quietly, but increases in ferocity
  5
  Ends in a sharp yelp
  6
  Issues from above you….
  11
  A mournful sigh…
  
  31
  12
  A dreadful, pained moaning that seems to come from 
  around the next corner
  13
  A wild cry of exultation and victory form far away
  14
  The reverberating echo of a single word that fades as it 
  repeats. The word is (1d6);
  1
  A fading plea for “Help…”
  2
  A sharp command of “Now!”
  3
  A defiant snap of “Mine!”
  4
  A mournful cry of “Noooooo”.
  5
  A triumphant shout of “Yes!”
  6
  A choking sob of “Please!”
  15
  A warbling wail of a powerful wind howling through the 
  tunnels
  16
  A hungry crackling of fire
  17
  A single snapping twig or bone
  18
  A whisper in the darkness, low but insistent (1d4);
  1
  “Who are you…?”
  2
  “Find it… Bring it…”
  3
  “Come to me”
  4
  “Beware the mdrbfrth” (the last word is muffled 
  to the point of unintelligible consonants)
  19
  The instrumental sounds of (1d6);
  1
  A far off bell tolling in the distance
  2
  A gong strike
  3
  A rhythmic drum beat
  4
  A  blaring trumpet
  5
  Pan pipes playing a trilling tune
  6
  Soft harp music permeating the air
  20
  A disembodied voice speaks a character’s name, 
  seemingly from nowhere, and then begins to mirthlessly 
  chuckle.
  Smells (1d20)
  1
  A Perfume that (1d4);
  1
  Is vaguely distracting and intoxicating
  2
  Reminds you of home, or a safe refuge
  3
  Is sweet like summer wine
  4
  Is cloying and sickly
  2
  The sharp, tang of ozone
  3
  A rancid, fetid stench like rotting vegetation
  4
  The earthy, moist smell of mold and mildew
  5
  The coppery scent of blood
  6
  The unpleasant whiff of fresh excrement
  7
  A whiff of burning woodsmoke
  8
  A faint scent of exotic spice
  9
  Rich cigar or pipesmoke
  10
  The sizzling aroma of roast meat
  11
  A waft of stale urine
  12
  The salt tang of the sea
  13
  The scent of wet animal fur
  14
  Rank, fetid, algae-choked water.
  15
  The musk of an animal den
  16
  An acidic chemical vapor 
  17
  The stench of rotten eggs
  18
  A sweet, pleasant scent of flowers
  19
  The thick, sweet smell of honey or syrup
  20
  The fresh scent of evergreen trees
  Miscellaneous Objects & Things (1d20)
  1
  A chalk drawing of an arrow on the floor or wall pointing 
  (1d4);
  1
  Ahead in the direction being travelled
  2
  Back the way the observer came
  3
  Directly upward
  4
  Directly downward
  2
  Bones in a neat pile, with the skull placed on top – these 
  might be humanoid or animal
  3
  A discarded garment (1d10);
  1
  A worn fedora hat
  2
  A small green cloak (sized for a halfling or 
  child) with a ragged blade hole in the back
  3
  A blood stained blue silk scarf
  4
  A well-made leather boot (left)
  5
  A doeskin glove (left hand) tailored for only 4 
  digits (a thumb and 3 fingers)
  6
  A winter cloak of wolf fur
  7
  A torn sleeve from a linen dress
  
  32
  8
  A metal gauntlet (right) from a suit of platemail. 
  Grasped in the closed fingers is a chess piece 
  (black knight).
  9
  A pair of pantaloons, freshly laundered and 
  neatly folded.
  10
  An eyepatch of brown leather, with a dove 
  motif tooled into it. 
  4
  A cloth pouch containing (1d6);
  1
  11 human teeth
  2
  A series of 13 smooth stones carved with dethek 
  runes (dwarven)
  3
  27 lead coins and a bent copper piece
  4
  A quantity of ash
  5
  Standard spell components for a wizard
  6
  Nothing – there is a clean cut in the base of the 
  pouch
  5
  The iron head of a mace, the handle broken away
  6
  A scrap of flayed skin, decorated with a tattoo of a 
  flaming skull, nailed to the wall.
  7
  A 7 foot length of rusty chain, ending an a broken 
  manacle
  8
  A single rusty spike, driven into the wall at 8 feet
  9
  A pale crystal rod, in inch in diameter and 4 inches long. 
  One end is smooth, while the other is jagged, clearly 
  snapped from another section.
  10
  An iron belt buckle or cloak clasp depicting a fox in the 
  woods. Scraps still cling to it where it was torn from a 
  garment.   
  11
  A carved ivory figurine of (1d4);
  1
  An owl
  2
  A dragon
  3
  A king
  4
  A nymph
  12
  A single black claw – 6 inches long and razor sharp, 
  bloody where it has been torn from the creature it 
  belonged to.
  13
  A ruined leather bound journal, its pages a sodden, 
  moldy mess (At the DMs Discretion it may have a 
  salvageable scrap with a clue or partial map on it)
  14
  A human skull, perfectly clean but with two puncture 
  marks above each temple.
  15
  A child’s doll of carved, painted wood and cloth. It sits 
  upright in the center of the area.
  16
  Words have been scrawled onto the wall or floor with 
  chalk, ink, paint, blood or excrement. They read (1d10);
  1
  “Beware the eyes in the dark”
  2
  “Knock twice when you see the moon”
  3
  “Take the right passage at the well”
  4
  “Third corridor after the hungry pit”
  5
  “The voices will lie to you”
  6
  “Never trust an elf”
  7
  “Grimgar was here”
  8
  “Seven, three, seven, nine, silver and blood, 
  three times in prayer”
  9
  “Ibrandul lives. He is here in the darkness of t-” 
  (the final word is smudged)
  10
  “It is fitting that it ends here. Forgive me 
  Valeron”
  17
  Water drips from a thick, furry patch of fungus that 
  hangs from the ceiling and walls, forming a stagnant 
  pool on the floor (the water and fungus are completely 
  safe).
  18
  A white porcelain half mask, its delicate surface webbed 
  with cracks be still intact.
  19
  A large brass key, slightly bent, and covered in scratches 
  and scrape marks.
  20
  A burned out campfire, ringed with irregular rubble and 
  splatters of dried blood.  
  Treasures (1d20)
  1-10
  Baubles and Trinkets Table
  11-13
  Clothing Table
  13-17
  Weapons & Armor Table
  18-19
  Magical Trinkets Table
  20
  Unique Items Table
  When placing treasures, they could be discarded, found 
  in an abandoned camp or  monster's lair, or even on a 
  corpse. 
   
  Baubles & Jewelry (1d20)
  1
  A silver locket, inside which is a portrait of a tiefling 
  man (50gp)
  2
  A skeleton of a humanoid with an arrow sticking out of 
  its skull. The arrow appears to be solid emerald (1000gp)
  3
  A severed finger still has a gold ring inset with sapphire 
  chips (150gp) on it. Blood trails away…
  4
  A recently dead adventurer lies here in a pool of still wet 
  blood. She has a dungeoneer’s pack, a pouch of 34 gp 
  and a finely made jeweled dagger (250gp)
  
  33
  5
  Lying conspicuously in the middle of the floor is a 
  carved onyx skull, about half the size of a human’s 
  (300gp)
  6
  A trail of a dozen semi-precious stones (5gp each) to the 
  entrance of a small tunnel
  7
  A set of spectacles made from twisted platinum wire 
  (50gp)
  8
  A single ancient gold coin lies in the center of the floor. 
  It can be used as a gold coin, but a successful DC 20 
  History check will identify it as a very rare Netherese 
  minted coin, one of only 12 of its kind, and worth 500gp 
  to a collector.
  9
  A single earring of a teardrop ruby set in gold (30gp)
  10
  A section of torn cloth discarded in a passageway bears 
  a platinum brooch shaped into the heraldic house 
  symbol of the Roaringhorn family. It is worth 50gp, or if 
  returned to the family directly will earn their favor.
  11
  5 chess pieces carved from jade lie scattered about. They 
  are a bishop, a pawn, a rook, a knight and the king. Each 
  is worth 5 gp.
  12
  A rusted bear trap, crusted with old blood is found 
  here. Within it is the rotted remains of a foot in a boot. If 
  extracted the foot bears a mithril toe ring set with a fire 
  opal, worth 200gp.
  13
  Four severed fingers lie in a dried pool of blood. On one 
  of the fingers is a gold ring set with an emerald (150gp).
  14
  17 severed tongues have been nailed to the wall with 
  iron spikes. One of them bears a platinum tongue stud 
  worth 75gp.
  15
  A dead dragonborn adventurer lies here, his weapons 
  broken and his plate armor is rent torn open. On his left 
  hand is a series of golden claw extensions, worth 25gp.
  16
  An onyx bracelet carved to depict a stalking panther 
  rests against a wall (worth 80gp). Above it written in 
  charcoal are the words “Free to a good home”
  17
  A small crystal decanter lies on its side, its stopper loose 
  nearby (worth 50gp). A single swallow of excellent 
  brandy remains within.
  18
  The corpse of a goblin lies on the floor here. Its cold 
  hands clutch at its neck, around which is a quartz and 
  moonstone bead necklace that was clearly used to 
  strangle it to death (worth 60gp).
  19
  7 princess cut garnets lie on the floor forming an arrow 
  pointing back the way you came. The garnets are worth 
  20gp each.
  20
  Shattered glass lies for dozens of feet in all directions. 
  In the center of the razor sharp debris is a tiny sapphire 
  figurine of a screaming tabaxi (worth 450gp). 
  Clothing (1d12)
  1
  A headless tiefling lies in the corridor, his Glaive is still 
  nearby. His clothing is ragged, but a search reveals a fine 
  belt inset with garnets (50gp)
  2
  Fluttering on an unseen air current is a red silk veil 
  (10gp)
  3
  folded neatly in a corner is a fine green shirt 
  embroidered with gold thread (20gp)
  4
  A pale porcelain half mask lies discarded in the dust 
  (5gp)
  5
  A black robe is wadded up and tossed aside, crusty with 
  dried blood. If unravelled, it bears the emblem of the 
  Order of Watchful Magisters and has a name sewn into 
  the lining - Phineas Vellenhall
  6
  A leather glove, all the fingers cut from it except the 
  index, lies near a wall. By the placement it almost seems 
  to point to a specific spot.
  7
  A heavy brown leather coat is hung on a peg at head 
  height, almost as if left for you...
  8
  A pair of fine black leather boots with brass buckles sit 
  in a corner (worth 50gp). They have been treated with 
  poison however, and anyone wearing them must make 
  a DC 15 Constitution saving throw or gain the poisoned 
  condition fort as long as they wear them, and for an hour 
  after they remove them..
  9
  A battered but stylish fedora hat lies discarded here
  10
  Seven scarves (red, orange, yellow, green, blue, royal 
  purple and lavender) are braided together and hung 
  on a death marker made of two hastily nailed together 
  planks of wood. In charcoal, the name "Lilly" has been 
  written on the wood, but no body can be seen.   
  11
  A white linen shirt lies discarded on the floor. A closer 
  examination shows a crude map drawn in charcoal on 
  one side (DM's discretion as to the extent and accuracy 
  of the find)
  12
  A fine velvet cloak, deep red in color and edged with 
  silver and gold thread has been nailed to a wall. A huge 
  hole in the centre - more than a foot in diameter - seems 
  to have melted edges that fuse the fabric.   
  Weapons and Armor (1d20)
  1
  A desiccated giant rodent corpse has a set of 5 darts 
  sticking out of it, clearly the weapons used to slay it.
  2
  A mace with a dented head. It is still serviceable, but has 
  been clearly used against something harder than it.
  3
  A silver dagger discarded in a corner
  4
  A longsword with a black leather hilt, brass crossguard 
  and pommel, and an acid etched pattern of waves on the 
  blade.
  5
  A fine bronzewood bow with a soft white leather grip. 
  The string is broken, but otherwise the weapon is 
  serviceable
  
  34
  6
  A dark wood spear with an obsidian tip. Several brightly 
  colored feathers hang from a leather strap near the tip. 
  The wooden shaft is covered with dry blood    
  7
  A metal shield with a lantern design in deep teal. The 
  edges of the shield are scuffed and dented.  
  8
  A battle axe with a scratched and nicked blade.
  9
  A halberd with a butterfly shaped blade used to prop up 
  a heavy metal portcullis. Removing the weapon requires 
  a DC 14 Strength check and leaves the corridor blocked 
  by a portcullis (AC 16, Hp 50, DC 14 Strength check to 
  lift).
  10
  An ornate tan wooden staff, every inch carves with 
  forest scenes and fey creatures.
  11
  A greatsword with a slender, polished blade, mithril 
  pommel and quillons and a snakeskin grip. The word 
  ‘scalecleaver’ is etched into the blade in elvish.
  12
  A matched set of 4 hand axes hang from loops in a 
  discarded belt with a broken buckle. Each axe has a 
  different dwarven rune carved prominently on the blade 
  (literally 1, 2, 3 ,4)
  13
  A net made of fine white thread that is thin, strong 
  and vaguely sticky to the touch. A DC 15 Nature check 
  reveals it is some sort of giant spider webbing
  14
  A small leather ball discarded in a corner turns out to 
  be a sling wrapped tightly around a single adamantine  
  sling stone.
  15
  A bronze trident with the central point snapped off (it’s 
  more of a fork  now). It still functions as a weapon.
  16
  A warhammer with a raised dethek (dwarvish) rune 
  on each impact face. The raised rune would leave an 
  impression on a strike. If translated the rune says “Halt”.
  17
  A shortsword with a truly wicked looking serrated blade 
  above a plain handle. The weapon is treated with some 
  form of dark staining so the metal is non reflective.
  18
  A flail of bluish metal with a head that resembles a large 
  machine cog.
  19
  A reinforced metal stein covered in spikes, still stained 
  with blood. An examination reveals the spikes have tiny 
  tubes allowing the passage of blood into the vessel. The 
  stein can be used as a club that deals piercing damage.
  20
  A silver sickle, its crescent moon blade etched with 
  images of werebeats.    
  Magical Trinkets (1d20)
  1
  A plain circular copper amulet than floats wherever it is 
  released. It can be grasped and moved as desired.
  2
  A 5 inch square silver plate that displays an engraving of 
  the current day, date and year in elegant script (ie 18th 
  day of Ches, 1492 DR).
  3
  A 3 inch glass sphere that seems to contain a 
  disembodied blue eye within it. The eye shifts, focuses 
  and blinks as if observing its surroundings.
  4
  A silver pocketwatch that audibly ticks each second, and 
  chimes each hour. The sounds can be heard clearly to 
  a range of 20 feet, and cannot be muffled or silenced 
  unless by magic (ie a silence spell).
  5
  A small pearl (worth 50gp) that immediately chills any 
  liquid of 1 pint or less it is immersed in.
  6
  A small lump of coal that instantly boils any liquid of 1 
  pint or less it is immersed in. A boiling liquid causes 1 
  point of fire damage to anyone handling it incautiously.
  7
  A 5 inch red candle that remains permanently alight 
  once lit, and is never consumed. The candle may be 
  snuffed normally.
  8
  A scroll that takes ink, but anything written or drawn on 
  it fades after 10 minutes.
  9
  A scroll that takes ink, but anything written or drawn 
  on it fades after 1 minute. At the same time this writing 
  or image appears on a paired scroll (the location and 
  ownership of which is unknown). Occasionally words or 
  images appear on the scroll from its twin, lasting for 1 
  minute)
  10
  A bladed weapon (any kind) that appears to be made of 
  steel, but emits no sounds when struck.
  11
  An immaculate varnished redwood shield, with a painted 
  coat of arms depicting a troll on its face. Any cuts, dents 
  or other damage the shield takes (short of complete 
  destruction) repair themselves overnight.
  12
  A rich scarlet robe of velvet that always remains clean 
  and dry no matter the conditions it is subjected to.   
  13
  A single, unbreakable arrow or bolt.
  14
  A spyglass that shows every creature viewed as a 
  different gender and race than they are.
  15
  A small brass whistle that seemingly emits no sounds 
  when blown (actually emits a sound that only a single 
  race or creature type can hear and finds excruciatingly 
  annoying, roll 1d6); 
  1
  Halfling
  2
  Goblin
  3
  Dragon
  4
  Fiend
  5
  Ooze
  6
  Halaster 
  Blackcloak, 
  the 
  Mad 
  Mage 
  of 
  Undermountain
  16
  A 6 inch plain stone sphere (weighing 1lb) that, once 
  started, continues rolling (in random directions) until 
  a creature physically grasps it. The sphere moves at 
  a speed of 30’, and clings to any surface in defiance of 
  gravity.
  
  35
  17
  A pair of glasses with lenses that tint automatically when 
  exposed to brighter light conditions. These have no game 
  mechanical effect.
  18
  A pair of soft wool slippers that are always warm, 
  comfortable and the perfect size for the wearer.
  19
  An ebony smoking pipe that self-ignites at the desire of 
  the owner.
  20
  A single waterdahavian gold dragon coin that always 
  lands on its edge when flipped. 
  Unique Items (1d6)
  1
  A leather-bound journal, handwritten with copious notes 
  in seemingly no particular order, detailing observations, 
  locations and creatures of Undermountain. A notation on 
  the first page reads “Property of Volothamp Geddarm. If 
  found please return to Durnan at the Yawning Portal”. 
  The DM should determine a random number (2d4) 
  useful or insightful passages or locations in the book 
  that correlate to the current adventure the characters are 
  participating in.
  2
  A mahogany pipe that rests carefully on a small shelf of 
  stone at head height. The pipe has been used, has traces 
  of ash within it and smells of pungent tobacco. Magical 
  methods that grant information (legend lore, commune 
  etc.) will reveal this to be the property of Elminster, left 
  here many years ago whilst he traversed the Mad Mage’s 
  halls.
  3
  A small glass vial that rotates in the air about a foot off 
  the ground. It is stoppered with red wax and has a single 
  white strand of hair within. The vial is a minor magical 
  trinket that hovers when released, and is unbreakable. 
  Magical methods that grant information (legend lore, 
  commune etc.) reveal the strand of hair belongs to the 
  Mad Mage Halaster, and was stolen by an ex-apprentice 
  to use as leverage against the wizard. What became of 
  the apprentice is unknown, but it should be evident 
  possessing this hair would certainly draw the wrath of 
  Halaster.
  4
  A 6 inch long brass clockwork scorpion with articulated 
  limbs lies discarded here. On the underside the word 
  “Trobriand” is etched onto the device. It is magical, and 
  activates for 24 hours if the stinger is used to draw blood 
  (it is sharp and can be pressed to the skin like a needle), 
  obeying the commands of the owner of the blood. The 
  scorpion has an AC 15, Hp 1, Speed 5’ and no effective 
  attack.
  5
  A bent and rusted steel shield is discarded against a wall. 
  The face once bore a rampant dragon in red, but claw 
  marks and dents have rendered it barely recognizable. 
  On the back of the shield the straps have broken. An 
  old inscription reads “Asper my love, let this gift shield 
  you from harm”. A DC 18 History Check (or appropriate 
  spells or the like) will reveal that Asper is the name of the 
  wife of Mirt the Moneylender. The shield was lost in a 
  foray that went poorly.
  6
  Tucked into a burlap sack is an ornate globular fishbowl, 
  its surface adorned with swirling etchings that look like 
  waves. The bowl has an inch of brackish water in the 
  bottom, and the skeletal remains of a goldfish. If the 
  bottom of the base is looked at (either by lifting it up 
  or turning it upside down an etching of an eye with 10 
  strokes extending radially from it can be seen. A DC 15 
  History check reveals this to be an older version of the 
  mark of the Xanathar.             
  
  36
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/DM's Guild/Undermountain_ The Lost Lore/577035-Undermountain_The_Lost_Lore.pdf