TEXT: Trip to the 
  Trip to the 
  Planar Zoo
  Planar Zoo
  Trip to the 
  Trip to the 
  Planar Zoo
  Planar Zoo
  
  2
  Copyright © 2018 Nerdarchy LLC
  www.nerdarchy.com
  Open Game Content: Except for material designated as Product Identity (see above), the material in this Nerdarchy game product is Open 
  Game Content, as defined in the Open Game License version 1.0a Section 1(d). No portion of this work other than the material designated 
  as Open Game Content may be reproduced in any form without written permission.
  Product identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, 
  Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, place names, new deities, 
  etc.), dialogue, plots, story elements, locations, characters, artwork, sidebars, and trade dress. (Elements that have previously been 
  designated as Open Game Content are not included in this declaration.)
  Writing: Megan R. Miller
  Editing and Layout: Doug Vehovec
  Cover Art: Ashkan Ghanbari
  Interior Art: Nelson Vieira
  Credits
  Nerdarchist Dave here from Nerdarchy. For nerds, by nerds. What exactly is a Nerdarchy? It is a website, YouTube channel, 
  and a Patreon where we are creating content for Fifth Edition. We play Dungeons & Dragons and other roleplaying games, dis-
  cuss many aspects of storytelling, worldbuilding and game mechanics, Game Master and player tips, and even answer viewer 
  questions about your game through our GM 911 series. Collectively, we have nearly a century of gaming experience and we’ve 
  always loved discussing the RPG hobby — now we’re just doing it in front of a camera! We’ve made thousands of gaming relat-
  ed videos and there’s no end in sight. Then there’s Nerdarchy.com where a virtual army of writers write about gaming and other 
  nerdy topics.  So buckle up your armor, sharpen your sword, and join us in Nerdarchist Ted’s basement! 
  Each and every month our Patreon supporters receive early access to a collection of Fifth Edition content just like this at 
  a discounted price as a thank you for your incredible continued support. You will have a chance to playtest this content and 
  provide feedback through an exclusive Patreon channel on our Discord and more.
  In addition, Patreon supporters are eligible for opportunities to game with us, get automatically entered into monthly give-
  aways, view Patreon-only posts like our Sneak Peeks for the upcoming weeks videos, and receive our weekly newsletter with 
  even more gaming tips.
  For our Patreon rewards we often enlist professional artists, writers and designers to re-envision content from our videos 
  into the rewards you’ll receive as a patron. This package is the creation of Megan R. Miller, inspired by the D&D Adventure — 
  Ideas to Get This Party Plane Hopping video from our YouTube channel. Megan is an author with several titles available you 
  can check out on Amazon here. They are also a Nerdarchy team member, a contributing writer on the Nerdarchy website and a 
  regular player in our live stream RPG games.
  
  3
  Plushies of Fundrous Power
  Wondrous item, common 
  In the Gift Shop of the Planar Menagerie...
  The little shop on the way out of the planar zoo is much like any 
  other zoo gift shop you may have been in, in your life. It is full 
  of customized coffee mugs and keychains, grabby-bitey toys in 
  the shapes of the exhibits, and T-shirts proudly declaring “I sur-
  vived looking at the Beast of Many Arms with my Sanity Intact!”
  One of the most common objects in the shop, of course, is a 
  plush toy of one of the exhibited creatures. These are bound 
  to be a hit with the kids!
  Don’t You Want a Stuffed Human? A plushie of fundrous 
  power can be found in the planar menagerie’s gift shop. It is 
  a stuffed animal of a creature small enough to fit comfort-
  ably under a child’s arm. You can use an action to speak the 
  command word and drop the plushie on the ground within 
  60 feet of you, and the plushie becomes animate.
  The plushie is friendly to you and your companions. It un-
  derstands your languages and obeys spoken commands to 
  the best of its ability. If you issue no commands, the plushie 
  behaves in a fashion depending on the kind of plushie it is.
  Ferocious Orc. This plush male orc features soft green skin and 
  stuffed white tusks. It carries a little toy spear and is dressed in 
  pleather armor. When left to its own devices the orc plushie will 
  beat its chest and roar in an open display of aggression.
  Plucky Halfling. This plush female halfling features curly 
  red hair and a round body. It carries a drawstring pouch full 
  of marbles that project the illusions of food objects around 
  themselves when removed from the bag. When left to its 
  own devices, the halfling plushie will draw a marble out of 
  the bag and gleefully snack on the illusionary food.
  Graceful Elf. This plush female elf features large jewel-toned 
  eyes and long limbs. It carries a toy flower. When left to its 
  own devices it will preen and smell the flower, sometimes 
  taking a moment to engage in a little decorative dance.
  Prideful Human. This plush male human features a goatee 
  and long brown hair. It carries a toy sword and shield. When 
  left to its own devices, in the presence of other plushies, 
  it will proceed to try to boss the rest of them around with 
  impunity. Without other plushies present, it will make a big 
  show of attempting to explore the area it is in and claim that 
  land in the name of Manlandia.
  Stout Dwarf. This plush male dwarf features a long red 
  beard and stocky body. It carries a toy pickaxe. When left to 
  its own devices, it will approach the nearest rock and begin 
  to hit it with the toy pickaxe as if mining it. With every blow, 
  the pickaxe emits a little squeak.
  Wicked Tiefling. This plush female tiefling features a long tail 
  and stuffed curved horns. It carries a toy staff. When left to its 
  own devices it will cackle maniacally and tap its fingers togeth-
  er in a display of gleeful evil. In the presence of other plushies it 
  may wiggle its fingers in an attempt to ‘curse’ that plushie.
  Clever Gnome. This plush male gnome features a long beard 
  and a good moustache. It carries a toy backpack full of mar-
  bles that project the illusions of a clockwork object. When 
  left to its own devices it will work on one of these clockwork 
  objects until it explodes in the gnome’s face in which case it 
  will gleefully draw out another and begin work all over again.
  Rampaging Dragonborn. This plush female dragonborn 
  features soft red scales and a thick tail. It carries nothing but 
  has flint in its throat. When left to its own devices it will strike 
  a fearsome stance and open its mouth wide, spewing a tiny 
  gout of flame for a couple of seconds.
  Mage Forge
  
  4
  Mystical Menagerie Map
  Wondrous item, common 
  “Yes, I know, it’s hard to fold back once you’ve unfolded it 
  just...turn it this way...”
  This interactive map stores locations and interacts with you 
  when you unfold it. It will show you the overmap of the 
  area in which you are (provided you have been here before 
  with the map on your person). You may touch the area you 
  are trying to go to and it will show you the most direct 
  path to get there with a glowing line. Folded, the map can 
  fit in a pocket. Unfolded, its full size is 4 feet by 4 feet. You 
  must succeed on a  DC 12 Dexterity (Sleight of Hand) check 
  to fold the map back up once you’ve opened it.
  The Keys of Danger
  Wondrous Item, Rare (requires attunement) 
  Part of a Matching Set!
  “The keys? I know they seem powerful but we have methods of 
  reacquiring them if the humanoid that’s taken them is dead. It 
  gives them some direction and something to hunt for. Makes 
  the experience more real. Besides, they tend to get messy 
  when they don’t have their hands full.”
  — Em-Katha, Manager of the Humanoid Exhibit
  This set of keys has been distributed throughout the Hu-
  manoid Exhibit of the Mystical Menagerie. It is said that if 
  you collect all six of them you can use them to unlock the 
  mythical Oasis where a humanoid can live out the rest of 
  its days in perfect comfort and out of danger. But the truth 
  is, these keys are pretty powerful in their own right and 
  procuring just one can be the difference between life and 
  death in some places. That is also what makes it so exciting 
  when a humanoid leaves the Oasis. After all, there’s noth-
  ing stopping them, but they can’t get back in until they’ve 
  collected them all and even the humanoids who have done 
  it before don’t always know where they’ll be stashed again 
  this time around. It’s always dangerous.
  The Key of Stars. This black wrought key is made of 
  twisted metal and embedded with three small glowing 
  diamonds along the handle. It can be used like a wand, 
  and has 3 charges. As an action you may expend a charge 
  to create a pulse of radiant energy with you at the cen-
  ter. All creatures in a 20 foot radius must make a DC 15 
  Charisma saving throw, taking 8d6 radiant damage on 
  a failed save and half as much on a successful one. You 
  may exempt up to four other creatures from this damage. 
  Whenever you expend a charge, one of the diamonds 
  stops glowing. The key regains 1d4 -1 expended charges 
  daily at dusk.
  The Key of Ice. This crystal key is cool to the touch and 
  glistens in the light. It has three charges. As an action you 
  may expend a charge and point it at a creature within 30 
  feet. The target must make a DC 17 Constitution saving 
  throw or be frozen (petrified) for 1 minute. Any attempt 
  to shatter the ice surrounding the creature will free it, 
  rather than shattering the creature inside. Any food or 
  beverage touched by the key are instantly chilled. Doing 
  this does not consume a charge. The key regains 1d4 -1 
  expended charges daily at dawn.
  The Key of Sands. This stone key is smooth and ripples 
  with thin layers of mineral. It can be used like a wand, 
  and has 3 charges. As an action you may expend a charge 
  to cast haste on a target of your choice within 30 feet (no 
  concentration required). The key regains 1d4 -1 expend-
  ed charges daily at dawn.
  The Key of Magic. This violet key thrums with arcane 
  power and has five amethysts set into the handle like a 
  crown. It can be used like a wand and has 5 charges. You 
  may expend charges to cast a spell you know of a level 
  equal to the number of charges you expend from the key, 
  without expending a spell slot. The key regains 1d4 -1 
  expended charges daily at dusk.
  The Key of Magma. This key is made of scarlet stone with 
  orange glowing veins throughout it. It is warm to the 
  touch. It has 8 charges. As an action you may expend 1 
  charge to cast firebolt, 2 charges to cast flaming sphere, 
  and 3 charges to cast fireball. In addition, food items 
  touched by the key are instantly warmed. Doing this 
  does not consume a charge.
  The Key of Acid. This glass key is remarkably sturdy and 
  filled with a sickly yellow liquid that sloshes inside when 
  the key is moved. It has 3 charges. As an action you may 
  expend a charge to fill a 15-foot-radius sphere with acidic 
  mist. All creatures inside the area when it is cast must 
  make a DC 15 Dexterity saving throw, taking 8d8 acid 
  damage on a failed save and half as much on a successful 
  one. Creatures ending their turn in the area or entering it 
  for the first time on their turn must make their save and 
  take damage. The circle cannot be moved and lasts for 10 
  minutes.
  
  5
  Pfism
  ”Three of us died before we realized it wasn’t attacking us 
  on purpose and that was just the way the thing moved. The 
  truth is, it’s been a while since I’ve seen anything that gross 
  or scary.”
  — Lorash, the orc adventurer that inspired the Ferocious 
  Orc Plushie
  Big Floating Acid Gasser. The pfism is a huge sluglike 
  creature that resides in highly acidic environments. It 
  passively absorbs acid and burns it, giving it the ability to 
  float at any point when it is awake. In order to move itself 
  around in these environments it will often expel that gas 
  out the rear end of itself.
  The pfism is corrosive to the touch but generally harm-
  less if unprovoked. That said, it can actually be quite 
  dangerous if it feels threatened.
  Given this is a creature that sustains itself primarily on acid, 
  the expulsions it emits to propel itself burn on the touch 
  and can be lethal to the inexperienced traveler. That, and 
  the fact that if you kill it, the stuff goes everywhere.
  Pfism
  Huge beast, unaligned
  Armor Class 18 (natural armor)
  Hit Points 207(18d12 + 90)
  Speed 0 ft., fly 15 ft.
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   16 (+3) 
  8 (-1) 
  20 (+5) 
  1 (-5) 
  10 (+0) 
  2 (-4)
  Condition Immunities Poisoned, Prone
  Damage Immunities Acid
  Senses passive Perception 10
  Languages None
  Challenge 15 (13,000 XP)
  Acid Absorption. Whenever the pfism is subjected to 
  acid damage, it takes no damage and instead regains a 
  number of hit points equal to the acid damage dealt.
  Floating. The pfism is constantly floating unless it is 
  sleeping or feeding. It can occupy another creature’s 
  space and vice versa.
  Stench. Any creature other than a pfism that starts its turn 
  within 5 feet of the pfism must succeed on a DC 18 Con-
  stitution saving throw or be poisoned until the start of 
  the creature’s next turn. On a successful saving throw, the 
  creature is immune to the stench of all pfism for 1 hour.
  Death Burst. When the pfism dies, it explodes in a rain of 
  acid. Each creature within 10 feet of it must make a DC 18 
  Dexterity saving throw, taking 9 (2d8) acid damage on a 
  failed save, or half as much damage on a successful one.
  Acidic Body. A creature that touches the pfism or hits it 
  with a melee weapon attack while within 5 feet of it takes 
  4 (1d8) acid damage.
  Actions
  Multiattack. The pfism can use its Frightful Presence. It 
  then uses its Propel up to three times. A use of Propel 
  may be replaced with a Slam attack once per turn. 
  Propel. The pfism expels acid in a 15-foot cone. It must move 15 
  feet in a straight line away from this cone, dragging the cone’s 
  area of effect with it. Each creature in that area must make a DC 
  18 Dexterity saving throw, taking 18 (4d8) acid damage on a 
  failed save, or half as much damage on a successful one. 
  Slam. Melee Weapon Attack: +8 to hit, reach 0 ft., all 
  creatures sharing a space with the pfism. Hit: 6 (1d6 + 3) 
  bludgeoning plus 27 (6d8) acid damage.
  Frightful Presence. Each creature of the pfism’s choice that is 
  within 60 feet of the pfism and aware of it must succeed on a 
  DC 18 Wisdom saving throw or become frightened for 1 minute. 
  A creature can repeat the saving throw at the end of each of 
  its turns, ending the effect on itself on a success. If a creature’s 
  saving throw is successful or the effect ends for it, the creature is 
  immune to the pfism’s Frightful Presence for the next 24 hours.
  Beast of  
  Many Arms
  “It’s one of a number of faceless creatures that lives on its plane. 
  There’s a good reason they don’t see many visitors...there isn’t 
  much of a draw factor and the wildlife can be almost disturbing. 
  There’s certainly an element of illusion and mimicry at play but it 
  certainly begs the question...where did it see arms to begin with?”
  — Mal-Navi, Zookeeper Researcher
  Monster Menagerie
  
  6
  Wheel of Elbows. The Beast of Many Arms is a strange 
  creature constructed of seven arms interlocked into a 
  large wheel. Each of the hands comprising its body ap-
  pears to be a left hand, and each finger has seven silver 
  rings, three on the first digit, three on the second and 
  one on the third with the fingernail. The arms each move 
  independently but appear to share the same will behind 
  them as they frequently work together to accomplish 
  goals. Its motivations are as strange and unfathomable 
  as its corporeal form and it can be, by turns, both a help 
  and a hindrance for those who come into contact with 
  it. Although magical scrutiny has revealed an innate 
  illusionism to the creature, it is unclear what its physi-
  cal form would look like without it or even if the mortal 
  mind could stand up to such a thing.
  Beast of Many Arms
  Large aberration, chaotic evil
  Armor Class 15
  Hit Points 170 (20d10 + 60)
  Speed 40 ft.
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   16 (+3) 20 (+5) 
  16 (+3) 16 (+3) 
  10 (+0) 
  8 (-1)
  Condition Immunities Blinded, Deafened, Grappled, 
  Prone
  Damage Immunities Radiant
  Senses passive Perception 10
  Languages None
  Challenge 11 (7,200 XP)
  Charge. If the Beast of Many Arms moves 20 feet toward 
  a target and ends in a Slap attack, it takes an extra 10 
  (3d6) bludgeoning damage.
  Endless Hands. The Beast of Many Arms has advantage 
  on checks made to grapple and cannot be grappled.
  Actions
  Multiattack. The Beast of Many Arms can make sev-
  en Slap attacks on a single target, or two Lighting Ray 
  attacks.
  Lightning Ray. The Beast of Many Arms extends a finger 
  and sends a bolt of lightning at a single target. That tar-
  get must make a DC 17 Dexterity saving throw, taking 13 
  (3d8) lightning damage on a failed save and half as much 
  on a successful one.
  Slap. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 10 (2d6 + 3) bludgeoning damage.
  Obsidian 
  Crawler
  “I know it looks like a crab, okay? It is not a crab.”
  — Lorash, the orc adventurer that inspired the Ferocious 
  Orc Plushie
  Sharp Shelled and Shiny. The Obsidian Crawler was 
  birthed on a plane full of magma, and as a result the shell 
  it resides in is made of pure obsidian. When it is injured, 
  this shell is able to repair itself when it makes contact 
  with extreme heat. Its claws are also encased in this ob-
  sidian, making its blows far more devastating. Other than 
  that, its anatomy is very similar to that of a crab, though 
  it is much more aggressive and considerably larger.
  Harvesting the Shell. The shell of a dead obsidian crawl-
  er can be cracked and broken up, and ordinarily yields a 
  few pounds of obsidian. This is raw, and uncut, but can 
  be made into weapons and cut into gemstones.
  Obsidian Crawler
  Large beast, unaligned
  Armor Class 22 (Natural Armor)
  Hit Points 170 (20d10 + 60)
  Speed 15 ft.
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   18 (+4) 15 (+2) 
  16 (+3) 
  1 (-5) 
  9 (-1) 
  4 (-3)
  Skills Stealth +7
  Condition Immunities Frightened
  Damage Immunities Fire
  Damage Resistances Piercing, Slashing and Bludgeon-
  ing damage from nonmagical weapons
  Senses passive Perception 9, Tremorsense 60 ft.
  Languages None
  Challenge 13 (10,000 XP)
  Fire Absorption. Whenever the obsidian crawler is subject-
  ed to fire damage, it takes no damage and instead regains 
  a number of hit points equal to the fire damage dealt. In 
  addition, its AC increases by 1, up to its starting value.
  Flaking Shell. Whenever the obsidian crawler takes 
  blundgeoning damage, some of its shell flakes off. This 
  makes the terrain in a 5 foot radius around it difficult, as 
  the obsidian flakes are very sharp. Every time this hap-
  pens, lower its AC by 1.
  Actions
  Multiattack. The obsidian crawler makes two claw at-
  tacks.
  
  7
  Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 13 (2d8 + 4) bludgeoning damage and 17 
  (3d8 + 4) piercing damage and the target is grappled 
  (escape DC 12). The obsidian crawler has two claws, each 
  of which can grapple only one target.
  Aurora Wraith
  “Imagine a curtain of light. Now imagine that curtain 
  touches you and it burns like hell.”
  — Lorash, the orc adventurer that inspired the Ferocious 
  Orc Plushie
  Twisting Radiance. The aurora wraith is only partial-
  ly corporeal, hailing from a mostly gaseous plane. It 
  requires very little to sustain itself compared to most 
  creatures, and lives in a way that seems alien to creatures 
  from most planes. It was brought to the menagerie with 
  considerable difficulty, but has no trouble being kept in 
  captivity. The aurora wraith reproduces asexually, by sep-
  arating part of its body and regrowing each half, when-
  ever it has a surplus of energy with which to justify that.
  Aurora Wraith
  Medium elemental, unaligned
  Armor Class 13
  Hit Points 170 (20d8 + 80)
  Speed 0 ft., fly 20 ft.
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   6 (-2) 
  16 (+3) 
  18 (+4) 12 (+1) 
  14 (+2) 
  15 (+2)
  Damage Resistances Acid, Cold, Fire, Lightning, Thun-
  der; Piercing, slashing and bludgeoning damage from 
  nonmagical attacks that aren’t silvered
  Damage Immunities Poison, Radiant
  Damage Vulnerabilities Necrotic
  Condition Immunities Charmed, Exhaustion, Grappled, 
  Paralyzed, Petrified, Poisoned, Prone, Restrained
  Senses darkvision 60 ft., passive Perception 12
  Languages Primordial
  Challenge 10 (5,900 XP)
  Incorporeal Movement. The aurora wraith can move 
  through other creatures and objects as if they were dif-
  ficult terrain. It takes 5 (1d10) force damage if it ends its 
  turn inside an object.
  Radiant Form. The aurora wraith can enter a hostile crea-
  ture’s square and stop there. It can move through a space 
  an inch wide without squeezing. A creature that touches 
  the aurora wraith or hits it with a melee weapon attack 
  within 5 feet of it takes 5 (1d10) radiant damage.
  Illumination. The aurora wraith sheds bright light in a 60 
  ft. radius and dim light an additional 30 feet.
  Actions
  Radiant Curtain. Reach 0 ft., one creature. The aurora 
  wraith passes through a creature. That creature must 
  make a DC 16 Dexterity saving throw, taking 28 (8d6) 
  radiant damage on a failed save and half as much on a 
  successful one.
  Prism (Recharge 5-6). The aurora wraith projects light 
  around it in a 10 ft. radius. All creatures caught in the 
  light must make a DC 16 Dexterity saving throw, taking 
  35 (10d6) radiant damage on a failed save and half as 
  much on a successful one.
  Shadow- 
  Stealer
   “It is quite literally shrouded in mystery. I’m uncertain as to 
  why the Curator was so keen on acquiring it to begin with; 
  it isn’t as though the visitors are able to see it. You see, the 
  light doesn’t harm it, but it does dissipate when it comes 
  into contact with it. You can only really experience this be-
  ing in the dark...and believe you me, you do not want to.”
  — Leth-Rathi, Zookeeper Acquisitioner
  Only in the Darkness. The shadow-stealer is a curious 
  creature in that no one relying on only sight has ever 
  actually seen it. It resides in pitch darkness, shying away 
  from any light source. There is no evidence that light 
  causes it pain, so it is unclear if this aversion is entirely 
  psychological or as a result of what the zookeepers be-
  lieve to be a non-Euclidean body. 
  Regardless, it has only been caught in the light a small 
  number of times and each time it has quickly dissipated. 
  Those who have viewed it with darkvision have had a 
  hard time discerning any details, as the shades of this 
  creature’s body are as unpredictable as the sea in a 
  storm.
  There have been reports given by individuals with extra 
  senses that this creature does not always maintain the 
  same body type. It has been described as having differ-
  ent numbers of limbs, different head shapes, and once 
  even a different number of heads. It is uncertain if the 
  creature has eyes at all or only has eyes sometimes, but 
  many assume it must because we are uncertain how else 
  it would be able to detect the presence of light. What 
  everyone that has encountered the creature and lived 
  agrees on, however, is that it feeds on negative energy.
  
  8
  Stealing Shadows. The dangerous thing about the shad-
  ow-stealer is not catching claws or slathering jaws. It has 
  a curious ability to reach out and draw from the dark 
  energy of other people. People who are carrying a lot of 
  guilt with them are at particular risk from this creature, 
  as it seems to be able to get a better grasp on them for 
  that. People who are carrying around a lot of anger are 
  slightly less so, but more than those who seem to have a 
  tranquil lifestyle. Additionally, the shadow-stealer seems 
  attracted to those with a lot of guilt, and will target them 
  first.
  Shadow-Stealer
  Large aberration, neutral evil
  Armor Class 14
  Hit Points 130 (20d10 + 20)
  Speed 30 ft.
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   10 (+0) 18 (+4) 
  12 (+1) 17 (+3) 
  17 (+3) 
  8 (-1)
  Damage Vulnerabilities Radiant
  Condition Immunities Blinded, Charmed, Frightened, 
  Grappled, Restrained
  Senses Blindsight 30 ft., passive Perception 13
  Languages Abyssal
  Challenge 11 (7,200 XP)
  Non-Euclidean Body. The shadow-stealer’s physical form is 
  ephemeral, changing from moment to moment. At the be-
  ginning of its turn, its body will twist and writhe, changing 
  what amount of space it takes up and its effective size. Roll 
  a d4. On a 1, the shadow-stealer is tiny. On a 2, the shad-
  ow-stealer is small. On a 3, the shadow stealer is medium. 
  On a 4, the shadow-stealer is large. If there is enough room 
  in the area, roll a d6 instead. On a 5, the shadow-stealer is 
  huge. On a 6, the shadow-stealer is gargantuan.
  Creature of Shadow. The shadow-stealer has an aver-
  sion to the light and will always use its action to get as 
  far away from it as possible. This includes making itself 
  smaller if necessary. It will never attack a creature stand-
  ing in the light.
  Textural Chameleon. Even creatures with darkvision 
  have disadvantage on Perception checks to see the 
  shadow-stealer, as its body changes shade and texture to 
  blend in with its surroundings.
  Actions
  Multiattack. The shadow-stealer makes two lash attacks 
  and one devour attack.
  Lash. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 14 (4d6) necrotic damage. 
  Devour. The shadow-stealer targets one creature and 
  that creature must make a DC 17 Wisdom saving throw. 
  On a failed save, they take 16 (3d10) necrotic damage as 
  the shadow-stealer consumes some of their guilt. Ad-
  ditionally, they take an extra 5 (1d10) damage for every 
  creature they have murdered in the past tenday; if the 
  person they killed attacked them first it was not murder.
  Topaz Swarm
  “If you’ve ever wanted to fight a bunch of gross tiny mon-
  sters pretending to be one monster, I recommend it. If you 
  haven’t...well. Unlucky you.”
  — Lorash, the orc adventurer that inspired the Ferocious 
  Orc Plushie
  Glittering Beetles. The topaz swarm is constructed of 
  a number of small, glittering scarabs that seem to rally 
  themselves around a gem at the heart of the swarm. 
  The swarm appears not to be comprised of individual 
  creatures of individual intelligence, and is instead many 
  creatures acting as one being. The swarm will often form 
  itself into various shapes, including the shape of a hu-
  manoid creature, to communicate with those around it.
  Topaz Swarm
  Medium beast, unaligned
  Armor Class 16 (Natural Armor)
  Hit Points 81 (18d8)
  Speed 15 ft.
  
  9
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   12 (+1) 14 (+2) 
  10 (+0) 14 (+2) 
  12 (+1) 
  8 (-1)
  Damage Resistances Bludgeoning, piercing and slash-
  ing
  Condition Immunities Charmed, Frightened, Grappled, 
  Paralyzed, Petrified, Prone, Restrained, Stunned
  Senses passive Perception 11, Tremorsense 60 ft.
  Languages Common, Primordial, Sylvan 
  Challenge 11 (7,200 XP)
  Swarmspeak. When the topaz swarm communicates 
  with another creature, it does so by vibrating the wings 
  of the beetles that comprise its body in such a way as to 
  mimic words.
  Swarmbody. The topaz swarm often creates its physical 
  form out of the bodies of thousands of beetles, and can use 
  those beetles to mimic any form of medium size or smaller.
  Swarm. The swarm can occupy another creature’s space 
  and vice versa, and the swarm can move through any 
  opening large enough for a tiny beetle. The swarm can’t 
  regain hit points or gain temporary hit points.
  Actions
  Bites. Melee Weapon Attack: +5 to hit, reach 0 ft., one 
  target in the swarm’s space. Hit: 29 (8d6 +1) piercing 
  damage, or 15 (4d6 +1) piercing damage if the swarm has 
  half of its hit points or fewer. 
  The Gemstone. The topaz at the center of the topaz 
  swarm is what actually contains its consciousness. It is 
  the size of a medium humanoid’s fist and worth 1000 
  gold pieces, but if left exposed to the open air it will 
  begin to attract beetles again over time and attempt to 
  reform itself. There are those who say it remembers who 
  has killed it in the past.
  Zookeeper
  Those who Keep the Exhibits
  Zookeepers are typically tall, lithe creatures with skin 
  spanning from gray to blue and green. They have large 
  conical heads and four thin arms, and were created by 
  the Curator to acquire and maintain a collection of crea-
  tures from across the planes.
  They have four arms, and their bodies appear fragile 
  though this is not the case. Their biggest strength is  
  their access to strange technology that better allows 
  them to serve their zoo and keep the exhibits healthy 
  and in line.
  Zookeeper
  Medium humanoid, lawful neutral
  Armor Class 13
  Hit Points 55 (10d8 + 10)
  Speed 30 ft.
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   10 (+0) 16 (+3) 
  12 (+1) 18 (+4) 
  16 (+3) 
  14 (+2)
  Skills Perception +7
  Damage Resistances All ranged attacks, Acid, Cold, Fire, 
  Force, Lightning, Necrotic, Poison, Radiant, Thunder
  Senses passive Perception 17
  Languages Av-athel, Any other with the aid of a transla-
  tor node
  Challenge 9 (5,000 XP)
  Touch Analysis. Zookeepers have the ability to acquire 
  information about beings to see to their needs. A zoo-
  keeper may use an action to lay a bare, empty hand 
  against a creature and learn through osmosis one of the 
  following traits: 
   
  • Armor Class
   
  • Average HP
   
  • Strongest Ability Score
   
  • Weakest Ability Score
   
  • Movement Capabilities (burrow, flight, swim, etc.)
   
  • Damage Resistances and Immunities
   
  • Damage Weaknesses
  They may use this ability on subsequent turns as normal.
  Shield Projector. A Zookeeper is equipped with a small 
  shield emitter, pinned to their collar. The emitter scans 
  the area around them for incoming projectiles and rogue 
  energy fluctuations, giving a burst of rebuff against such 
  things if it detects them. This gives them resistance to 
  all ranged and energy attacks, though it does nothing 
  against melee, as if the emitter were programmed to 
  rebuff solid objects it would be too difficult to do things 
  like sit at a desk or shake hands with people.
  Actions
  Tranquilizer Gun. Ranged Weapon Attack: +7 to hit, range 
  40/150 ft., one target. Hit: 2 piercing damage, and the 
  target must make a DC 16 Constitution saving throw. It 
  takes 40 (9d8) nonlethal poison damage on a failed save 
  or half as much on a successful one. Additionally, on a 
  failed save the target will fall into a lethargic state and be 
  treated as if under the effects of the slow spell. A target 
  dropped to 0 hit points this way will fall unconscious but 
  be stable. The target will wake up in 1d4 +1 hours.
  Telescopic Stun Baton. Melee Weapon Attack: +4 to hit, 
  reach 10 ft., one target. Hit: 22 (4d10) nonlethal lightning 
  damage and the target must make a DC 15 Constitution 
  saving throw or be stunned until the end of the zookeep-
  er’s next turn.
  
  10
  Em-Katha
  ”What you need to understand is, they wanted me to fail. 
  Refusal would have set me back years in my career and yet 
  acceptance and failure would have meant my life’s work 
  destroyed. They weren’t playing by any kind of rules, or if 
  they were, they were making them up. So I took the cursed 
  job, I made it mine, and here you are. I am sorry it came to 
  this, I do make an honest effort not to capture beings of...a 
  certain degree of sapience...”
  — Em-Katha, to one of the specimens that escaped the 
  enclosure
  The Willing Watcher. This zoo-
  keeper stands at nearly 7 feet 
  tall with a lean frame and four 
  fidgeting arms. Their white lab coat 
  has dozens of pockets of various 
  size, some on the outside and some 
  on the inside, and they wear a pair 
  of glasses with several lenses that 
  overlap in different combina-
  tions to allow them to focus on 
  things of different 
  sizes and 
  distances.
  They 
  have an 
  expressive face and are 
  prone to large gestures 
  with their four arms. 
  Ever since emerging 
  from the cluster, they 
  wanted to be an acqui-
  sitioner for the zoo, but 
  their gentle disposition 
  and fragile Constitution 
  made that a vast imprac-
  ticality. Instead, they 
  decided to put their 
  superior memory to 
  work as a watcher 
  and caretaker for 
  the exhibits 
  instead. After years of work toiling in the underwater 
  wing, they were finally assigned to a job they considered 
  a proper challenge: managing the Humanoid Exhibit.
  The Humanoid Exhibit. Em-Katha was given the Human-
  oid Exhibit in the 80th year of their career, and believes it 
  to have been a shot at them. The exhibit, until this point, 
  had been a miserable failure. After all, beings of a certain 
  intelligence rarely take well to captivity. Six other zookeep-
  ers had been given this job and all of them had failed, but 
  Em-Katha was not about to take past performance as an 
  indicator of their results. They studied the exhibit for months 
  before officially taking over, watching what the humanoids 
  did and the traits that made them so difficult to keep in the 
  first place. What they discovered, they decided to take as an 
  opportunity rather than a detriment. You see, humanoids are 
  willful creatures and they thrive on challenge and hardship. 
  These were not creatures to be coddled and taken care of, 
  no. These were creatures that require something to test 
  them. As a result, they decided to showcase these creatures 
  in the best and worst of environments to show their versa-
  tility. There was one more caveat. These beings could never 
  be allowed to know they were being kept in a zoo. Instead, 
  the biomes designed for these humanoids had to be made 
  in such a way that they could reasonably believe themselves 
  to be in a more natural environment. Under Em-Katha’s 
  instruction, the zookeepers learned to keep themselves hid-
  den from the creatures they were taking care of. They were 
  taught to release food sources for the humanoids to gather 
  themselves, and create synthesized hardships for these peo-
  ple to test their ability to justify their own survival. Of course, 
  this meant some of them were going to die in the process, 
  but isn’t that just nature? Unfortunate, but necessary. The 
  Humanoid Exhibit has thrived ever since.
  Cunning Chessmaster. Em-Katha’s real strength lies in their 
  ability to observe and prepare in advance. They pay attention 
  to those around them and learn the patterns of their move-
  ments before they make them, and they pride themselves on 
  their ability to prepare for any eventuality. They keep particular 
  note of those humanoids in the exhibit who notice the patterns 
  of their containment. Em-Katha greatly respects those traits, 
  and secretly revels in those who manage to escape their enclo-
  sures. The other zookeepers have keen minds, but a humanoid 
  who sees through the carefully crafted illusion Em-Katha has 
  made is a rare treasure to them and they revel in the ability to 
  test their skills against such a creature. Em-Katha is not unrea-
  sonable. They can be persuaded, but by logical means. Appeals 
  to emotion will not get you very far with them, but if you can 
  make a decent case for practicality, they will be more than 
  willing to hear you out and perhaps even to acquiesce.
  Friend or Foe
  
  11
  Hook No. 1: Hired Help
  Occasionally a problem will arise that Em-Katha does not 
  feel comfortable handling on their own. They have been 
  known to sometimes reach out to other species, even 
  those of the type that they are responsible for keeping 
  contained in the zoo, both for advice and for aid in quell-
  ing unrest in the exhibit. They may approach reasonable 
  PCs in such a fashion.
  Hook No. 2: Clever Captor
  It is fully possible for a humanoid that has escaped from 
  the zoo to find Em-Katha in their office. They will not 
  run, at first, always wishing for the opportunity to sit and 
  speak with someone who was clever enough to escape 
  their confinement. Of course, they are always prepared 
  with a way out, but that face to face conversation is very 
  important to them.
  Em-Katha
  Medium humanoid, lawful neutral
  Armor Class 13
  Hit Points 63 (18d8 - 18)
  Speed 30 ft.
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   10 (+0) 16 (+3) 
  8 (-1) 
  22 (+6) 
  18 (+4) 
  16 (+3)
  Skills Perception +8
  Damage Resistances All ranged attacks, Acid, Cold, Fire, 
  Force, Lightning, Necrotic, Poison, Radiant, Thunder 
  Senses passive Perception 18
  Languages Av-athel, Any other with the aid of a transla-
  tor node
  Challenge 12 (8,400)
  Touch Analysis. Em-Katha’s metaphysical awareness is 
  remarkably keen. They have the same ability to acquire 
  information about beings to see to their needs, but with 
  particular practice, they are able to acquire more with 
  less time exposed. Em-Katha may use an action to lay a 
  bare, empty hand against a creature and learn through 
  osmosis two of the following traits: 
   
  • Armor Class
   
  • Average HP
   
  • Strongest Ability Score
   
  • Weakest Ability Score
   
  • Movement Capabilities (burrow, flight, swim, etc.)
   
  • Damage Resistances and Immunities
   
  • Damage Weaknesses
  They may use this ability on subsequent turns as normal.
  Shield Projector. Em-Katha is equipped with a small 
  shield emitter, pinned to their collar. The emitter scans 
  the area around them for incoming projectiles and rogue 
  energy fluctuations, giving a burst of rebuff against such 
  things if it detects them. This gives them resistance to 
  all ranged and energy attacks, though it does nothing 
  against melee, as if the emitter were programmed to 
  rebuff solid objects it would be too difficult to do things 
  like sit at a desk or shake hands with people.
  Mastered Memory. Em-Katha pays careful attention to the 
  creatures in their zoo and knows precisely what they can 
  do. Not only that, but they watch all of the camera feeds 
  and take special note of any adventurers who enter The 
  Dungeon and what their typical strategies are. They will 
  take measures to counter those strategies, using zookeeper 
  technology to outfit their office. For example, if they have 
  been watching a party who relies heavily on spellcasting 
  Em-Katha might prepare their office with a zone of silence 
  to give themselves time to escape should things become 
  problematic. Em-Katha may make one of these alterations 
  to their workspace in preparation for a fight.
  Actions
  Multiattack. Em-Katha makes one Tranquilizer Gun at-
  tack and two Telescopic Stun Baton attacks.
  Tranquilizer Gun. Ranged Weapon Attack: +7 to hit, range 
  40/150 ft., one target. Hit: 2 piercing damage, and the 
  target must make a DC 16 Constitution saving throw. It 
  takes 40 (9d8) nonlethal poison damage on a failed save 
  or half as much on a successful one. Additionally, on a 
  failed save the target will fall into a lethargic state and be 
  treated as if under the effects of the slow spell. A target 
  dropped to 0 hit points this way will fall unconscious but 
  be stable. The target will wake up in 1d4 +1 hours.
  Telescopic Stun Baton. Melee Weapon Attack: +4 to hit, 
  reach 10 ft., one target. Hit: 22 (4d10) nonlethal lightning 
  damage and the target must make a DC 15 Constitution 
  saving throw or be stunned until the end of the Em-
  Katha’s next turn.
  Web Enhancement
  Web Enhancement
  At Nerdarchy the Website you can Join the Fight for 
  At Nerdarchy the Website you can Join the Fight for 
  Freedom at the Planar Zoo! Internal disputes lead to 
  Freedom at the Planar Zoo! Internal disputes lead to 
  strife and a group of zookeepers working behind the 
  strife and a group of zookeepers working behind the 
  scenes to shut down the zoo and free the residents 
  scenes to shut down the zoo and free the residents 
  kept inside. A new Friend or Foe and organization 
  kept inside. A new Friend or Foe and organization 
  makes for an extra layer of intrigue and interaction for 
  makes for an extra layer of intrigue and interaction for 
  adventurers as they slowly realize their predicament 
  adventurers as they slowly realize their predicament 
  and attempt to escape.
  and attempt to escape.
  These sabotage tactics mean more than just freeing 
  These sabotage tactics mean more than just freeing 
  captives and insightful interactions might reveal even 
  captives and insightful interactions might reveal even 
  more personal reasons for Balip — Nop Pop’s fight for 
  more personal reasons for Balip — Nop Pop’s fight for 
  freedom at the Planar Zoo.
  freedom at the Planar Zoo.
  Check it out for free 
  Check it out for free here
  here or at bit.ly/planarfreedom
   or at bit.ly/planarfreedom
  
  12
  Humanoid  
  Exhibit
  (88,900 XP)
  ”The Humanoid Exhibit is one of our most popular! Observe, 
  bipeds from all walks of life as they navigate and adapt to 
  all kinds of different and inhospitable environments!
  These creatures are all incredibly intelligent and resourceful. 
  In fact, when we first opened the exhibit we had a difficult 
  time keeping them contained. They kept managing to 
  break into our maintenance tunnels. Even when we started 
  employing tunnel guardians, dangerous traps and difficult 
  puzzles, they still managed to break in.
  The old maintenance tunnels are part of the exhibit now, 
  you see. Sometimes, very brave humanoids will decide to be-
  come ‘adventurers’ and climb down into the tunnels to seek 
  their fortune and move between the biomes! Unfortunately 
  we do lose some of our specimens that way, but it is just fas-
  cinating how they’ve adopted The Dungeon into their lore.
  We have to be very careful though. Every once in a while, 
  one of them starts to notice the patterns and once they start 
  realizing we have them in captivity, well…
  …What do you mean one of them is looking at the camera?
  WE HAVE A CODE BIPED! I REPEAT, CODE BIPED, PLEASE PRO-
  CEED TO YOUR DESIGNATED HIDING PLACES AND GET THE 
  CONTROL SQUAD! DO NOT MOVE, DO NOT BREATHE, UNTIL 
  THE CONTAINMENT BREACH IS TAKEN CARE OF, OH GODS!”
  Encounter Overview
  The Humanoid Exhibit was designed by the zookeeper 
  Em-Katha to look (at least from the inside) like it was not 
  an exhibit at all. Ergo, everything inside has a feeling of 
  controlled wear and tear.
  The tunnels and rooms beneath the biomes are specif-
  ically made to look like a Dungeon, but they were once 
  maintenance tunnels and that is something to keep in 
  mind as you run this terrain. 
  Everything is just a little bit too perfectly maintained and 
  characters with a discerning eye might be able to catch 
  onto things like seams that are just a little too straight, 
  or the pattern of wear and tear on a stone wall looking a 
  smidge too artificial.
  All of the exits in this Dungeon either lead into a biome 
  where the humanoids of the exhibit live, or into the lower 
  levels of the maintenance tunnels where higher technol-
  ogy still exists. Even so, do not be afraid to imply higher 
  levels of technology in The Dungeon itself; the sounds 
  of gears turning, a rhythmic beeping, perhaps light in a 
  room with no discernible light source. And do not forget, 
  there are always cameras. This is, after all, a zoo exhibit.
  Encounter Difficulty
   Party of 4 
  Easy 
  Medium 
  Hard 
  Deadly
   Character Level 
  20 
  16 
  13 
  10
  List of the Monsters in the encounter 
  Pfism (1)  
  CR 15 
   (1 x 13000 XP) 
  Beast of Many Arms (1)  CR 11 
   (1 x 7,200 XP)
  Obsidian Crawler (1)  
  CR 13 
   (1 x 10000 XP)
  Aurora Wraith (1)  
  CR 10 
   (1 x 5900 XP)
  Shadow Stealer (1) 
  CR 11 
   (1 x 7200 XP)
  Topaz Swarm (1)  
  CR 11 
   (1 x 7,200 XP)
  Zookeeper (6)  
  CR 9 
   (6 x 5000 XP)
  Em-Katha (1)  
  CR 12 
   (1 x 8,400 XP)
  Adventure Hooks
  By Invite Only. You have been given invitations to a 
  planar menagerie to see other beings from the far 
  reaches of the multiverse! Everything is going fine until 
  you realize there are other humanoids being kept in the 
  exhibits…are you sure you can let that stand?
  Exhibitions. Your have lived your entire lives in one of 
  the biomes of the Humanoid Exhibit and might not even 
  know that you are being kept as a zoo display. You know 
  the lore of The Dungeon and how it leads between dan-
  gerous lands and the mythical Oasis that some people 
  reach and live out the rest of their days in comfort, but 
  only after gathering special keys from each of the other 
  six Lands of Danger. Perhaps while you are gathering 
  these keys, you begin to notice that things are not exact-
  ly what they appear to be…
  You Wake Up in a Strange Location. You are recent-
  ly captured acquisitions. You have been drugged and 
  brought to this place, and you have no idea specifically 
  how you got here, but everything is dangerous and noth-
  ing is awesome. Can you figure out what has happened 
  to you and get back home? And what will you do to your 
  captors when you realize what they have done?
  terrible terrain
  
  13
  
  14
  Another Day at the Office. You are zookeepers, tasked 
  with acquisitioning and maintaining the Curator’s Col-
  lection of Cosmic Creatures! You have graduated from 
  school and shed that pesky student prefix and now you 
  get to do what you have always wanted! But gathering 
  cosmic entities is no easy task, and some of the more 
  intelligent ones take it so personally.
  The Keys of Danger
  The Keys of Danger are used to open the door to the Oa-
  sis. They can be found up the stairs in each of the Cham-
  ber Entrances. If you wish to run this as a standalone 
  adventure, feel free to simply have the keys on altars 
  up each of those stairs, but also take it as an opening to 
  place your own content if you want a longer adventure.
  Entrances to The Dungeon
  Characters in the Humanoid Exhibit of the zoo are able 
  to enter The Dungeon through access points around the 
  various biomes. Originally, these were meant to be hid-
  den, but the display creatures kept finding them and Em-
  Katha, the Humanoid Exhibit’s curator, finally decided to 
  make this a feature of the exhibit and create something 
  down there for the humanoids to explore. Unfortunately, 
  this means in order to enter the biomes from the outside 
  one must first go through The Dungeon as well.
  Now, the entrances are still partially hidden but particularly 
  adorned with artificially aged stone to make them look 
  more mysterious, like they are some kind of old ruin. As a 
  result, there are eight ways into The Dungeon depending 
  on if you are coming in through a biome or the outside.
    
  Dungeon Entrances
   No. 
  Location 
  Appearance
   1 
  Oasis 
   The door is set into a living tree 
  and leads into an idyllic village. It is not possible to enter 
  this way without collecting the Keys of Danger first.
   2 
  Volcano 
  The door is set into the wall of the  
  volcano and if someone stepping  through it isn’t careful 
  they will be in danger of falling into the magma below. 
  Anyone blundering in reckless much succeed on a DC12 
  Dexterity saving throw to avoid.
   3 
  Arcstorm 
  The door is an archway crackling 
  with magical energy. A detect magic spell or similar mag-
  ic will reveal it to be an illusion surrounding the actual 
  doorway but for the untrained eye it may as well be a 
  portal.
   4 
  Desert 
  The door is in the back room of a 
  temple and the characters emerge facing statuary of a 
  goddess with loose and wild hair and raised arms.
   5 
  Tundra 
  The basement of a mead hall, 
  leading into their wine cellar. The bartender is perfectly 
  aware of the door being down there and in fact often 
  greets travelers coming his way.
   6 
  Shadow 
  Stairs open into a pitch black cave. 
  Even with torches it seems dark in this place and the 
  entire biome is like this.
   7 
  Acid Marsh 
  A crag in a rock face with worn 
  lettering pressed into the stone. It is a mix of Draconic 
  and Orc and does not say anything in particular.
   8 
  Laboratories 
  No hint of pretense, simply opens 
  up into a lab.
  The Lore of The Dungeon and the Thousand Eyes
  Humanoids in the exhibit have stories they tell about 
  The Dungeon, as most of them were born here and have 
  accepted it as a part of their lore. Here are some hints 
  characters could pick up from NPCs in the various biomes 
  as to the nature of this place:
   Investigation Bit of Information
   1-5 
  We do not know where The Dungeon 
  came from, only that it is the only thing connecting our 
  lands to the others here.
   6-10 
  Adventurers who manage to gather arti-
  facts from each of the lands around the Oasis are prom-
  ised heaven in the midlands, where they can live out the 
  rest of their days in luxury.
   11-12 
  Hardly anyone risks leaving the midlands 
   to leave means undergoing a hard quest to get back in. 
  The door only opens one way without it.
   13-14 
  There are ferocious monsters in The Dun-
  geon and they guard the entrances to each of the lands 
  here. Whenever we manage to kill one, another takes its 
  place before long. No one knows why this happens.
   15-16 
  It’s strange but there’s really nothing we 
  can think of that the monsters would be eating down there 
  to sustain themselves, and yet they never starve to death.
   17-18 
  Some of us think The Dungeon was 
  created by the gods and that they have left some of 
  their eyes behind. If you really pay attention, you can see 
  them, hidden between gaps in the stone. Sometimes if 
  you look closely they will blink at you.
  Do not forget there are cameras in every chamber and a 
  successful DC 20 Intelligence (Investigation) or Wisdom 
  (Perception) check will reveal their locations to the party. 
  They will always be well hidden in the walls, ceiling or floor.
  Room 1 - The Chamber Beneath the Oasis
  The door to this room can easily be opened from the in-
  side, but the outside requires a special set of keys. If the 
  visitor has a Master Key given to them by the zookeepers, 
  they will be able to open this door easily.
  Otherwise, the lock on the other side of the door has six 
  slots, and each of the Keys of Danger must be inserted 
  into its proper slot to open the door.
  The room itself is fairly sparse, with smooth walls and a 
  wrought iron spiral staircase leading up. The steps on this 
  staircase are textured for traction. The only real feature 
  in this room otherwise is a battered round rug at the 
  bottom of the spiral stairs.
  
  15
  The Secret Rug
  Beneath the rug in this room, there is a teleportation 
  circle that leads into Room 8, the laboratory stairs.
  Room 2 - The Chamber Beneath the Volcanic Biome
  This 20 ft. by 20 ft. room is spartan and features a 
  wrought iron spiral staircase in the northwestern corner. 
  This staircase has textured steps for traction.
  The stone in this room is warm to the touch, as if heated 
  by an outside source — it is. The warmth of the magma 
  above seeps into the room and its walls.
  Room 3 - The Chamber Beneath the Arcstorm Biome
  The smooth stone walls of this 20 ft. by 20 ft. room 
  features arcane embossments. The entire room seems to 
  crackle with magic, but is otherwise spartan in decor.
  The only real feature of the room is a spiral staircase in 
  the northeastern corner. This staircase is wrought iron 
  and has textured steps for traction.
  Room 4 - The Chamber Beneath the Desert Biome
  This 20 ft. by 20 ft. room features smooth stone walls and 
  sand between the cracks of the slabs where it has fallen 
  in from the biome above. There is a wrought iron spiral 
  staircase in the northwestern corner of the room, the 
  steps of which are textured for traction.
  Room 5 - The Chamber Beneath the Tundra Biome
  This 20 ft. by 20 ft. room is mostly spartan with smooth 
  walls and a spiral staircase in the northeastern corner, 
  the steps of which have been textured for traction. The 
  walls and floor of this room are coated in a light layer of 
  frost, making the floor of this room difficult terrain.
  Inside this room, there is an aurora wraith that lists back 
  and forth throughout the chamber. The wraith can be 
  reasoned with by those who speak Primordial, and if 
  contact is established it will talk about how it desires to 
  get out of this chamber. Combat with the aurora wraith 
  can be avoided if the party promises to open the door 
  above for it.
  Room 6 - The Chamber Beneath the Shadow Biome
  This 20 ft. by 20 ft. room is pitch dark. As with the other cham-
  ber entrances, it is mostly featureless with only a wrought iron 
  spiral staircase leading up into the shadow biome.
  Care and Upkeep
  A character who succeeds on a DC 18 Wisdom (Perception) 
  check will notice slats in the upper parts of the walls of 
  Room 5, closed currently. The controls to open them are not 
  inside of this room in any way. This is the way the zookeep-
  ers have been feeding the aurora wraith. If a character man-
  ages to open it, it will shed bright light into the room. This 
  light does no damage but sends an alert to the zookeepers 
  that someone has breached the room. If a character lights a 
  torch or a match in here, the creature inside (a shadow-steal-
  er) will react by withdrawing from the light and folding itself 
  into the shadowed corners of the room. If no such object is 
  lit, the shadow-stealer will attempt to feed on the party.
  Room 7 - The Chamber Beneath the Acid Marsh
  This 20 ft. by 20 ft. room is mostly featureless, but the walls 
  and floor are covered in a thick brown-orange ooze that burns 
  to the touch, dealing 2 (1d4) acid damage to anyone who 
  touches it ungloved. Unlike the other chamber entrances, the 
  spiral staircase is not immediately visible to the characters 
  as the room is filled by a pfism. The pfism is not aggressive 
  at first, merely lazing in the puddle of acid provided for it as 
  food. If attacked, it will act to defend itself and attempt to 
  escape through the ceiling of the room. There is a lever on 
  the wall beside this chamber that will open up the ceiling 
  and allow the pfism to escape into the acid marsh above, but 
  pulling it requires the puzzle in room 21 be completed.
  Alien Mechanisms
  Opening the ceiling door in this room will give characters 
  who succeed on a DC 16 Wisdom (Perception) check a 
  glimpse of some of the alien machinery between The Dun-
  geon floors as the floor has parted to reveal sophisticated 
  machinery beyond anything the party is likely to have seen 
  before now. Catching this glimpse gives the party advantage 
  on Investigation and Perception checks to catch other hints 
  of the zookeeper technology throughout The Dungeon, as it 
  is the most blatant display visible to characters attempting 
  to escape the zoo that they are, in fact, in containment.
  Room 8 - The Chamber above the Laboratory
  This 10 ft. by 25 ft. chamber can only be accessed by the 
  teleportation circle inside the chamber beneath the Oasis, 
  and that is hidden by a rug. The wrought iron spiral stair-
  case in this room leads downward and into the mainte-
  nance tunnels. The room beneath this one is 20 ft. by 20 ft. 
  with a door locked from the outside, but the inside of the 
  room has the display feeds of every camera inside The Dun-
  geon. Once the party makes it this far, they will be swiftly 
  escorted by a cadre of six zookeepers to a meeting with the 
  manager of the Humanoid Exhibit, Em-Katha. Any violence 
  will be met with similar violence, though the zookeepers 
  will be aiming to tranquilize and capture, not to kill.
  
  16
  Room 9 - The Oasis Lock
  This 15 ft. by 20 ft. room is made of smooth concrete and 
  in the center of the northern wall there is an industrial 
  door with a complicated lock on it. This lock has magical 
  components and cannot be picked by mundane means. 
  Should a character attempt to dispel magic on the lock, 
  they will set off an alarm to the zookeepers and a me-
  chanical sound will be heard within the door as a mech-
  anism clicks into place preventing the door from being 
  opened. There is a door to the south and one to the east. 
  The walls of this room are decorated in rough mosaics 
  depicting stereotypical humanoids fighting the gate-
  keepers and proving themselves victorious.
  Mosaics in Room 9
   Gatekeeper 
  Depiction
   Obsidian Crawler 
  A group of adventurers in com-
  bat against the crawler, one with a cudgel in his hand 
  and the shell of the crawler chipping away as another 
  stabs it with a spear.
   Beast of Many Hands 
  A group of adventurers standing 
  at arm’s length from the hands, using spears and spells to 
  bring it down.
   Topaz Swarm 
  A group of adventurers offer 
  food to the creature, which appears to graciously accept 
  this instead of their flesh.
   Aurora Wraith 
  A group of adventurers, one of 
  them casting dark magic at the wraith while others come 
  at it with clearly silvered weapons.
   Shadow-Stealer 
  A group of adventurers clustered 
  together around a torch as they move past an unknown 
  creature in the shadows.
   Pfism 
  A group of adventurers on one 
  side of the door, pulling a lever, and the pfism flying out 
  the top.
  Room 10 - The Volcanic Gatekeeper
  This 25 ft. by 25 ft. room has a wooden door to the north 
  and one to the east. In the center of the ceiling is a large 
  heat lamp, and beneath it, an obsidian crawler basks in 
  the glow. The floor of the room is partially tile and partially 
  glass revealing a layer of magma underneath that gives 
  the entire room a certain glow. The obsidian crawler will 
  not attack until they get within 10 feet of it, but at that 
  point combat is unavoidable. It cannot fit through either of 
  the doors, however. A character that succeeds on a DC 18 
  Wisdom (Perception) or Intelligence (Investigation) check, 
  made with disadvantage if the crawler is still alive and in 
  the room, will be able to see sliding slots in the sides of the 
  room where the zookeepers give the crawler its meals.
  Room 11 - The Arcstorm Gatekeeper
  This 20 ft. by 25 ft. room is covered in arcane sigils. A 
  successful DC 15 Intelligence (Arcana) check reveals that 
  they mean nothing and are only for decoration. This 
  room also contains a Beast of Many Arms, which will 
  gladly attack the party on sight.
  The Beast of Many Arms is spoiling for a fight and begins 
  its turn in the northeastern corner of the room. If the 
  party should enter carelessly it will initiate combat with 
  a charge and slap attack at the first person through the 
  door. There is a door to the south and a door to the east.
  Room 12 - Refreshments
  This 25 ft. by 25 ft. room has doors to the north and east, 
  and an open hallway to the west through which a gauntlet 
  can be easily seen from inside the room. Five cages hang 
  from the ceiling here on partially rusted chains, containing 
  glass bottles. The cages are locked (DC 12 to pick the locks) 
  but can be easily removed from the hooks they are hang-
  ing on. The bottles contain potions of superior healing 
  (8d4 + 8) and are labeled with red crosses. A character who 
  removes one of these cages from a hook and succeeds on 
  a DC 15 Wisdom (Perception) check will hear the cameras 
  adjust themselves to look at them at this moment.
  The Gauntlet
  The hallway between rooms 2 and 10 is a gauntlet. The 
  hallway is 25 feet long and full of hazards, and anyone 
  attempting to plow through will need to make three Dex-
  terity saving throws of increasing difficulty (10, 12 and 15 
  respectively) to make it to the other side safely. A failure on 
  the first throw will result in 5 (2d4) piercing damage as the 
  character is hit by a dart. A failure on the second throw will 
  result in 10 (3d6) bludgeoning damage as the character 
  fails to move out of the way of a falling brick. A failure on 
  the third throw will result in 22 (4d10) slashing damage 
  as an axe blade clips the front or back of them on their 
  way through. A character merely attempting to reach the 
  hallway in the middle will only have to make two of these 
  saves, and in this middle hallway there is a lever that will 
  disengage the gauntlet and make it safe to traverse the hall.
  Room 13 - The Supply Room
  This 15 ft. by 30 ft. room has one door, on the eastern wall. 
  This door is locked, and requires a successful DC 14 thieves’ 
  tools check or  DC 16 Strength check to open. Inside this 
  room, there are shelves of supplies in crates and a crowbar 
  leaning beside the door.  Most of these crates are full of 
  rations and water, and there are bedrolls stacked in one cor-
  ner; however many characters are in the party are how many 
  bedrolls there are. Among these supplies are silvered weap-
  ons. Whatever the characters are likely to use, that is what is 
  provided. There is no trick to obtaining these weapons, they 
  are simply wrapped and left along with the supplies.
  The Convenient Loot
  It’s no secret, from you at least, that the characters are 
  here as part of a zoo exhibit. That means there are people 
  watching them through those cameras. The Dungeon was 
  created as a test for the humanoids in the exhibit, yes, 
  as much as it is a diversion to keep them from realizing 
  they are, in fact, in an exhibit, but the zoo gets most of its 
  funding from visitors and the visitors at the Humanoid  
  
  17
  Exhibit came here to see the humanoids win. If the char-
  acters call this into question, this is an excellent opportu-
  nity to break out the old “yes, that is weird, isn’t it?” This 
  room is also a convenient place to drop something the 
  characters might have been looking for, if it’s something 
  they really need. Things like rope, a lantern, torches, even 
  more healing potions if necessary are all good choices.
  Room 14 - The Desert Gatekeeper
  This 20 ft. by 25 ft. room has doors to the west and south, 
  and an open corridor to the east. In this room, there is a 
  topaz swarm. Upon the party entering this room, there 
  will be scarab beetles milling about on the floor and walls, 
  often crawling all over each other for the sheer number of 
  beetles there are. When someone has officially entered the 
  room, the beetles will swarm together into the form of a 
  humanoid made of beetles. The topaz swarm will be willing 
  to talk to the party and confess that it is hungry. A clever 
  party may be able to wheedle out of the swarm that it has 
  not been fed in some time but that it usually is, and it may 
  point out the hidden slot in the wall where the food comes 
  from. If offered food, the topaz swarm will not attack. Oth-
  erwise, it will ruefully confess that the hunger has been too 
  great and attack the party. Success on a DC 18 Intelligence 
  (Investigation) check will reveal the slot that the food 
  comes through. A small creature will be able to fit inside it, 
  but anyone larger will not. This slot is an uphill climb and 
  leads into the kitchens where there are several zookeepers 
  working. Within minutes, the zookeepers will realize there 
  has been a breach and send a cadre of six zookeepers to 
  collect the party to Em-Katha’s office.
  Room 15 - The Danger Tiles
  This 15 ft. by 20 ft. room has a door to the north, one to 
  the south and an open doorway to the east.
  The walls in this room are covered in mosaic illustrations 
  of adventurers in combat with the various gatekeepers in 
  The Dungeon. A brown and yellow tile display depicts a 
  group of four adventurers being burned alive by the acid 
  spray of a pfism. One in blacks and reds depicts a pair of 
  adventurers held in the claws of an angry obsidian crawl-
  er. A colorful piece on the northern wall displays an orc 
  dying as an aurora wraith passes through it, and one in 
  shades of only dark grays depicts a halfling in shadow as 
  dark energy is ripped out of them. Finally, a piece depicts 
  a swarm of beetles surrounding and devouring a human 
  with a pained look on his face.
  Room 16 - The Rest Stop
  This 20 ft. by 25 ft. room is well stocked with food and 
  drink. There is a crate here with as many potions of su-
  perior healing as there are adventurers in the party, each 
  coupled in a set with a strange glowing violet potion that 
  tastes strange and fizzes, but when consumed gives the 
  benefit of a long rest. Also in this room is a box of torches 
  and oil. The crates in this room seem to have been ar-
  ranged in such a fashion that if the party wishes to sleep 
  here, they can do so with some degree of comfort.
  Room 17 - The Missive Table
  This 25 ft. by 40 ft. room has lit sconces along the walls pro-
  viding ample light for anyone that enters. There are doors 
  to the north, south, east and west. There is a long table in 
  the center of the room that appears to have had a lot of 
  use in the past. On this table, those who have come before 
  have scrawled things and the wood is well-scarred with 
  such messages. Many adventurers simply scrawled their 
  names; if the players ask what names are on the table, this 
  is an opportunity to allow their previous characters to cam-
  eo in the adventure if you think your players would be into 
  that. The name Lorash is definitely carved into the table, 
  in big jagged letters. A character who succeeds on a DC 
  13 Intelligence (Investigation) check will see a note carved 
  in elegant writing with an arrow pointing to the west that 
  says “there is helpful information this way.” In several plac-
  es, there are paranoid scrawlings, as well. Things like “They 
  Are Always Watching” and “Beware the Gray Men.” Some of 
  these scrawlings depict only a single eye. Make sure to let 
  the players know that there is enough bare space if they 
  wish to write their own missive for posterity.
  Room 18 - The Matching Mosaic
  This 15 ft. by 15 ft, room has a door to the north, and open 
  doorways blocked by heavy portcullises to the east and 
  west. There is a large mosaic along the southern wall of 
  this room that appears to depict the room precisely as it is 
  decorated. In the mosaic, there is a room with a small table, 
  and three chairs around it, the fourth chair positioned in 
  the corner of the room. There is a plate, a candlestick and a 
  dagger on the table, and in the mosaic the candlestick is lit. 
  In the room, there is a small table, and four chairs around 
  it. There is a plate, and an unlit candlestick on the table. 
  If the party makes the room match the mosaic, the gates 
  will open. If they do this and succeed on a DC 15 Wis-
  dom (Perception) check they will hear the cameras adjust 
  themselves to look at them at this moment while the zoo-
  keepers lift the gates for them. The portcullis gates can be 
  lifted and held with a successful DC 15 Strength (Athletics) 
  check, allowing the party to bypass this puzzle.
  Room 19 - The Decoy Warp Room
  Along this 10 ft. by 30 ft. room, there are what appear to 
  be three teleportation circles engraved into the floor.
  All three circles have smaller circles attached to them 
  that have no sigil in them, and nothing there, though 
  they are large enough that setting something inside 
  them seems like a logical next step. A successful DC 14 
  Intelligence (Arcana) check will reveal that they are abso-
  lute bunk and cannot be made to work as they do not go 
  anywhere. In fact, many of the letters in the sequences 
  used here don’t mean anything at all.
  Room 20 - The Temple
  This 15 ft. by 20 ft, room is a temple to the Curator. There 
  are no written words in this room, only mosaic depictions 
  on the walls of a large hand kindly picking up various 
  creatures, some familiar and some not.
  
  18
  The imagery of a ray of light beaming down on beatific 
  beings is fairly pervasive in this iconography. At the far 
  east side of the room there is an altar with a statue of a 
  god behind it. 
  This god is depicted with lidded eyes and a content smile, his 
  hands spread in a welcoming gesture. Anyone who leaves an 
  offering will come under the effect of the bless spell.
  Room 21 - The Pedestals
  This oblong room is, at its widest east to west, 35 feet 
  and at its widest north to south, 20 feet. There is a small 
  corridor on the eastern side that ends in a door to the 
  north, and there are doors to the west and south.
  The door to the west has a locked lever beside it. The 
  lock on this lever can be picked with a successful DC 14 
  thieves’ tools check.
  Otherwise, there are three pedestals in the room with 
  triangular tops. All three have the same symbols on 
  each side, a dagger, an arrow and a torch, and enough 
  space on top to fit any of those things.
  The first pedestal has the dagger facing north, the arrow 
  facing southeast and the torch facing southwest.
  The second pedestal has the arrow facing north, the 
  torch facing southeast and the dagger facing southwest.
  The third pedestal has the torch facing north, the dag-
  ger facing southeast and the arrow facing west.
  On the northern wall of this room there is a mosaic 
  illustration of the Curator with his lidded eyes and open 
  hands, and several animals depicted within his hands.
  Many parties will be quick to put a dagger on the first 
  pedestal, an arrow on the second and a torch on the 
  third. The trick of this puzzle, however, is to twist the 
  tops of the pedestals and line up the images on the 
  sides so that they match.
  Once they have been lined up, the top of the first ped-
  estal will slide off to reveal the key to the lever on the 
  western side of the room.
  Em-Katha’s Office
  The manager of the Humanoid Exhibit has a spacious, 
  round office with a large desk and a window overlook-
  ing the exhibit itself. Several exotic potted plants sit 
  around the office space. The carpet is robin’s egg blue 
  and the walls change color at Em-Katha’s whim via a 
  small remote they keep in their lower right sleeve. 
  They have outfitted this room with at least one thing 
  that will help them in combat in case things with the 
  party get violent and are not afraid to let them know it 
  out of the gate. 
  There is also a warp pad beneath the desk that Em-
  Katha will not hesitate to use if things get hairier than 
  they are comfortable with.
  At this point, the party has presumably solved every 
  puzzle The Dungeon had to offer and managed to break 
  out of the exhibit on their own. Em-Katha will be very 
  impressed by this, and particularly impressed if they 
  have managed to find a way out that did not involve 
  solving the puzzles (for instance, if they think to break 
  the cameras and hide, or use the opening when the 
  ceiling of the pfism room separates).
  Em-Katha will want a conversation first, but at that 
  point they will be willing to send the characters any-
  where in the multiverse they want to go.
  Of course it is far more likely to come to blows, and if 
  it does, Em-Katha is likely to run. The trouble is, they 
  are also very drawn to brilliance, and a humanoid who 
  managed to break out of its enclosure will be of partic-
  ular note to Em-Katha.
  In short, they will not be able to keep themselves away 
  forever, so if Em-Katha manages to evade them and 
  they want their revenge anyway, there can be reason-
  able opportunity for that down the line.
  The Morality of the Zoo
  Em-Katha enjoys debate and will be willing to hear the 
  characters out if they have objections to humanoids 
  being kept here. This will generally not be an easy 
  argument. 
  Em-Katha is likely to respond more positively to flattery 
  and will be persuaded more easily by arguments that 
  highlight what a waste this creativity is, in the long run.
  Here are some of the counterarguments Em-Katha might 
  provide to the points the characters could make regard-
  ing the capture and containment of humanoid beings:
   Argument 
  Rebuttal
   
  Rebuttalzof dying horribly had they been 
  left where they were. Here they are mostly 
  comfortable and taken care of unless they 
  choose not to be.”
  “It is morally in-
  correct to keep 
  sapient beings 
  prisoner when 
  they haven’t 
  done anything.”  
  “But they were 
  being kept in 
  harsh environ-
  ments.” 
  “How would 
  you feel if 
  someone kept 
  you in a zoo?”
  “I can statistically prove that humanoids 
  require strife as a basic need. When kept 
  in an easy environment they chafed and 
  their mental health began to fail. Crea-
  tures of sufficient intelligence require 
  challenge to live.”
  “The curator keeps me here along with the 
  other zookeepers and expects us to earn 
  our keep, but our basic needs are still being 
  met. In short, I am being kept in a zoo.”
  
  19
  Zookeepers
  Bipedal with large conical heads and four thin arms, zookeepers 
  were created by the Curator to acquire and maintain a collec-
  tion of creatures from across the planes. They are intelligent and 
  caring, with access to quite a bit of strange magic and technolo-
  gy that makes up for their often limited physical strength.
  Zookeeper Names
  Zookeepers draw no difference between the males and females 
  of their species in terms of name, and instead construct their 
  names around their function in society. A zookeeper’s base 
  name is given to them at birth by their parents and always has 
  two syllables, and they acquire a prefix when they take on a 
  purpose within the zoo. This prefix is always one syllable.
  Base Names: Arda, Cella, Darvo, Fenne, Gara, Katha, Luno, 
  Metra, Navi, Ordo, Palca, Qunna, Rathi, Senna, Talo, Yanne
  Prefixes: Aes- (Student), Em- (Watcher/Manager), Jan- 
  (Public Relations), Kal- (Cook), Leth-(Acquisitioner), Mal- 
  (Researcher), Saz-(Security), Vas- (Healer)
  Zookeeper Traits
  Your zookeeper heritage manifests in a variety of traits 
  you share with other zookeepers.
  Ability Score Increase. Your Intelligence score increases 
  by 2 and your Constitution score increases by 1.
  Age. Zookeepers mature more slowly than humans, 
  reaching full adulthood around the age of 30. They live to 
  be about 700 years old, though some can live as long as 
  900 if they are in good health.
  Alignment. Zookeepers were specifically made to have even 
  tempers and as caregivers for the creatures in the zoo. As 
  a result they are almost invariably lawful and zookeepers 
  that exhibit more chaotic traits run the risk of re-education. 
  Although they would describe themselves as good and be-
  nevolent the truth is most of them are closer to neutral.
  Size. Zookeepers are of comparable size to humans, but 
  can be a little taller, ranging from 5-7 feet in height on 
  average. They are, however, generally quite thin, averag-
  ing 100 lbs. Their size is medium.
  Speed. Your base walking speed is 30 feet.
  Touch Analysis. Your metaphysical awareness is quite 
  acute. You were made to acquire beings and see to their 
  needs, and for this reason you have a built in method of 
  acquiring that information to best care for them. You may 
  use an action to lay a bare, empty hand against a creature 
  and learn through osmosis one of the following traits:
   
  • Armor Class
   
  • Average HP
   
  • Strongest Ability Score
   
  • Weakest Ability Score
   
  • Movement Capabilities (burrow, flight, swim, etc.)
   
  • Damage Resistances and Immunities
   
  • Damage Weaknesses
  You may use actions on subsequent turns to repeat this 
  process and gather more information. Physical contact is 
  always required to do this and the ability cannot be used 
  through clothing or armor. If the creature is resistant you 
  must land a successful unarmed attack against them. 
  Four Arms. You have four arms. You have advantage on 
  grapple checks and the ability to carry extra weapons 
  and shields. You have one dominant hand and three off 
  hands. If you are wielding a weapon in each one you may 
  use your attack action to attack with your dominant hand 
  and bonus action to attack with one off hand weapon as 
  usual as having four arms does not increase your reaction 
  time. You can, however, alternate which off hand weapon 
  you are using between rounds of combat. For example, 
  if you had a short sword in one off hand and a club in 
  another, you could then use your bonus action to attack 
  with the short sword one round and the club the next 
  without having to stow one weapon and draw the other. 
  You benefit from any shields you are carrying, but may 
  only one on each side.
  Languages. You can speak, read and write common and 
  Av-athel, the language of the zookeepers. Av-athel is a 
  very rudimentary language, as your people tend to prefer 
  to speak palm to palm and simply project their meanings 
  to one another over communication methods as impre-
  cise as language.
  Alien Ideas of Modesty. All zookeepers tend toward 
  gender-neutral pronouns and only consider discussion 
  of what their physical sex-designation is appropriate in 
  terms of procreation. It is as impolite to ask a zookeeper 
  their biological sex as it is to ask most species the size of 
  their genitalia. Any effort to discern such things is often 
  taken as an overt attempt at seduction; they see no other 
  reason it should matter. Similarly, the tendencies of other 
  sapient species to put such a high degree of importance 
  on such things is uncouth, to them, at best, and at worst, 
  barbaric. Matters of wardrobe and personal decoration 
  tend to vary dependent on the profession the zookeeper 
  has found themselves a part of. For instance, skirts are 
  appropriate for researchers, not for security officers or 
  acquisitioners.
  Lost Lore
  
  20
  OPEN GAME License Version 1.0a The following text is the property of 
  Wizards of the Coast, LLC. and is Copyright 2000 Wizards of the Coast, 
  Inc (“Wizards”). All Rights Reserved.
  1. Definitions: (a)”Contributors” means the copyright and/or trade-
  mark owners who have contributed Open Game Content; (b)”De-
  rivative Material” means copyrighted material including derivative 
  works and translations (including into other computer languages), 
  potation, modification, correction, addition, extension, upgrade, 
  improvement, compilation, abridgment or other form in which an 
  existing work may be recast, transformed or adapted; (c) “Distribute” 
  means to reproduce, License, rent, lease, sell, broadcast, publicly 
  display, transmit or otherwise distribute; (d)”Open Game Content” 
  means the game mechanic and includes the methods, procedures, 
  processes and routines to the extent such content does not embody 
  the Product Identity and is an enhancement over the prior art and 
  any additional content clearly identified as Open Game Content by 
  the Contributor, and means any work covered by this License, includ-
  ing translations and derivative works under copyright law, but specif-
  ically excludes Product Identity. (e) “Product Identity” means product 
  and product line names, logos and identifying marks including 
  trade dress; artifacts; creatures characters; stories, storylines, plots, 
  thematic elements, dialogue, incidents, Language, artwork, symbols, 
  designs, depictions, likenesses, formats, poses, concepts, themes 
  and graphic, photographic and other visual or audio representa-
  tions; names and descriptions of characters, Spells, enchantments, 
  personalities, teams, personas, likenesses and Special abilities; places, 
  locations, environments, creatures, Equipment, magical or supernat-
  ural Abilities or effects, logos, symbols, or graphic designs; and any 
  other trademark or registered trademark clearly identified as Product 
  identity by the owner of the Product Identity, and which specifically 
  excludes the OPEN Game Content; (f) “Trademark” means the logos, 
  names, mark, sign, motto, designs that are used by a Contributor to 
  Identify itself or its products or the associated products contributed 
  to the Open Game License by the Contributor (g) “Use”, “Used” or 
  “Using” means to use, Distribute, copy, edit, format, modify, translate 
  and otherwise create Derivative Material of Open Game Content. (h) 
  “You” or “Your” means the licensee in terms of this agreement.
  2. The License: This License applies to any Open Game Content that 
  contains a notice indicating that the Open Game Content may only 
  be Used under and in terms of this License. You must affix such a 
  notice to any Open Game Content that you Use. No terms may be 
  added to or subtracted from this License except as described by the 
  License itself. No other terms or Conditions may be applied to any 
  Open Game Content distributed using this License.
  3.Offer and Acceptance: By Using the Open Game Content You indi-
  cate Your acceptance of the terms of this License.
  4. Grant and Consideration: In consideration for agreeing to use this 
  License, the Contributors grant You a perpetual, worldwide, royal-
  ty-free, nonexclusive License with the exact terms of this License to 
  Use, the Open Game Content.
  5.Representation of Authority to Contribute: If You are contributing 
  original material as Open Game Content, You represent that Your 
  Contributions are Your original Creation and/or You have sufficient 
  rights to grant the rights conveyed by this License.
  6.Notice of License Copyright: You must update the COPYRIGHT 
  NOTICE portion of this License to include the exact text of the 
  COPYRIGHT NOTICE of any Open Game Content You are copying, 
  modifying or distributing, and You must add the title, the copyright 
  date, and the copyright holder’s name to the COPYRIGHT NOTICE of 
  any original Open Game Content you Distribute.
  7. Use of Product Identity: You agree not to Use any Product Identity, 
  including as an indication as to compatibility, except as expressly 
  licensed in another, independent Agreement with the owner of each 
  element of that Product Identity. You agree not to indicate compati-
  bility or co-adaptability with any Trademark or Registered Trademark 
  in conjunction with a work containing Open Game Content except 
  as expressly licensed in another, independent Agreement with the 
  owner of such Trademark or Registered Trademark. The use of any 
  Product Identity in Open Game Content does not constitute a chal-
  lenge to the ownership of that Product Identity. The owner of any 
  Product Identity used in Open Game Content shall retain all rights, 
  title and interest in and to that Product Identity.
  8. Identification: If you distribute Open Game Content You must 
  clearly indicate which portions of the work that you are distributing 
  are Open Game Content.
  9. Updating the License: Wizards or its designated Agents may 
  publish updated versions of this License. You may use any authorized 
  version of this License to copy, modify and distribute any Open Game 
  Content originally distributed under any version of this License.
  10. Copy of this License: You MUST include a copy of this License with 
  every copy of the Open Game Content You Distribute.
  11. Use of Contributor Credits: You may not market or advertise the 
  Open Game Content using the name of any Contributor unless You 
  have written permission from the Contributor to do so.
  12. Inability to Comply: If it is impossible for You to comply with any 
  of the terms of this License with respect to some or all of the Open 
  Game Content due to statute, judicial order, or governmental regula-
  tion then You may not Use any Open Game Material so affected.
  13. Termination: This License will terminate automatically if You fail 
  to comply with all terms herein and fail to cure such breach within 30 
  days of becoming aware of the breach. All sublicenses shall survive 
  the termination of this License.
  14. Reformation: If any provision of this License is held to be 
  unenforceable, such provision shall be reformed only to the extent 
  necessary to make it enforceable.
  15. COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, 
  Wizards of the Coast, LLC. System Reference Document 5.1 Copy-
  right 2016, Wizards of the Coast, LLC.; Authors Mike Mearls, Jeremy 
  Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, 
  Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, 
  based on original material by E. Gary Gygax and Dave Arneson.
  http://dnd.wizards.com/articles/features/systems-reference-docu-
  ment-srd
  Encounters for 5th Edition you can drop right 
  into your game! OUT OF THE BOX puts 55 
  dynamic scenarios in your hands, ready at 
  any moment to engage and challenge play-
  ers and their characters. Check it out here.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Nerdarchy Team/Planar Zoo - Revised.pdf