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Tip of the

Tongue
A Fifth Edition adventure for
four to five 7th–8th level PCs
◀◁⸺◆⸺▷▶

PART THREE

irsli Aptal embodies the


H finest qualities of Bellek, the

city of scholars—disciplined, studi-

ous, and dedicated to the pursuit

of knowledge. Lately however, her

perfect memory (itself a product

of the alchemy she practices) is

proving to be elusive at times and

unreliable at others.

After months of researching the phenom-


enon, debating with her fellow noble scientists,
and several failed attempts to get to the bottom
of the enigma, she’s posted a sizable reward for writing Mike Myler
anyone able to determine what is happening to Christopher Kugler
both her and the other nobility in Bellek. Will editing Christopher Kugler
the adventurers be able to get to the bottom of color art Gennifer Bone
this mystery and, if so, survive the dangerous 5e conversion Mike Myler
knowledge they’re destined to awaken? layout Eric Life-Putnam

EN World EN5ider
Monsters and NPCs
Baroness Tenvi Sahasika Trained Accuracy. The baroness’ weapon attacks deal
Small humanoid (halfling), neutral good an extra 7 (2d6) damage (included below).
Scars aplenty crisscross this older halfling woman’s face ACTIONS
and she bears more on her hands and arms—all of them Multiattack. The baroness attacks twice.
earned in the fires of combat. Tenvi began adventuring Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft.,
decades ago with a pluck to her step and a confidence one target. Hit: 14 (3d6+4) piercing damage.
that was not as justified however, and the hardships she Shortbow. Ranged Weapon Attack: +7 to hit, range
suffered on the way to old 80/320 ft., one target. Hit: 14 (3d6+4) piercing damage.
age were many. As the ruler of Sahasi she is a source of
great wisdom and restraint, guiding her settlement and
its citizens to an even-tempered prosperity.
Armor Class 16 (studded leather)
Hit Points 90 (12d8+36)
Speed 30 ft.
STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 16 (+3) 12 (+1) 18 (+4) 12 (+1)
Saving Throws dex +7, wis +7; Proficiency +3
Skills Nature +7, Perception +10, Stealth +10, Survival
+10
Senses passive Perception 20
Languages Common, Halfling
Challenge 5 (1,800 XP)
Aimed Strike. The baroness can use a bonus action to
gain advantage on her next attack made before the
end of her turn.
Keen Hearing and Sight. The baroness has advantage
on Perception checks that rely on hearing or sight.
Skirmish Step. The baroness can use a bonus action
to move up to 15 feet without provoking opportunity
attacks.
Trackless Travel. The baroness can’t be tracked by
nonmagical means.

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Tip of the Tongue, Part Three  |  EN World EN5ider


Caulborn Hive Mind. As long as there are at least two caulborn
Medium monstrosity, neutral within 300 feet of each other, if one caulborn in the
This sightless creature is strange to behold, a thing that group is aware of a particular danger, they all are. No
may have once been human. Now it is utterly alien, the caulborn in a group is considered surprised unless all
head flayed backward at the top of the skull like a fleshy of them are.
beetle’s carapace, bones jutting through the skin behind Innate Spellcasting. The caulborn’s innate spellcasting
its elbows, and grotesque oversized claws coming out ability is Intelligence (spell save DC 16, +8 to hit with
of what was once its hands. Worst of all is the caulborn’s spell attacks). It can innately cast the following spells,
face—eyeless and protruding, the mouth split into three requiring no material components:
parts all ringed with sharp teeth. 3/day each: charm monster, hold monster, hypnotic
Armor Class 18 (natural armor) pattern, vampiric touch
Hit Points 82 (11d8+33) 1/week: plane shift (willing creatures only)
Speed 30 ft. Knowledgeable. The caulborn gains double its
STR DEX CON INT WIS CHA proficiency bonus on Intelligence checks.
16 (+3) 19 (+4) 16 (+3) 21 (+5) 19 (+4) 18 (+4) Thoughtsense. A creature under the effects of
Saving Throws wis +7, cha +7; Proficiency +3 nondetection or mind blank is immune to the
Skills Acrobatics +10, Deception +10, Insight +10, caulborn’s blindsight.
Perception +10, Stealth +10 ACTIONS
Senses blindsight 60 ft. (blind beyond this radius), Multiattack. The caulborn attacks three times: once
passive Perception 20 with its bite and twice with its claws.
Languages Abyssal, Aklo, Aquan, Celestial, Common, Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Draconic, Giant, Infernal, telepathy 100 ft. target. Hit: 9 (1d12+3) piercing damage.
Challenge 7 (2,900 XP) Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Consume Thoughts (1/Turn). When the caulborn hits target. Hit: 8 (1d10+3) slashing damage.
a willing, helpless, or fascinated creature, it can try to
consume the creature’s thoughts. The creature must
make a DC 16 Charisma saving throw or the caulborn The caulborn and yithian are converted from Path-
can alter the creature’s memories (as the modify finder Roleplaying Game: Bestiary 3. Copyright 2011,
memory spell). The creature’s Intelligence and Wisdom Paizo Publishing, LLC; Authors: Jesse Benner, Ja-
scores are each reduced by 1d4 (roll separately). The son Bulmahn, Adam Daigle, James Jacobs, Michael
creature dies if this reduces its Intelligence or Wisdom Kenway, Rob McCreary, Patrick Renie, Chris Sims, F.
to 0. Otherwise, the reduction lasts until the creature Wesley Schneider, James L. Sutter, and Russ Taylor,
finishes a short or long rest. based on material by Jonathan Tweet, Monte Cook,
Extra Senses. The caulborn is under the constant and Skip Williams.
effects of both detect magic and detect thoughts.

EN World EN5ider |  Tip of the Tongue, Part Three


Duke Girman Kai Hirsli Aptal
Medium humanoid (human), neutral Medium humanoid (human), neutral
While he might be beloved by those doing well in the Town Hirsli Aptal is a bookish woman—she carries a number
of Shades, its ruler Duke Girman Kai is a cunning, ruthless, of tomes on her person at all times, and her mannerisms
and unforgiving man with an insatiable greed that more and demeanor befit someone who has devoted her life
than once has put him in deadly peril. Since becoming to study and research. Hirsli’s deep gray robes are barely
the authority in Zakai however Girman has grown more visible under bandoliers heavy with flasks filled with
prudent, acting through others to achieve what he indeterminable substances, and from beneath her robes
wants. No matter how avaricious he may be, one thing is there is the clink of more glass vials. Elegant silver-framed
certain—the duke acts in his own best interests, and the glasses hide her inquisitive, intelligent blue eyes; despite
continuation of his power base is most certainly that. the tight bun on the back of her head, strands of brown
Armor Class 15 (chain shirt) hair are always falling across them.
Hit Points 127 (15d8+60) Armor Class 14 (padded)
Speed 30 ft. Hit Points 91 (14d8+28)
STR DEX CON INT WIS CHA Speed 30 ft.
18 (+4) 14 (+2) 18 (+4) 16 (+3) 16 (+3) 16 (+3) STR DEX CON INT WIS CHA
Saving Throws dex +5; Proficiency +3 11 (+0) 16 (+3) 14 (+2) 19 (+4) 14 (+2) 13 (+1)
Skills Deception +9, Insight +6, Intimidation +9, Saving Throws dex +6, con +5, wis +5; Proficiency +3
Perception +6, Persuasion +6, Stealth +5 Skills Arcana +10, Investigation +7, Nature +10,
Senses passive Perception 16 Perception +5
Languages Common, Undercommon Damage Resistances fire, poison
Challenge 6 (200 XP) Senses passive Perception 15
ACTIONS Languages Common, Draconic, Dwarvish, Elvish
Multiattack. The duke attacks three times with his Challenge 6 (2,300 XP)
shortsword. Alchemy Schooling. Hirsli gains a bonus equal to
Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., double her proficiency bonus on checks made with
one target. Hit: 7 (1d6+4) piercing damage. alchemist’s supplies.
Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach Alter Bomb. Hirsli can use a bonus action to quickly
5 ft. or range 20/60 ft., one target. Hit: 6 (1d4+4) piercing swap reagents that change her next bomb to deal acid,
damage. cold, lightning, poison, or thunder damage.
Mark for Death. The duke targets a creature within 30 Crafting. So long as Hirsli has the required components
feet that can see or hear him. For 1 minute or until the and equipment, she is able to craft potions of up to
duke threatens a different target, the target takes an legendary rarity and other magic items of up to very
extra 7 (2d6) damage whenever the duke hits it with a rare rarity.
weapon attack. Potions. Hirsli can use a bonus action to drink or
REACTIONS administer a potion, and she has the following potions
Command Bodyguard. When the duke would be hit by on her person: potion of climbing (climb speed of 30
an attack, he can use his reaction to command an ally feet for 1 hour), 3 potion of greater healing (4d4+4 hit
within 5 feet to use its reaction to switch places with points), potion of superior healing (8d4+8 hit points),
him. The ally is hit by the attack instead of the duke. potion of water breathing (breathe underwater for 1
Off-Hand Dagger. When missed by an attack, the duke hour).
can use his reaction to attack with his dagger.

Tip of the Tongue, Part Three  |  EN World EN5ider


ACTIONS Shadowcloak (5/Day). Kit Mha can use a bonus action
Multiattack. Hirsli attacks twice with her dagger. to wrap himself in darkness for 1 hour. Creatures
Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach without truesight have disadvantage on attack
5 ft. or range 20/60 ft., one target. Hit: 5 (1d4+3) piercing rolls made against Kit Mha while he is wearing his
damage plus 10 (3d6) poison damage. Shadowcloak..
Bomb (4/Day). Hirsli lobs a bomb at a point she can see Spellcasting. Kit Mha is a 12th-level spellcaster who
within 80 feet. Upon impact, the bomb explodes in a uses Charisma as his spellcasting ability (spell save
10-foot radius. Creatures in the area must make a DC DC 16; +8 to hit with spell attacks). He has the following
15 Dexterity saving throw, taking 24 (7d6) fire damage spells prepared:
on a failed or half as much damage on a successful Cantrips: chill touch, fire bolt, sacred flame, shocking
one. grasp
REACTIONS 1st-level (4 slots): command, cure wounds, guiding
Desperate Drink (1/Day). When Hirsli is dealt damage, bolt, healing word
she can use her reaction to drink a potion. 2nd-level (3 slots): blindness/deafness, levitate,
spiritual weapon
Kit Mha 3rd-level (3 slots): bestow curse, counterspell, dispel
Medium humanoid (elf), chaotic evil magic
Little Kit was damned by his own unknowing mother, who 4th-level (3 slots): black tentacles, blight, freedom of
called him her little Mitk’ as a term of endearment. The movement
affectionate nickname bound the alien entity to the young 5th-level (2 slots): flame strike, telekinesis
elf. At first, Mitk’ appeared only in the elf’s dreams, but as 6th-level (1 slot): harm
the decades passed, it began to appear to Kit Mha while ACTIONS
he was awake as well. After succumbing to Mitk’’s will, Multiattack. Kit Mha attacks twice with his rapier or
Kit became a proxy for Mitk’ and ultimately orchestrated twice with his longbow.
its most recent coming. Kit is a tall, gaunt elf, even by the +2 Rapier. Melee Weapon Attack: +8 to hit, reach 5 ft.,
standards of his lithe race. His face seems slightly sunken one target. Hit: 9 (1d8+5) magical piercing damage.
in and most of his teeth are gone, but the most striking +2 Longbow. Ranged Weapon Attack: +8 to hit, range
thing about his visage is the depth of madness in his 150/600 ft., one target. Hit: 9 (1d8+5) magical piercing
bright green eyes. damage.
Armor Class 13 Void’s Embrace (2/Day). Kit Mha chooses a creature he
Hit Points 90 (20d8) can see within 30 feet. The creature must make a DC 21
Speed 30 ft. Constitution saving throw as nothingness sucks away
STR DEX CON INT WIS CHA at it, taking 35 (10d6) cold damage on a failed save, or
10 (+0) 16 (+3) 11 (+0) 14 (+2) 8 (–1) 21 (+5) half as much damage on a success.
Saving Throws con +3, dex +6, wis +2; Proficiency +3 REACTIONS
Skills Arcana +7, History +7, Insight +2, Perception +5, Fate Trickster (3/Day). When Kit Mha sees a creature
Stealth +9 within 30 feet make an ability check, attack roll, or
Damage Resistances psychic saving throw, he can use his reaction to make fate
Condition Immunities charmed, frightened intervene and reroll the d20.
Senses darkvision 60 ft., passive Perception 15
Languages Aklo, Common, Draconic, Elvish
Challenge 8 (1,800 XP)

EN World EN5ider |  Tip of the Tongue, Part Three


Kurtaric Kahraman   Kurtaric also takes the creature’s memory of
Medium humanoid (human), neutral what he’s stolen; for example, a spellcaster cannot
This old man’s head is hairless and tattooed with prepare a stolen spell. At the end of each long rest, a
geometrical blue designs that extend down his neck and creature repeats the saving throw, and on a success it
presumably continue beneath his deep azure robes. He remembers the spell, feature, or trait it had forgotten.
moves swiftly for so old a man, his muscles are corded,   When he is first encountered, Kurtaric has invisibility
and his fists are covered in calluses. Kurtaric has many (2 spell slots), pass without trace (1 spell slot), and
unusual abilities, so familiarity with his extensive stat dimension door (1 spell slot).
block will be helpful in any encounter where he appears. ACTIONS
Armor Class 20 (Wisdom, bracers of defense) Multiattack. Kurtaric attacks five times.
Hit Points 135 (18d8+54) Fists. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Speed 60 ft. target. Hit: 6 (1d6+3) bludgeoning damage.
STR DEX CON INT WIS CHA Grab. Melee Weapon Attack: +7 to hit, reach 5 ft., one
16 (+3) 16 (+3) 16 (+3) 16 (+3) 16 (+3) 16 (+3) creature. Hit: 6 (1d6+3) bludgeoning damage, and the
Saving Throws str +7, dex +7; Proficiency +4 target is grappled (escape DC 15). Until this grapple
Skills Athletics +7, Insight +11, Intimidation +7, ends, Kurtaric can’t grapple a different target.
Perception +7, Stealth +11 REACTIONS
Senses passive Perception 17 Opportune Jab. If a creature attempts to grapple
Languages Common, Draconic Kurtaric, he can use his reaction to attack it with his
Challenge 11 (7,200 XP) fists.
Alter Mind. When Kurtaric scores a critical hit against
a creature and uses Thought Strike, in addition to its Lord Percival Budali
other effects he can change the creature’s memories Medium humanoid (half-elf), chaotic neutral
(as the modify memory spell). Rival rulers are frustrated by Lord Percival Budali—the
Body Slam. Kurtaric can use a bonus action to take man and his motives are difficult to pin down and he is
a creature he is grappling, jump into the air, and seemingly impervious to political maneuverings. The truth
spin it down onto the ground. The grapple ends and is that he’s already achieved all he wants: a career, fame,
the creature takes 17 (4d6+3) bludgeoning damage, luxury, people wanting his attention. When it comes down
landing prone. to it Percival has a strong desire to keep all he’s won,
Head Shot (Recharge 5–6). Kurtaric can use a bonus willing to sacrifice and suffer a fair amount before he’ll
action to make an attack with his fists. On a hit, the consider letting go to start anew elsewhere.
target must make a DC 15 Constitution saving throw or Armor Class 15 (studded leather)
be stunned until the end of Kurtaric’s next turn. Hit Points 32 (5d8+10)
Insightful Defense. Kurtaric’s AC equals 12 + his Speed 30 ft.
Dexterity modifier + his Wisdom modifier. STR DEX CON INT WIS CHA
Superior Critical. Kurtaric’s weapon attacks score a 10 (+0) 16 (+3) 14 (+2) 12 (+1) 12 (+1) 16 (+3)
critical hit on a roll of 18–20 Saving Throws dex +5, cha +5; Proficiency +2
Thought Strike (1/Turn). When Kurtaric hits a creature Skills Deception +7, Insight +5, Performance +7,
with his fists, he can try to steal its memories and Persuasion +5
power, forcing it to make a DC 15 Charisma saving Senses passive Perception 11
throw. On a failure, Kurtaric chooses one spell, feature Languages Common, Dwarvish, Elvish
with limited uses, or trait with limited uses. He gains Challenge 2 (450 XP)
the ability to cast the spell, use the feature, or use the
trait that he steals in addition to 3 spell slots he can
use to cast it or 3 uses for the feature or trait.

Tip of the Tongue, Part Three  |  EN World EN5ider


Martial Encouragement. The lord can use a bonus Mitk’
action to shout inspirational words to his allies. Until Gargantuan aberration, chaotic evil
the beginning of his next turn, one creature within 30 Mitk’ (“Mitt’ka”) is a primordial danger to all sentient
feet that can hear him deals an extra 3 (1d6) damage worlds, a conqueror that grows in power with every
whenever it deals weapon damage. mind that knows of it—for Mitk’ is a sentient idea. This
Spellcasting. The lord is a 5th level spellcaster. His mimetic devourer of dimensions is as old as time and just
spellcasting ability is Charisma (spell save DC 13, +5 as mysterious—its very nature defies study and research,
to hit with spell attacks). He knows the following bard denying any concerted investigation nature because
spells: of the wrath sure to follow its discovery. Mitk’ is rarely
Cantrips (at will): light, mage hand, minor illusion, successfully defended against, its very nature causing
vicious mockery resurrection after resurrection that eventually overcomes
1st-level (4 slots): charm person, disguise self, healing the few armies that have managed to fend it off.
word   As battle rages on, Mitk’ becomes distracted by the
2nd-level (3 slots): enthrall, invisibility, shatter armies assaulting its form; it will receive a –1 penalty to
3rd-level (2 slots): hypnotic pattern, major image AC, attack and damage for every group of armed forces
ACTIONS attacking it. Canny PCs may realize that this is the case
Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one (Intelligence or Profession (Soldier) DC 16), and split up
target. Hit: 7 (1d8+3) piercing damage. their remaining warriors into smaller groups to further
harry the malevolent entity.
  Mitk’ appears as a panoply of violet, rouge, and
magenta energy that coalesces into first an enormous,
vicious face stories tall and across, and then a floating
spectral head the size of a castle. Streams of power
extend away from it and into huge fists that slam against
the ground with gigantic force.
Armor Class 15
Hit Points 310 (20d20+100)
Speed 10 ft. (see text)
STR DEX CON INT WIS CHA
20 (+5) 20 (+5) 20 (+5) 23 (+6) 20 (+5) 23 (+6)
Saving Throws wis +9; Proficiency +4
Skills Arcana +14, Deception +14, Insight +13,
Intimidation +11, Nature +10, Perception +13,
Persuasion +14, Religion +14, Survival +9
Damage Immunities poison, psychic
Condition Immunities charmed, diseased, frightened,
paralyzed, poisoned
Senses darkvision 60 ft., passive Perception 23
Languages all, telepathy 500 ft.
Challenge 12 (8,400 XP)
Amorphous. Mitk’ can move through a space as narrow
as 1 inch wide without squeezing.

EN World EN5ider |  Tip of the Tongue, Part Three


Innate Spellcasting. Mitk’’s innate spellcasting ability Vergeten Commander
is Charisma (spell save DC 18, +10 to hit with spell Medium aberration, chaotic evil
attacks). It can innately cast the following spells, Vergeten commanders are the on-the-ground servants of
requiring no material components: Mitk’. While similarly driven to do as the entity bids and
At will: feeblemind, telekinesis powered by his will, these creatures maintain a strong
5/day each: dimension door, dispel magic intellect. They drive the vergeten soldiers to achieve the
Otherworldly Presence. Any creature sharing Mitk’s greater desires of Mitk’.
space at the end of its turn must make a DC 18 Dexerity   Violet ectoplasm covers the bodies of these odd
saving throw or be damaged as if hit with Mitk’s slam. creatures, keeping the mass of brains and spinal cords
In addition, every part of Mitk’s body is treated as that make up their forms tightly jumbled together, making
conscious and intelligent, morphing, splitting, and them into legs and arms. A fluted organic growth in their
otherwise dodging attacks made against it and making “shoulder” expels blasts of force as they float above the
the area difficult terrain. fray and direct their larger counterparts in battle.
Rapid Expansion. When Mitk’ enters in a dimension rife Armor Class 14 (natural armor)
with life and sentience, he begins as a Gargantuan- Hit Points 77 (14d8+14)
sized creature and continues to spread out in all Speed 30 ft., fly 40 ft.
directions at a rate of 5 feet per round. Mitk’ can take STR DEX CON INT WIS CHA
the Dash action as a bonus action. When not taking 14 (+2) 16 (+3) 12 (+1) 15 (+2) 14 (+2) 17 (+3)
the Dash action, Mitk’ can choose to expand its body Saving Throws wis +4; Proficiency +2
in one specific area rather than generally around itself, Skills Acrobatics +7, Arcana +6, Perception +6, Stealth +7
increasing its space into 7 squares (starting adjacent to Damage Resistances psychic
its current space) of Mitk’s choosing. Senses blindsight 40 ft., darkvision 120 ft., passive
ACTIONS Perception 16
Multiattack. Mitk’ uses its Frightful Presence. It then Languages Aklo, Draconic, Undercommon
makes a slam attack or casts a spell (or uses telekinesis Challenge 3 (700 XP)
if it is concentrating on that spell). Ectoplasmic Shell. Were it not for the will of Mitk’,
Slam. Melee Weapon Attack: +9 to hit, reach 30 ft., the unsightly body of the cobbled together vergeten
multiple targets (30-foot cube, roll separately for each). commander would fall apart entirely. It is immune
Hit: 14 (2d8+5) force damage. to extra damage from critical hits and sneak attack
Frightful Presence. Each creature of Mitk’s choice that damage.
is within 120 feet of Mitk’ and aware of it must succeed Evasion. If the vergeten commander is subjected to an
on a DC 18 Wisdom saving throw or become frightened effect that allows it to make a Dexterity saving throw
for 1 minute. A creature can repeat the saving throw at to take only half damage, the vergeten commander
the end of each of its turns, ending the effect on itself instead takes no damage if it succeeds on the saving
on a success. If a creature’s saving throw is successful throw, and only half damage if it fails.
or the effect ends for it, the creature is immune to Innate Spellcasting. The vergeten commander’s innate
Mitk’s Frightful Presence for the next 24 hours. spellcasting ability is Charisma (spell save DC 13, +5 to
hit with spell attacks). It can innately cast the following
spells, requiring no material components:
3/day each: dispel magic, invisibility
Magic Resistance. The vergeten commander has
advantage on saving throws made against spells and
other magical effects.
Regeneration. The vergeten commander regains 5 hit
points at the start of its turn if it has at least 1 hit point.

Tip of the Tongue, Part Three  |  EN World EN5ider


ACTIONS
Multiattack. The vergeten commander attacks twice.
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 6 (1d6+3) bludgeoning damage.
Corporeal Cannon. Ranged Spell Attack: +5 to hit, range
50/100 ft., one target. Hit: 13 (3d6+3) force damage.

Vergeten Scion
Medium aberration, chaotic evil
In every plane that the cerebral entity devours, it chooses
one survivor. Mitk’ offers these poor souls the opportunity
to retain their minds and bodies so long as they devote
themselves entirely to his cause. The foul few that accept
this dubious proposition become vergeten scions, the true
heralds of Mitk’. It is rare for a plane to survive their arrival
as they quickly transport its armies into the unfortunate
dimension in a rapid deployment none are prepared to
survive.
  Unlike the other aliens, these creatures look like
humanoids flayed entirely of their skin but perfectly
encased in red ectoplasm, exposing the muscles and damage if it succeeds on the saving throw, and only
bones on their bodies. The insides of the monstrosities are half damage if it fails.
in constant flux, morphing into and out of place rapidly as Innate Spellcasting. The vergeten scion’s innate
the thing calls forth magic with a simple gesture. spellcasting ability is Charisma (spell save DC 15, +7 to
Armor Class 15 (natural armor) hit with spell attacks). It can innately cast the following
Hit Points 130 (20d8+40) spells, requiring no material components:
Speed 30 ft., fly 60 ft. 5/day each: dispel magic, magic missile, misty step
STR DEX CON INT WIS CHA 2/day each: confusion, enervation, feeblemind
12 (+1) 18 (+4) 14 (+2) 18 (+4) 15 (+2) 19 (+4) 1/day: gate (vergeten only), phantasmal killer
Saving Throws wis +7; Proficiency +3 Magic Resistance. The vergeten scion has advantage on
Skills Acrobatics +10, Arcana +10, Intimidation +10, saving throws made against spells and other magical
Perception +8, Stealth +10, Survival +8 effects.
Damage Resistances psychic Regeneration. The vergeten scion regains 10 hit points
Senses blindsight 60 ft., darkvision 120 ft., passive at the start of its turn if it has at least 1 hit point.
Perception 18 ACTIONS
Languages Aklo, Draconic, Dwarvish, Elvish, Multiattack. The vergeten scion attacks twice: once
Undercommon with cerebral atrophy and once with its +1 longsword
Challenge 6 (2,300 XP) +1 Longsword. Melee Weapon Attack: +5 to hit, reach 5
Ectoplasmic Shell. Were it not for the will of Mitk’, the ft., one target. Hit: 6 (1d8+2) magical slashing damage.
unsightly body of the cobbled together vergeten scion Cerebral Atrophy. Melee Spell Attack: +7 to hit, reach
would fall apart entirely. It is immune to extra damage 5 ft., one creature. Hit: The target’s Intelligence,
from critical hits and sneak attack damage. Wisdom, and Charisma scores are each reduced by
Evasion. If the vergeten scion is subjected to an effect 1d4 (roll separately). The target dies if this reduces its
that allows it to make a Dexterity saving throw to take Intelligence, Wisdom, or Charisma to 0. Otherwise, the
only half damage, the vergeten scion instead takes no reduction lasts until the target finishes a long rest.

EN World EN5ider |  Tip of the Tongue, Part Three


Vergeten Soldier
Large aberration, chaotic evil
Driven entirely by instinct, vergeten soldiers are the
tortured remains of the denizens that once occupied one
of the planes that Mitk’ has already destroyed. They are
largely mindless pawns, fit only to take the orders of their
superiors—a blunt instrument at best and a distraction
at worst. The appearance of these shock troops always
portends the entity’s imminent arrival.
  Lumbering across the ground or eerily floating through
the air, these giant humanoids are covered in a sheen of
magenta ectoplasm that envelops a motley arrangement
of densely packed muscles, bones and organs. Arms and
limbs just out of their torsos and at weird angles, their
heads sometimes morphing out of the shoulder or from
within their chests. Their upper-limbs end in wicked black
blades made of bone that glisten with gristle.
Armor Class 13 (natural armor)
Hit Points 34 (4d10+12)
Speed 40 ft., fly 20 ft.
STR DEX CON INT WIS CHA
15 (+2) 8 (–2) 16 (+3) 5 (–3) 12 (+1) 17 (+3)
Saving Throws Dex +0, Wis +3; Proficiency +2 Innate Spellcasting. The vergeten soldier’s innate
Skills Acrobatics +2, Perception +3, Stealth +2 spellcasting ability is Charisma (spell save DC 13). It can
Damage Resistances psychic innately cast the following spells, requiring no material
Senses blindsight 20 ft., darkvision 60 ft., passive components:
Perception 13 3/day: command, magic missile
Languages Aklo Magic Resistance. The vergeten soldier has advantage
Challenge 2 (450 XP) on saving throws made against spells and other
Ectoplasmic Shell. Were it not for the will of Mitk’, magical effects.
the unsightly body of the cobbled together vergeten ACTIONS
soldier would fall apart entirely. It is immune to extra Bone-Bladed Arms. Melee Weapon Attack: +4 to
damage from critical hits and sneak attack damage. hit, reach 10 ft., one target. Hit: 12 (3d6+2) slashing
damage.

Tip of the Tongue, Part Three  |  EN World EN5ider


Yithian ACTIONS
Large aberration, lawful neutral Multiattack. The yithian attacks twice with its pincers.
This unnatural creature slides ominously across the Pincers. Melee Weapon Attack: +9 to hit, reach 5 ft., one
floor on a ridged and bone carapace that resembles a target. Hit: 16 (2d10+5) slashing damage.
gown, four tentacles sprouting out of the top. Three are Amnesia (1/Day). The yithian can attempt to inflict
appendages—two sporting massive pincers with wicked amnesia on a creature it is communicating with
serrations—but the other carries this freakish monster’s telepathically. The creature makes a DC 17 Wisdom
head, two bulbous eyes amidst a fray of tendrils that lick saving throw. On a failure, it has disadvantage on
at the air. Wisdom checks and saving throws, and loses all
Armor Class 16 (natural armor) memories save for those the yithian chooses to leave
Hit Points 170 (20d10+60) intact. This effect can be cured and the memories
Speed 30 ft. restored by the heal or greater restoration spells.
STR DEX CON INT WIS CHA Mind Swap. The yithian trades minds with another
21 (+5) 13 (+1) 17 (+3) 21 (+5) 19 (+4) 18 (+4) living creature it is able to communicate telepathically
Saving Throws Con +7, Wis +8; Proficiency +4 with. The creature must make a DC 17 Wisdom saving
Skills Athletics +9, Insight +12, Medicine +8, Perception throw. On a failed save, the two minds trade bodies
+12, Persuasion +8 (otherwise as the magic jar spell). The yithian can
Damage Resistances acid, cold, fire; bludgeoning, use an action to end the effect of this mind swap at
piercing, and slashing from nonmagical weapons any time and over any distance, instantly returning
Senses blindsight 60 ft., darkvision 60 ft., passive both minds to the proper bodies. When it does so,
Perception 22 the yithian wishes, may attempt to use Amnesia on
Languages Aklo, Common, Yithian, 20 other languages, the other mind. On a successful save, the creature is
telepathy 100 ft. immune to that yithian’s Mind Swap for 24 hours. e
Challenge 9 (5,000 XP)
Innate Spellcasting. The yithian’s innate spellcasting
ability is Intelligence (spell save DC 17). It can innately
cast the following spells, requiring no material
components:
At will: astral projection (self only), detect thoughts,
hold monster, modify memory
Knowledgeable. The yithian gains double its
proficiency bonus on Intelligence checks.
Regeneration. The yithian regains 10 hit points at the
start of its turn if it has at least 1 hit point.

EN World EN5ider |  Tip of the Tongue, Part Three

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