Wicked Wit's Wonderium
An adventure for 4-6 5th level characters, based on the one-shot adventure for High Rollers of the same name by Mark Hulmes (@sherlock_hulmes).
The Adventure
The players have been invited to visit Wicked Wit's Wonderium, the best kept secret in all of Waterdeep, possibly by winning a competition or maybe because of their fame as a team of adventurers.
However they end up there, this module starts with the players outside of the factory, waiting for their host to let them in. Use this time to allow the players to introduce themselves to one another if they are not already a party, but otherwise describe the awkward wait for the arrival of Wicked Wit.
The large gates outside the factory will then swing open, revealing Wicked Wit standing in a showy pose outside the front of much smaller doors to the actual factory, rather than the small courtyard in which the players currently find themselves.
Wicked Wit
Wicked Wit is a pale Elven Aasimar in a purple velvet suit and top hat. He is considered a genius artificer, responsible for the creation of most of the widely available potions as well as his own set of mechanical wonders and weaponry. His suit is covered in ticking and rotating gears and arms, none of which seem to have any particular purpose.
He is egotistical and flamboyant, and keeps his factory entirely closed to external visitors. Nobody other than him has ever been seen entering or leaving the factory, and nobody knows the secret to his creations. He is known to have employed a few people external to himself, but they all live within the factory, and have never been seen since they joined.
Wit will lead them into the factory, and talk to them about how excited he is to finally show the factory to someone else. The players can use this time to ask Wit any general questions they have about the Wonderium. He will be evasive, but will answer if pressed giving non-committal answers. If asked why the players have been invited into the factory he will simply chuckle and tell them that it's a surprise for later.
Inside the Factory
Wit will lead them through the entrance hallway and ask them to sign some paperwork to say they won't share what they see inside the factory. Upon closer inspection by the players can see that the contract contains a lot of legal jargon, and is in Elvish.
A DC 20 Investigation check will allow a Player to tell that these contracts are non-disclosure agreements, but also have clauses about a period of continuing employment. However, it does not mention beginning employment, or any form of salary or work hours as part of the contract.
If Wit is questioned about this, he will say that it is a general contract for anyone entering the factory. Since he has never opened the factory up to anyone he wasn't employing, his contracts always include clauses about contractual obligations. He will tell the players that they have nothing to worry about, and will not let them in until they sign the 'NDAs'.
In reality these contracts bring the players as employees under Wit, but they agree to forfeit all salary or other amenities, and live in the factory as long as they are employed. There is no clause related to ending employment with Wit, as the only way out of the factory is by dying. Wit uses his employees for the development and testing of new magical items, as well as feeding them to the Oblex that 'inspires' him.
Puzzle 1 - Potions
Wit will then lead the players to a circular room with an alchemy set in the middle. He will leave through a side door, and claim he's going to file away the paperwork, and fetch each of the Players a gift for their visit to the Wonderium, dependent on their class (detailed in Appendix 1). You can also use this opportunity to give players magic items more suited to their specific play styles.
The actual puzzle requires the players to make a potion using the set of ingredients supplied and the magical alchemy set in the room. Before he leaves, Wit will explain the setup, and then tell the players he needs them to create a potion of shielding. The players are provided potion base on tap, which if drunk requires the players to roll on the potion effect table (Appendix 2). Otherwise, the players have a set of ingredients and the ability to make as much potion as they want, but Wit will only return once the potion of shielding has been made. Before he goes, Wit will explain that he is looking for a violet potion, which will be made by mixing ingredients into potion base, and then mixing those potions together to make the violet potion.
There are 3 different ingredients in labelled bags on the desk:
- Gelationous Cube Excretion - This is a pale blue slime, that turns the potion base red when added.
- Powdered Red Dragon Scales - This is a fine red powder, which turns the potion base blue when added.
- Violet Fungus Spores - These are marble sized purple balls, slightly squishy to the touch, which turn the potion green when added.
Only one ingredient can be added to the potion base at a time, and adding an ingredient to anything but potion base will cause the potion to turn black and become unusable.
The mixing of potions follows the table below, where the colours are either primary, secondary or tertiary:
| Red | Green | Blue | Yellow | Cyan | Magenta | ||
|---|---|---|---|---|---|---|---|
| Red | Yellow | Magenta | Orange | Grey | Pink | ||
| Green | Yellow | Cyan | Lime | Teal | Grey | ||
| Blue | Magenta | Cyan | Grey | Light Blue | Violet | ||
| Yellow | Orange | Lime | Grey | Pale Green | Light Red | ||
| Cyan | Grey | Teal | Light Blue | Pale Green | Indigo | ||
| Magenta | Pink | Grey | Violet | Light Red | Indigo |
Mixing past tertiary colours produces the unusable black potion, as with adding too many ingredients.
Guided Tour
After gifting the players presents, Wicked Wit will declare loudly that the tour is about to begin, and begin to lead them down a corridor to a balcony overlooking the potion river. The players will see large groups of workerbots transporting crates from conveyer belts to other conveyer belts for shipping to shops around the continent.
Wit will gloat over the efficiency of his operation, and make sure the players know that his process is entirely automated. In the middle of his speech, Wit will suddenly cough, double over and start mumbling unintelligibly and stumbling off. He will stumble to the edge of the balcony and go into a door, dissppearing from sight. After a short period of time, a workerbot will roll out of the door and explain that Wit is feeling unwell and the bot will lead the tour from this point. It will then proceed to lead the players down a corridor, explaining that they are now heading to the boat along the potion river.
It will lead them along a narrow corridor with potion carrying glass tubes travelling along the walls, leading towards the potion river.
Defective Workerbots
While travelling to the potion riverboat, the group will be stopped by a group of 7 workerbots (Appendix 3). They will block the path passively, and repeat the same phrase, "You shall not pass", in unison, but when the players try to pass the bots a fight will ensue. The bots spread out to block the entire corridor, which is 20ft wide. The workerbot that is guiding the players will freeze up when told by the other bots that it cannot pass, and will not have any memory of the encounter when it wakes up.
Should the players attempt to resolve the situation by leaving with their guide, it will reawaken when they are a sufficient distance from the defective workerbots. The guide bot will have memory of the encounter, and will insist that the players must get to the boat, as these are Wicked Wit's orders and there are currently no orders which override that. The bot will then attempt to lead the players to the boat, continuing the tour as if they have never been there yet.
The bots will fight with no regard for their own safety, as they simply want to prevent the party from travelling further into the factory to discover the Oblex controlling the factory.
If any attacks miss within 5ft of a wall, the pipe carrying potions will break, and the pipe will burst creating a 5ft radius geyser of potion which inflicts a random effect as per the potion effect table (Appendix 2). The workerbots are immune to the effects of the potion base.
Boat Trip
The players must take a boat down the potion river, which has a speed of 30 ft. If the players choose to try and row the boat, the speed of the boat changes by 5 ft. for each player aiding the boat, up to a maximum of 15 ft. added or reduced from the boat's speed.
When the players are about halfway down the river, they will be attacked by a Swarm of Cranium Rats from the bank of the river, which will cast Dominate Monster (DC 14 Wisdom saving throw) on each player, then follow the boat at its natural speed of 30 ft. If the players fail the saving throw, they are simply ordered to attack all other people on the boat. If the players can get the boat further than 30 ft from the rats then the effect will end.
If any of the players are knocked into the river, they will roll for one potion effect from the potion effect table (Appendix 2) every round, and must swim to catch the boat up.
Cranium Rat Guards
As the players try to get to the chamber where the Oblex is housed, they are confronted by 4 Swarms of Cranium Rats (Appendix 3), which have built themselves up into humanoid forms. They will attempt to stop the players from making it into the chamber. If the players get on the chamber side of the rats, the swarms will makes sure to keep themselves between the players and the door, dashing if necessary.
Puzzle 2 - Hexagonal Room
This puzzle was inspired by the Zee Bashew video The Countdown Puzzle.
The players enter a large hexagonal room, with statues in alcoves on each of the walls apart from the entrance door and the exit, which is directly opposite the entrance. Each statue is different, and depicts a different humanoid warrior. In the centre of the room is a hexagonal pool of water with a button in the centre, which is offset from the walls when the players enter. On the outside of the pool, there are engraved symbols which each represent a different type of monster - a tentacle (aberrations), a gear (constructs), a dragons head (dragons), a leaf (plants), a skull (undead) and a wolf's head (beasts).
When the button at the centre of the pool is pressed the entrance will slide shut, the pool rotates about the central pedestal. When the button is pressed again, it stops rotating at the next position where it is lined up with the main walls of the room. While the pedestal is rotating, the players will hear the sounds of creaking and grinding from outside the room, but nothing discernable happens within the room.
Let the players struggle over this puzzle and suggest their own solutions, keep track of how many rotations of the central pillar occur. When there have been about 20 rotations, or your group is beginning to run out of ideas, have the pillar stop rotating of its own accord, a loud ping sound occurs and the exit doors open, as the contraption they were in was simply an ornate lift carrying them down to a lower chamber under the factory.
Chamber of the Oblex
After the lift doors open, the players will be confronted with a large, warm, humid room, which is seemingly full of machines. Each of the 10 machines is manned by a variety of races, all of whom are intently set on running their respective machines. If talked to, they will speak briefly, but typically will excuse themselves to go back to working.
Unbeknownst to them, this is the hive of a Elder Oblex (Appendix 3), which has been feeding Wit ideas and slowly corrupting his mind to serve it, allowing it to eat upon all of his memories.
A DC 13 Perception check will allow the players to notice that the machines seem to be producing nothing, but are working. A DC 18 Investigation check will discern that the entire room is actually Hallucinatory Terrain created by the Elder Oblex in the centre of the room, but players should not be prompted to make the investigation check unless they are trying to investigate something else in the room.
The room is a 40ft square and mostly bare in reality, and has potion leaks occurring near to the walls. They are 5ft in radius, and are in the far left corner, the bottom right corner and the middle of the room, 25 ft back from the centre. The potion leaks result in pools of radius 10 ft of potion, which causes the user to suffer a random potion effect as per the potion effect table (Appendix 2).
Once the Oblex knows it has been noticed, it will cast charm person on the players, and drop the closest Sulfurous Impersonation to the players to avoid them being hit, once the players notice the tether between the Oblex and its simulacrum. Give players a DC 18 Perception check (bonus action) or DC 15 Investigation check (action) to notice and identify the tendril.
If the party seem to be progressing well against the Oblex, (Oblex below half hitpoints and players not being hit too hard by the Oblex's Eat Memories) have Wit enter the scene, and attempt to prevent the party from hurting his prized possesion. You may also want to introduce two Swarms of Cranium Rats alongside him to balance out the action economy.
Appendix 1: Items
Amulet of Psionic Protection
Requires Attunement (Sorcerer)
As a bonus action you can activate the amulet to cover your entire body with a psionic barrier, giving you extra protection from attacks. Your AC equals 13 + your Dexterity modifier while you aren't wearing armor. Twice per long rest, you can cast a spell by spending a number of sorcery points equal to the spell’s level (or 1 sorcery point for a cantrip) and the spell requires no verbal, somatic or material components.
Arcanomechanical Armour
Requires Attunement (Wizard)
While you are attuned to this armour, it grants you resistance to force damage. This armour provides an AC of 12 + your Dexterity modifier. While you are wearing this armour you can use your action to expend a 1st level spell slot to cast a 2nd level spell at random from the table below:
| 2nd level Spell | |
|---|---|
| 1 | Blur |
| 2 | Darkness |
| 3 | Enlarge/reduce |
| 4 | Gust of wind |
| 5 | Invisibility |
| 6 | Levitate |
| 7 | Melf’s acid arrow |
| 2nd level Spell | |
|---|---|
| 8 | Scorching ray |
| 9 | Shatter |
| 10 | Roll twice and cast each spell, but if you roll another 10 on either die, you cast nothing, wasting your action but not the spell slot. |
Boots of the Winding Path
Requires Attunement
While wearing these boots, a creature can teleport up to 15 feet as a bonus action to an unoccupied space the creature can see. The creature must have occupied that space at some point during the current turn.
Bracelet of Otherwoldly Tentacles
Requires Attunement (Warlock)
You can summon a mechanical tentacle that strikes at your foes. As a bonus action, you create a 10-foot-long tentacle at a point you can see within 60 feet of you, which has an AC of 15 and 10 hitpoints. The tentacle lasts for 1 minute, until it is reduced to 0 hitpoints or until you use this feature to create another tentacle.
When you create the tentacle, you can make a melee spell attack against a creature within 10 feet of it. On a hit, the target takes 1d8 lightning damage and its speed is reduced by 10 feet until the start of your next turn. As a bonus action on your turn, you can move the tentacle up to 30 feet and repeat the attack.
You can summon the tentacle a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Bracers of Retreat
Requires Attunement (Rogue)
Immediately after you use your bonus action to Dash, Disengage or Hide, you can make a ranged attack against a creature within 30 feet of you, provided you haven't used your Sneak Attack this turn. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls.
A creature hit by this attack takes necrotic damage equal to your Sneak Attack. This uses your Sneak Attack for the turn.
Brooch of the Swarm
Requires Attunement (Ranger)
You magically summon a swarm of tiny constructs that look like Tiny beasts of your choice. The swarm remains in your space, crawling on you or through your clothing, or flying and skittering immediately around you within your space. As a bonus action, you can agitate the swarm for 1 minute. For the duration, some of the swarm clings to your weapons or follows your strikes when you attack: once during each of your turns when you hit a creature with a weapon attack, you can deal an extra 1d6 force damage to that creature, and the swarm moves the creature up to 5 feet toward you or away from you. While the swarm is agitated you are harder to hit, resulting in a +1 to your AC.
You can do this a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Cloak of Order
Requires Attunement (Cleric)
Immediately after you cast a spell on an ally using a spell slot of 1st level or higher, that ally can use their reaction to make one weapon attack against a target of your choice that you can see. If the spell targets more than one ally, you choose the ally who can make the attack.
You also gain the following Channel Divinity, on top of those you already have:
Order's Demand. As an action, you present your holy symbol, and each creature of your choice that can see or hear you within 30 feet of you must succeed on a Wisdom saving throw or be charmed by you until the end of your next turn or until the charmed creature takes any damage. You can also cause any of the charmed creatures to fall prone when they fail the saving throw.
Coat of Arms
Requires Attunement (Monk)
On your turn, you can spend 2 ki points as a bonus action to activate the arms of your tunic for 10 minutes, which appear as a projection from a small device on your shoulder. There are 4 additional arms on top of your own, which float around your shoulders, not impeding your own arms.
While the arms are summoned, you gain the following benefits:
- You can use your Wisdom modifier in place of your Strength modifier when making Strength checks and Strength saving throws.
- The arms are monk weapons and have a reach of 10 feet. The arms deal force damage. When you attack with the arms, you can use your Wisdom modifier instead of your Strength or Dexterity modifier for the attack and damage rolls.
- Immediately after you use the Attack action with your projected arms on your turn, you can make one extra attack with your projected arms as a bonus action.
Faithful Defender
Requires Attunement
This is a faithful companion, in the form of a medium creature such as a wolf or dog, which follows you and aids with your goals.
In combat, the faithful defender shares your initiative count, taking its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action to command it to take one of the actions in its stat block (see Appendix 3), or the Dash, Disengage, or Help action.
Gauntlets of Holy Heroism
Requires Attunement (Paladin)
You can use the following channel divinity options on top of those you already have:
Peerless Athlete. You can use your Channel Divinity to augment your athleticism with divine favor. As a bonus action, you gain advantage on all Strength (Athletics) and Dexterity (Acrobatics) checks for the next 10 minutes.
Legendary Strike. You can use your Channel Divinity as a bonus action to guide your attacks: for 1 minute, your weapon attacks score a critical hit on a roll of 19 or 20 on the d20.
Helm of the Giant
Requires Attunement (Fighter)
This has 2 charges, which it regains on a long rest. As a bonus action, you can expend a charge to gain the following benefits, which last for 1 minute:
- If you are smaller than Large, you become Large, along with anything you are wearing. If you lack the room to become Large, your size doesn’t change.
- You have advantage on Strength checks and Strength saving throws.
- Your weapon attacks deal an extra 1d6 damage.
Periapt of Wound Closure
Requires Attunement
While you wear this pendant, you stabilize whenever you are dying at the start of your turn. In addition, whenever you roll a Hit Die to regain Hit Points, double the number of Hit Points it restores.
Ring of Eloquent Speech
Requires Attunement (Bard)
As a bonus action, you can expend one of your uses of Bardic Inspiration. When you do so, choose a creature you can see within 60 of you that can hear you, then roll your Bardic Inspiration die and choose one of the following:
- The creature takes psychic damage equal to the number you roll on the Bardic Inspiration die, and the creature must succeed on an Intelligence saving throw against your spell save DC or have disadvantage on the next saving throw it makes before the end of your next turn.
- The creature regains hit points equal to the number you roll on the Bardic Inspiration die, and the creature has advantage on the next saving throw it makes before the end of your next turn.
Uncontrolled Charm
Requires Attunement (Barbarian)
When you enter your rage, magic erupts from you. Roll on the Wild Surge table to determine the magical effect produced.
| d6 | Effect |
|---|---|
| 1 | Necrotic energy bursts from you. Each creature within 30 feet of you takes 1d10 necrotic damage, and you gain temporary hit points equal to the sum of the necrotic damage dealt to the creatures. |
| 2 | You teleport up to 20 feet to an unoccupied space you can see. Until your rage ends, you can activate this effect again on each of your turns as a bonus action. |
| 3 | You conjure 4 intangible modrons in unoccupied spaces within 30 feet of you. Each totem immediately flies 30 feet away from you. At the end of your turn, all totems explode and each creature within 5 feet of one or more of them must succeed on a DC 14 Dexterity saving throw or take 2d8 force damage. |
| 4 | Arcane energy enshrouds you. Until your rage ends, you gain a +2 bonus to AC, and whenever a creature within 10 feet of you hits you with an attack, that creature takes force damage equal to your Constitution modifier. |
| 5 | Plant life temporarily grows around you: until your rage ends, the ground within 10 feet of you is difficult terrain. |
| 6 | A beam of brilliant light lances from your chest in a 5-foot-wide, 60-foot-long line. Each creature in the line must succeed on a DC 14 Constitution saving throw or take 2d8 radiant damage and be blinded until the start of your next turn. |
Wildfire Disc
Requires Attunement (Druid)
As an bonus action, you can expend one use of your Wild Shape feature to throw out the wildfire disc and summon a wildfire totem in an unoccupied space of your choice you can see within 30 feet of you., rather than assuming a beast form. Each creature within 10 feet of the totem (other than you) when it appears must succeed on a Dexterity saving throw against your spell save DC or take 2d10 fire damage.
In combat, the wildfire totem shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions in its stat block (see Appendix 3) or to take the Dash, Disengage, Help, or Hide action. The wildfire totem is summoned for 1 hour or until it is reduced to 0 hit points. You can dismiss it as a bonus action, where it turns back into the disc.
Appendix 2: Tables
Potion Effects
| d20 | Effect |
|---|---|
| 1 | You must subtract a d4 from all attack rolls and saving throws for the next 1d10 rounds. |
| 2 | You become frightened of the nearest creature for 1d10 rounds. You have disadvantage on all attack rolls while you can see them. |
| 3 | You become charmed by the nearest creature for the next 1d10 rounds. |
| 4 | The ground around you becomes covered in grease, and creatures within 10 ft of you must make a dexterity saving throw, DC 12, or be knocked prone. |
| 5 | You have disadvantage on Strength checks and saving throws for the next 1d10 rounds. While this reduction is in effect, you take 1d6 necrotic damage when hit. |
| 6 | Take 3d10 damage. |
| 7 | You fall asleep for a minute, unless you are immune to being charmed. Another person can use an action to shake you awake. |
| 8 | You become overcome by a fit of laughter, and fall prone for the next 1d10 rounds, or until you are next hit. |
| 9 | A cloud of magical darkness spreads out from you in a 15ft radius, which nobody can see through. This moves with you, and lasts for 1d10 rounds. |
| 10 | Roll 2 d10s and get the two effects equal to your rolls (rerolling 10s) |
| 11 | A protective shield surrounds you granting 5 temporary hit points. If a creature hits you while you have these it takes 5 cold damage. |
| 12 | You may add a d4 to all attack rolls and saving throws for the next 1d10 rounds. |
| 13 | You regain 1d8 hit points. |
| 14 | Your weapon attacks deal 1d4 extra radiant damage for the next 1d10 rounds. |
| 15 | Your speed increases by 10 feet for the next hour. |
| 16 | You gain +5 AC, and are immune to magic missiles until the start of your next turn. |
| 17 | You no longer provoke opportunity attacks for the next 1d10 rounds. |
| 18 | You become invisible for the next 1d10 minutes. |
| 19 | Three illusory duplicates of you appear in your space for the next 1d10 rounds. When a creature hits you it must roll a d12, with the values split between you and the remaining duplicates. If a duplicate is hit it disappears. |
| 20 | Roll 2 d10s and get the two effects equal to your rolls +10 (rerolling 10s) |
Appendix 3: Creatures
Swarm of Cranium Rats
Medium swarm, lawful evil
- Armor Class 12
- Hit Points 36 (8d8)
- Speed 30 ft.
STR DEX CON INT WIS CHA 9 (-1) 14 (+2) 10 (0) 15 (+2) 11 (0) 14 (+2)
- Damage Resistances bludgenoning, piercing, slashing
- Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
- Senses darkvision 30 ft.
- Languages telepathy 30 ft.
- Challenge 5 (1,800 XP)
Illumination. As a bonus action, the swarm can shed dim light from its brains in a 5-foot radius, increase the illumination to bright light in a 5- to 20-foot radius (and dim light for an additional number of feet equal to the chosen radius), or extinguish the light.
Innate Spellcasting (Psionics). The swarm's innate spellcasting ability is Intelligence (spell save DC 13). As long as it has more than half of its hit points, it can innately cast the following spells, requiring no components::
At will: command, comprehend languages, detect thoughts
1/day each: confusion, dominate monster
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 rat. The swarm can't regain hit points or gain temporary hit points.
Telepathic Shroud. The swarm is immune to any effect that would sense its emotions or read its thoughts. as well as to all divination spells.
Actions
Bites. Melee Weapon Attack: +5 to hit, reach 0 ft., one target in the swarm's space. Hit: 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half of its hit points or fewer.
Workerbot
Small construct, chaotic evil
- Armor Class 13
- Hit Points 14 (4d6)
- Speed 30 ft.
STR DEX CON INT WIS CHA 8 (-1) 14 (+2) 10 (-) 10 (-) 8 (-1) 15 (+2)
- Skills Stealth +6
- Senses darkvision 60 ft., passive Perception 9
- Languages Common
- Challenge 1 (200 XP)
Deceptive Charm. Any creature that attempts to damage the workerbot must first succeed on a DC 12 Charisma saving throw or be charmed until the end of the creature's next turn. A creature charmed in this way loses the triggering attack action this turn.
Nimble Escape. The workerbot can take the Disengage or Hide action as a bonus action on each of its turns.
Self Repairing Creations. When a workerbot dies, gears, springs and other mechanical detritus spray from the dead workerbot and give all other workerbots a +1 to their AC, damage rolls and rolls to hit for all attacks.
Actions
Whirling Blade. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.
Fired Blade. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Reactions
Shielded Arm. In response to another creature dealing damage to the workerbot, the workerbot raises a shield on its arm, reducing the damage to 0 and regains 1d6 hit points as the shield is reabsorbed.
Elder Oblex
Huge ooze, lawful evil
- Armor Class 16
- Hit Points 115 (10d12+50)
- Speed 20 ft.
STR DEX CON INT WIS CHA 15 (+2) 16 (+3) 21 (+5) 22 (+6) 13 (+1) 18 (+4)
- Saving Throws Int +10, Cha +8
- Skills Arcana +10, Deception +8, History +10, Nature +10, Perception +5, Religion +10
- Condition Immunities blinded, charmed, deafened, exhaustion, prone
- Senses blindsight 60 ft. (blind beyond this distance), passive Perception 15
- Languages Abyssal, Celestial, Common, Deep Speech, Draconic, Dwarvish, Elvish, Halfling, Infernal, Primodial
- Challenge 10 (5,900 XP)
Amorphous. The oblex can move through a space as narrow as 1 inch wide without squeezing.
Aversion to Fire. If the oblex takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.
Innate Spellcasting. The oblex's innate spellcasting ability is Intelligence (spell save DC 18). It can innately cast the following spells, requiring no material components:
At will: charm person (as 5th-level spell), detect thoughts, hold person
3/day each: confusion, dimension door, dominate person, fear, hallucinatory terrain, hold monster, hypnotic pattern, telekinesis
Sulfurous Impersonation. As a bonus action, the oblex can extrude a piece of itself that assumes the appearance of one Medium or smaller creature whose memories it has stolen. This simulacrum appears, feels, and sounds exactly like the creature it impersonates, though it smells faintly of sulfur. The oblex can impersonate 2d6 + 1 different creatures, each one tethered to its body by a strand of slime that can extend up to 120 feet away. For all practical purposes, the simulacrum is the oblex, meaning the oblex occupies its space and the simulacrum's space simultaneously. The slimy tether is immune to damage, but it is severed if there is no opening at least 1 inch wide between the oblex's main body and the simulacrum. The simulacrum disappears if the tether is severed.
Actions
Multiattack. The elder oblex makes two pseudopod attacks and uses Eat Memories.
Pseudopod. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 17 (4d6 + 3) bludgeoning damage plus 7 (2d6) psychic damage.
Eat Memories. The oblex targets one creature it can see within 5 feet of it. The target must succeed on a DC 18 Wisdom saving throw or take 44 (8d10) psychic damage and become memory drained until it finishes a short or long rest or until it benefits from the greater restoration or heal spell. Constructs, oozes, plants, and undead succeed on the save automatically.
While memory drained, the target must roll a d4 and subtract the number rolled from any ability check or attack roll it makes. Each time the target is memory drained beyond the first, the die size increases by one: the d4 becomes a d6, the d6 becomes a d8, and so on until the die becomes a d20, at which point the target becomes unconscious for 1 hour. The effect then ends.
When an oblex causes a target to become memory drained, the oblex learns all the languages the target knows and gains all its proficiencies, except any saving throw proficiencies.
Wicked Wit
Medium Humanoid, chaotic neutral
- Armor Class 15 (disadvantage on stealth)
- Hit Points 95 (10d8 + 50)
- Speed 30ft
STR DEX CON INT WIS CHA 10 (+0) 11 (+0) 20 (+5) 20 (+5) 8 (-1) 16 (+3)
- Saving Throws Con +9, Int +9
- Skills Arcana +9, History +9
- Damage Resistances necrotic, radiant
- Senses Passive Perception 9, darkvision 60ft
- Languages Common, Celestial, Draconic, Elvish
- Challenge 4 (1,100 XP)
Spellcasting. Wicked Wit's spellcasting ability is Intelligence ( +10 to hit, spell save DC 17). He can cast the following spells:
At will: guidance, light, mage hand, shocking grasp
1st level(4 slots) catapult,comprehend languages, detect magic, dissonant whispers, expeditious retreat, identify, sanctuary
2nd level(3 slots) aid, detect thoughts, heat metal, locate object, pyrotechnics
3rd level(2 slots) dispel magic, protection from energy
Actions
Multiattack. Wicked Wit makes 2 attack with his electrified staff.
Electrified Staff. Melee Weapon Attack: +5 to hit, one target. Hit: 4 (1d6 + 1) bludgeoning damage and 3 (1d4 + 1) lightning damage if wielded 2 handed.
Manifest Mind. As a bonus action you can cause an artificial mind to manifest as a Tiny spectral presence, hovering in an unoccupied space of your choice within 60 feet of you. This presence is intangible and invulnerable, and it sheds dim light in a 10-foot radius. As a bonus action, you can cause the spectral mind to hover up to 30 feet to an unoccupied space that you or it can see. It can pass through creatures but not objects. When you cast an artificer spell on your turn, you can cast it as if you were in the spectral mind’s space, instead of your own.
Information Overload. As an action you can try to magically overload the thoughts of one creature you can see that is within 5 feet of the manifested mind. Unless the target succeeds DC 17 Intelligence saving throw the target takes 2d8 psychic damage, and the next attack roll against it before the end of your next turn has advantage.
Radiant Consumption. Once per day, you can use your action to have a searing light to radiate from you, pour out of your eyes and mouth, and threaten to char you for 1 minute or until you end it as a bonus action. During it, you shed bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of your turns, you and each creature within 10 feet of you take 5 radiant damage. In addition, once on each of your turns, you can deal 10 extra radiant damage to one target when you deal damage to it with an attack or a spell.
Boots of the Winding Path. Wit can teleport up to 15 feet as a bonus action to an unoccupied space he can see that he had occupied at some point during the current turn.
Faithful Defender
Medium construct, neutral
- Armor Class 15 (natural armor)
- Hit Points 30 (5d8 + 4)
- Speed 40 ft
STR DEX CON INT WIS CHA 14 (+2) 12 (+1) 14 (+2) 4 (−4) 10 (+0) 6 (−2)
- Skills Perception +5
- Damage Immunities poison
- Condition Immunities charmed, exhaustion, poisoned
- Senses darkvision 60 ft., passive Perception 10
- Languages understands the languages spoken by its owner
Vigilant. The faithful defender can’t be surprised
Mechanical Being If the mending spell is cast on the faithful defender, it regains 2d6 hit points.
Actions
Force-Empowered Rend.. Melee Weapon Attack: +5 to hit, reach 5 ft., one target you can see. Hit: 1d8 + 3 piercing damage.
Repair (3/Day). The magical mechanisms inside the faithful defender restore 2d8 + 2 hit points to itself or to one construct or object within 5 feet of it.
Reactions
Deflect Attack. The faithful defender imposes disadvantage on the attack roll of one creature it can see that is within 5 feet of it, provided the attack roll is against a creature other than the faithful defender.
Wildfire Totem
Small construct, any chaotic alignment
- Armor Class 13 (natural armor)
- Hit Points 31
- Speed 20 ft., fly 30 ft. (hover)
STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 14 (+2) 13 (+1) 15 (+2) 11 (+0)
- Saving Throws Dex +5, Con +5, Wis +5
- Skills Nature +5
- Damage Immunities fire
- Condition Immunities charmed, frightened, grappled, prone, restrained
- Senses darkvision 60 ft., passive Perception 12
- Languages understands the languages spoken by its summonner
Actions
Flame Seed. Ranged Weapon Attack: +5 to hit, range 30 ft., one target you can see. Hit: 1d6 + 3 fire damage.
Fiery Teleportation (Recharges after a Short or Long Rest). The totem and each willing creature of your choice within 5 feet of it teleport up to 30 feet to unoccupied spaces you can see. Each creature within 10 feet of the space that the totem left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + 3 fire damage.