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Temple of the Fiend
\pagebreak # Temple of the Fiend The *Temple of the Fiend* has been written as an intimate setting for two. With this in mind, an adventuring party of one at an average starting level of five is suggested. As a oneshot adventure, the game should take between two to four hours and be able to be completed in a single sitting or session. ## Disclaimer *Temple of the Fiend* is an erotically charged adventure. With that in mind, please remember common sense and decency. Nothing in this story should be forced upon an unsuspecting adventurer. Any sexual content in any game played should at the onset contain the consent of all involved. ## Introduction This sensual adventure features a newly summoned fiend and its dedicated followers. The adventurer faces a wide range of sexually charged situations when interacting with this erotically spiritual cult. An adventurer may choose to embrace the passionately free nature of the cult and become an initiated member, or struggle against it, perhaps in devotion to another patron, deity, or good aligned cause.
While tailoring the adventure to an individual adventurer's needs, keep in mind the adaptability of *Temple of the Fiend*. Every creature and encounter has been designed for a diverse range of personal tastes and interests. Each creature can present as any gender without impacting the overall story. Likewise, the Challenge Rating of each creature within *Temple of the Fiend* has been provided, making it easy to swap a creature if one proves somehow problematic for an individual. Please feel free to adapt the adventure and story as called for.
The *Temple of the Fiend* location is flexible and adaptable to any campaign setting. While initially written to take place in a temple, the building itself may be changed to a fortress if necessary. Likewise, the use of arcane abilities may be kept to a minimum in campaigns featuring low magic settings. Overhauling the location to fit a broader campaign and setting is entirely possible, and should take minimal effort. If sexual content is not a welcomed addition to the gaming table, all encounters may be run as strictly combat focused, as they are balanced accordingly. \columnbreak ## Adventure Hooks The following adventure hooks work for a single adventurer and have been kept somewhat vague. When creating a personalized adventure hook, please consider character backstory and what might lead someone to such a place.
***Seeking Rest.*** While traveling the surrounding countryside, a storm breaks out. The temple is known as a source of refuge for pilgrims and common travelers alike, making it the first choice as place to get out of the rough weather.
***Holy Mission.*** As a new knight, a mission has been given to visit the temple and pledge service to the Champion of Divine Wisdom. While at the temple, the sacred magic of this deity fails to be felt, leading one to investigate the cause.
***Arcane Knowledge.*** Rumors abound that deep within the temple rests an arcane secret so great it could change the histories forever. Attaining the secret might be as easy as swearing a pact with an unspoken of entity. ## General Features On the first floor, the temple functions as a regular place of worship. This first level is dedicated to a Lawful Good aligned deity known as the Champion of Divine Wisdom. Only the corrupt priests and their dedicated acolytes know the truth lurking in the lower levels of the temple.
***Doors:*** The doors in publicly accessible areas of the temple are standard wooden doors and remain unlocked unless otherwise specified. The main shrine doors are decorated with red and gold curtains.
***Curtains:*** Curtains discourage the public from entering the chamber without approval of the temple priest. An exception is made for the temple's water closet and well room, a fact disclosed by signs or an acolyte upon entering the temple.
***Illusory Walls:*** Quick access to the instruction, lecture, and performance halls is made possible by use of the student passageway. This passage is kept from the public by use of illusory walls which take a DC 15 Perception check to spot.
***Lighting:*** The first level of the temple is kept at bright light. As the second level of the temple there is a decrease in visibility in any adjoining rooms to the main hall. The third level of the temple is dim light. \pagebreak # Game Master References & Information ## The Adventuring Day The Adventuring Day XP suggested for a party of one is usually 3,500 AXP. With this in mind, the total AXP for *Temple of the Fiend* is 3,675 AXP allowing for the game to be played in one session. Please keep in mind this calculation does not account for the random encounters. Including the recommended random encounters as written would add an additional 2,000 AXP to the adventure, making rests necessary. ## Adventuring Difficulty Each of the encounters has been calculated for an adventuring party of one at an average starting level of five. This means the following Adjusted XP Threshold has been used to determine encounter difficulty:
**Easy:** 250 AXP
**Medium:** 500 AXP
**Hard:** 750 AXP
**Deadly:** 1,100 AXP
If you are reworking the encounters in this adventure, use the difficulty thresholds as a basic guide. Please remember that adding encounters to the overall adventure will also impact the Adventuring Day XP recommendations, and to adjust the calculations accordingly. ## Random Encounters Random encounters have been added to the adventure and taken account of in the temple's initial design. These encounters may be skipped entirely and are denoted apart from combat encounters. The following three random encounters are written into *Temple of the Fiend*:
***Summoned One.*** The followers of Lilith conjured a fiend from the lower realms. This fiend uses the *bearded devil* or *medusan* stat block. The encounter has a medium difficulty. If used, add an additional 700 AXP to the overall adventure.
***Infernal Guest.*** A visiting warlock and their two *imps* reside at the temple. This warlock uses the *spy* stat block. The encounter has a hard difficulty level. If used, add an additional 800 AXP to the overall adventure.
***Pygmalion Stone.*** In the great hall, decorative figures are more than they appear. These statues use the *damaged stone golem* stat block. The encounter has a medium difficulty. If used, add an additional 500 AXP to the overall adventure. \columnbreak ## Monster List The following is a quick reference for the monsters used in this adventure. Included is the monster challenge rating along with their corresponding XP. | Name | CR | XP | |:---:|:---:|:---:| | Commoner | 0 | 10 | | Cultist | 1/8 | 25 | | Guard | 1/8 | 25 | | Noble | 1/8 | 25 | | Acolyte | 1/4 | 50 | | Damaged Stone Golem | 1/4 | 50 | | Shadow | 1/2 | 100 | | Thug | 1/2 | 100 | | Imp | 1 | 200 | | Spy | 1 | 200 | | Cult Fanatic | 2 | 450 | | Priest | 2 | 450 | | Bearded Devil | 3 | 700 | | Medusan | 3 | 700 | | Incubus | 4 | 1,100 | | Succubus | 4 | 1,100 | ## Treasure List For ease of use, the following is a quick reference of the treasure contained within *Temple of the Fiend*. Feel free to add or subtract treasure as needed. | Item | Location | |:---:|:---:| | 10 Obsidian Gemstones | Basement Main Hall | | 1 Commune Spell Scroll | Portal Room | | 1 Potion of Superior Healing | Library | | 1 Potion of Diminution | Prison Cell | | 1 Restorative Ointment | Torture Room | | 900 Copper Pieces | Prison Cell | | 10,000 Silver Pieces | Well Room | | 1,500 Gold Pieces | Communal Bedroom | | 70 Platinum Pieces | Performance Hall | \pagebreak # Temple of the Fiend - First Level ### 1. The Entrance Chamber >A statue of the Deity of Illumination greets all who enter the chamber with warmth and light. Nestled in the four corners of the room are wooden collection tables. Returned books, donated spell scrolls, and precious offerings demonstrate to all who enter that the temple is foundational to the town, a keeper of their combined wisdom. ***Hidden Door.*** The middle section of wall on the left side of the room is actually a hidden door. Spotting the deception takes a DC 15 Perception (Wisdom) check. This door opens into a passageway leading to the communal bedrooms.
### 2. Arcane Library >Wooden shelves line every room offering up tomes of arcane knowledge to all. A soft glow of candlelight keeps the room cast in a soft orange hue at all hours of the day or night. In the middle of the room rests a large table with four chairs. The table seems to always be a mess, covered in maps, scrolls, and various paper notes. ***Illusory Wall.*** The door on the far right side of the room remains hidden behind an *Illusory Wall*. Spotting the illusion takes a DC 15 Perception (Wisdom) check. If discovered, the door is unlocked and opens out into the student passageway.
### 3. Instruction Hall >Rows of bookcases line each of the four walls of the room, serving as a symbolic foundation for students. Devoid of furniture, the room's wooden lectern casts a foreboding presence. Even when not in use, the chalkboard retains the scribbles of prior lectures. The chamber has a relaxed atmosphere, though one does not wish to linger. ***Sponsored Elite.*** The hall contains **four nobles** currently talking with an **acolyte**. Upon being interrupted they decide to punish whoever discovered them. These nobles feel superior to commoners and thrive on the power dynamic. Discipline is meted out in the form of erotic edging or spanking.
***Treasure.*** The acolyte mercifully hands out a *Potion of Superior Healing* after the nobles finish their instruction. Otherwise the nobles throw it in dismissal. \columnbreak ### 4. Lecture Hall >Disheveled desks line the far walls of the chamber, covered in torn papers, opened books, spilled out ink pots and blunted writing quills. The once lofty pews now offer little comfort to those intrigued enough to sit in front of the imposing lectern. Behind the podium rest two desks and a dusty chalkboard, both of which show signs of wear. ***Discovery.*** Those with a Passive Perception of 12 or higher notice a few scraps of paper with a circular design drawn on them. A DC 15 Arcana (Intelligence) check deduces that these designs are actually the workings out of a *Teleportation Circle* by a new member of the cult in the lower levels.
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\columnbreak ### 5. Performance Hall >An impressive player piano greets all who enter this chamber. A large bookshelf resting against the left wall contains a rather modest selection of musical works. These compositions may be played on any number of instruments. Scattered about the chamber tables are mandolins, pan flutes, and lyres offering up their unique sound to any interested. ***Treasure.*** Hidden inside the piano is a small coin purse containing 70 Platinum Pieces. The purse's contents are in fact the cult's portion of temple donations for the month.
### 6. Main Hall >A long stone corridor decorated by imposing columns remains constantly cast in an orange hue. This light comes from the four large cauldrons warming the great hall and providing its more ominous atmosphere. During all hours, the shrine's doors remain open, revealing a large stone statue of the Champion of Divine Wisdom. ***Devoted Penitents.*** Within the main hall there is a collection of **ten commoners** seeking a blessing from the Champion of Divine Wisdom. If interacted with, any commoner deems the adventurer a divine messenger. They offer their praise and willingness to do what is required of them. Unless given permission otherwise, the commoners stay prostrate in front of the adventurer. They will not depart unless ordered to.
### 7. Temple Shrine >Up, from a tall height, a statue of the Champion of Divine Wisdom looks upon all who enter the temple's sacred space. Candles flicker upon the altar, their light donning the knight's visage in a soft yellow glow. Wooden pews offer rest to the weary, while those kneeling in prayer might take comfort in the burgundy rug upon the stone floor. ***Stairway.*** On either side of the chamber is a set of steps. These stairs descend to the lower levels of the temple. While easily accessed, the lower levels of the temple are reserved for dedicated priests, their acolytes, or promising students. \pagebreak ### 8. Kitchen >Two fires burn bright filling the kitchen with an uncomfortable level of light and warmth. These stove fires never cease their burning, feeding weary travelers and cultists alike. Washing tables ensure the kitchen stays stocked with clean plates and cups, while a nearby corner table allows for fresh produce and the finest meat to be had. ***Stocking Up.*** As a fully functioning kitchen, adventurers can find a decent meal and something to drink within the room. If needed, the kitchen can double as a resting spot as well.
### 9. Kitchen Storage >A crammed room with wooden crates, stuffed sacks of grain, barrels of ale, and bottles of wine upon first impression the room seems unnavigable. Littered on the floor are pieces of cloth, splinters of wood, and even some shards of broken glass. The neatest table appears to be that for the wine, as not a single bottle or glass is out of place. ***Treasure.*** If searched, there is a 20% chance that an adventurer discovers a bottle of *Blood of the Vine*. The wine is specific to the cult, and used as a ritual libation to the summoned incubus or succubus. This vintage is also given out to visiting fiends upon their request for a drink.
### 10. Well Room >The sound of flowing water fills the room providing a sense of relief to all who enter. A soft breeze seems to drift from the well in the chamber, tinging the air with a delicate coolness. Refreshing drinks fetched from the well adorn nearby tables. Off to one side, a barrel of water and fresh towels remain for travelers wanting to wash up. ***Treasure.*** At the bottom of the well rests a collection Silver Pieces worth 1,000 Gold Pieces if gathered. These coins were thrown into the well by wishful visitors to the temple. \columnbreak ### 11. Water Closet >While not a large room, there is a certain charm about the addition of a hallway within the chamber. Privacy is provided by single use stalls and wooden doors. Opposite the bathroom stalls rests a mirror and washing tubs. At any given time the water in these tubs is murky, but usable, a rarity to the usual accomodations elsewhere. ***Illusory Wall.*** The door in the lower half of the chamber connects to the communal bedroom through an *Illusory Wall*. This door is kept unlocked and appears to reveal nothing more than a storage closet. The illusion reveals only a bare stone wall.
### 12. Communal Bedroom >Four stone chambers open out into a dimly lit hallway decorated in flickering candlelight. The atmosphere feels barren of decor, yet comfortable considering its purpose. Each bedroom contains a chest, standing closet, and small table. Each room also reserves one of the four altar spaces in the outer communal hallway. ***Hidden Door.*** Attached to the middle connecting wall is an altar concealing a hidden door. This hidden door takes a DC 15 Perception (Wisdom) check to spot. If followed, the passageway connects back to the temple's main entrance.
***Treasure.*** Each chest in the communal bedroom contains 375 Gold Pieces. An adventurer searching an individual chest discovers the coin purse with no check required.
\pagebreak # Temple of the Fiend - Second Level ### 13. Stairwell Access >The descending stairs seem to disappear into the pitch of night. After a moment or two, the brief outline of a floor emerges. This floor soon turns into a hallway, lit only by a single lantern. A corresponding set of stairs remains directly across the passageway, while two sets of stairs foretell another level awaits the curious. ***Opened Doors.*** Two doors connecting the stairwell to the lower level's main hall remain open. A faint glow from the burning cauldrons can be detected with a Passive Perception of 10 or higher to encourage adventurer exploration.
### 14. Main Hall >Devoid of the sacred elements above, the hall remains forever darkened. To help alleviate the drab atmosphere eight cauldrons burn all hours of the day and night. Spatters of stone decorate the hall in discarded piles. The hall is kept clean of cobwebs, but little care is otherwise shown as to prevent the natural wearing down of the space. ***Discovery.*** Occasionally the walls of the lower hall are stained with residual blood or soot. These are a foretelling of what awaits adventurers if they should displease the fiends and cultists located in other rooms. The harbingers can be spotted with a Passive Perception of 15 or higher.
### 15. Prison Chamber >The bleak walls of this chamber are only added to in atmosphere by the stainless steel bars barricading each prison cell. Five individual cells sit in their appauling conditions, consisting only of a single bucket and makeshift pile of hay doubling as both furniture and bed. Blankets and pillows are made from scraps of old drapes and rugs. ***Watchful Eyes.*** The small prison chamber is routinely watched by a group of **eight guards** whether the chamber is occupied or not. If an adventurer is put in one of the cells, the guards are joined by **two thugs**. These appointed guards and thugs are ruthlessly sadistic, thriving on their power over those unfortunate to upset the cult.
***Treasure.*** One of the thugs enjoys chasing escaped prisoners, and gives out a *Potion of Diminution* to increase the odds of this happening. \columnbreak ### 16. Questioning Chamber >An entrance of heat caresses all who are dragged into this terrible place. A large furnace is the source of this warmth. Across the doorway, a collection of hot irons and assorted tools have been strategically placed. In the center of the room sits a giant table with iron shackles. Occasionally, this table is stained with blood. ***Devoted Servants.*** This chamber is used to attain answers from prisoners of the cult. **Two cultists** work in this chamber and answer to a **cult fanatic**. Answers sought from the adventurer might be attained using sadomasochistic means or more sensual means utilizing light bondage and restraint. Darker pleasures may certainly be sated within this place.
***Treasure.*** If the proper answers are given or the cultists are otherwise satisfied, the cult fanatic gives out or personally applies a *Restorative Ointment* to the adventurer.
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\columnbreak ### 17. Cult Shrine >Four stone tables round out the chambers otherwise jagged walls. Candles burn in all four corners, casting the shrine in a hint of shadow. A small stone platform in front of the statue has been turned into a makeshift altar. The devotion of the cultists to the fiend ensures the chamber stays lit with their individually offered praises and candles. ***Summoned Visitors.*** Working in this chamber is a **priest** of the cult. The priest has been performing a ritual to drain the strength from two prisoners formerly kept in the prison. These unfortunate sacrifices are now **two shadows**. Upon entering the chamber the adventurer is caressed by these shadows. The priest may manipulate them to serve his unique pleasures.
***Discovery.*** If an adventurer performs a Medicine (Wisdom) check with a DC 13 or higher, they can attempt to stabilize the sacrificial prisoners. If kept from death, the ritual cannot be completed.
***Door Hint.*** While the priest has their fun with the adventurer, the creature in the adjoining room hears them. A DC 15 Perception (Wisdom) check draws attention to the curtain parting just slightly. This is the creature taking a look at the commotion disturbing them.
### 18. Fiend Statues >Stone faces seem to study any daring enough to pass through the doorway of this chamber. The stone faces belong to the numerous statues of various fiends summoned by the cultists. All of these statues have libations in offering to them along with burning candles on their individual altars. The statues appear menacing and unsettling. ***Fiendish Adoration.*** A **bearded devil** or **medusan** is the only occupant of the room. Upon being discovered, they appear curious of their guest. The creature is hungry for a companion, and would enjoy nothing more than slowly corrupting a well-intentioned adventurer. Seduction is their primary method, and they are intent on not being denied. \pagebreak ### 19. Master Bedroom >A fine bed with sturdy wooden posts fills most of the bedchamber. While not cozy, the room feels more welcoming than the communal bedrooms above. Two bookcases frame the large bed, filled with magical tomes and ritual journals. Large wooden cabinets for storage and two desks frame what free space remains. ***Treasure.*** If an adventurer searches through the bookshelves and adjoining cabinets with a DC 10 Perception (Wisdom) check they discover a *Commune Spell Scroll*. This scroll is intended to be used before entering the library or portal room, but may be used anywhere.
### 20. Cultist Library >Upon entering the chamber, rows of books offer all their enticing secrets. If followed long enough, the crowded shelves open up to reveal a warm and inviting library. A lounge area for reading remains nestled off in the far left reaches of the chamber, while across the way sits a table for arcane study. The chamber doubles as a common room. ***Devilish Relaxation.*** The library currently houses an important visitor to the cult. This visitor uses the **spy** stat block. Not traveling alone, the visitor is joined by their **two imps**. When disturbed the visitor doesn't take lightly to seeing an disapproving adventurer. Intent on teaching the adventurer a lesson, the imps soon follow any command given to them by their vengeful handler. During this process, the visitor wishes to take the adventurer on as a pupil. If agreed to, the adventurer will then begin the process of being initiated into the cult.
***Treasure.*** If the adventurer refuses the visitor's offer of patronage, they are given a mere 900 Copper Pieces for their trouble, as the visitor wants them out of their sight.
\pagebreak # Temple of the Fiend - Third Level ### 21. Stairwell Access >Descending the last of the stone steps one cannot help but feel a sense of impending discomfort and unease. The small chamber below is lit only by a single lantern. Unlike above, there are no doors now and the stairwell opens out into the main passageway. The faint glow of red and yellow lights urges any to follow the depths of the walkway. ***Discovery.*** Before entering the main passageway, a DC 20 Arcana (Intelligence) check reveals the impending portal room beyond. The red and yellow lights come from crystals imbuing the teleportation circle with magic. ### 22. Main Passageway >Large stone statues of grotesque fiends line the main passageway giving the space an ominous tinge. Mixing in with the candlelight are the glowing hues of red and yellow crystals. These crystals match the watchful eyes of the statues. To the side of each statue, a small devilish servant is liekwise depicted with outstretched wings. ***Pygmalion Guardians.*** As the adventurer walks down the hall, the movement causes **five damaged stone golems** to awaken. These living statues soon form into flesh and blood humanoids. The golems guard the portal room from unwanted visitors. Their fierce nature can be tempered with enough pleasure and sensuality. Wanting to experience a wide range of feeling while they can, these golems know few limits. Upon being sated, they allow the adventurer to continue to the portal room beyond.
***Treasure.*** Five of the regular stone statues contain a pair of obsidian gemstones for eyes. These gemstones are each worth 10 Gold Pieces, for a total of 100 Gold Pieces. \columnbreak ### 23. Portal Room >An octagonal space shrouded in thorns, the chamber feels hostile to any mortal creature entering. What yellow light shines from the candles on the altar is soon drowned out by the reddish hue of the portal. An air of magic tinges the chamber's atmosphere, though one is unsure of if this magic is ominous or illuminating. ***Seductive Evil.*** Deep in the lower levels of the temple resides either an **incubus** or **succubus**. While not usually hostile, this creature requires psychic energy to live. The creature hasn't been routinely fed in a while, and is starting to get desperate. An adventurer may choose to feed the creature willingly, making no charm necessary. If an adventurer seems more reluctant, the creature will do anything in its power to persuade them to change their mind.
***Shapechanger.*** One of the strengths of the incubus or succubus is its ability to change into any humanoid figure. Combined with some of its telepathic abilities, the fiend can play on the adventurer's deepest desires.
***Patronage.*** If the adventurer has been taken as a pupil of the cult or shows a willingness to serve the fiend, they become a warlock. The adventurer will serve the fiend entering into a formal contract of service in exchange for power and greater abilities. If no agreement is wanted, the fiend still remains as a makeshift patron to the adventurer.
\pagebreak # Resolution ### Fiendish Patron If an adventurer enters into a pact with the incubus or succubus they are forever changed. The adventurer takes on the traits an abilities of a warlock. While a formal agreement is met and contractualized, the specifics of the contract are left vague here. Each adventurer will form their own unique bond with their patron leading to different requirments.
\columnbreak ### Cultist Ambitions When an adventurer agrees to be initiated into the cult, they become forever indebted to it. The cult will instruct the adventurer in all the arcane arts. Eventually, the adventurer will be encouraged to undertake a contract with the fiend. If the fiend currently at the temple is rejected for whatever reason, the cult then helps the adventurer find another.
\pagebreak # Monster Reference ___ > ## Commoner >*Medium humanoid (any race), any alignment* > ___ > - **Armor Class** 10 > - **Hit Points** 4 (1d8) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|10 (+0)|10 (+0)|10 (+0)|10 (+0)|10 (+0)| >___ > - **Senses** Passive Perception 10 > - **Languages** Any one language (usually Common) > - **Challenge** 0 (10 XP) > - **Proficiency Bonus** +2 >___ > > ### Actions >***Club.*** *Melee Weapon Attack:* +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage. \columnbreak ___ > ## Cultist >*Medium humanoid (any race), any non-good alignment* >___ > - **Armor Class** 12 (Leather Armor) > - **Hit Points** 9 (2d8) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|11 (+0)|12 (+1)|10 (+0)|10 (+0)|11 (+0)|10 (+0)| >___ > - **Skills** Deception +2, Religion +2 > - **Senses** Passive Perception 10 > - **Languages** Any one language (usually Common) > - **Challenge** 1/8 (25 XP) > - **Proficiency Bonus** +2 >___ >***Dark Devotion.*** The cultist has advantage on saving throws against being charmed or frightened. > > ### Actions > ***Scimitar.*** *Melee Weapon Attack:* +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) slashing damage. ___ > ## Guard >*Medium humanoid (any race), any alignment* >___ > - **Armor Class** 16 (Chain Shirt, Shield) > - **Hit Points** 11 (2d8 + 2) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|13 (+1)|12 (+1)|12 (+1)|10 (+0)|11 (+0)|10 (+0)| >___ > - **Skills** Perception +2 > - **Senses** Passive Perception 12 > - **Languages** Any one language (usually Common) > - **Challenge** 1/8 (25 XP) > - **Proficiency Bonus** +2 >___ > ### Actions > ***Spear.*** *Melee or Ranged Weapon Attack:* +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.
\pagebreak ___ > ## Noble >*Medium humanoid (any race), any alignment* >___ > - **Armor Class** 15 (Breastplate) > - **Hit Points** 9 (2d8) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|11 (+0)|12 (+0)|11 (+0)|12 (+1)|14 (+2)|16 (+3)| >___ > - **Skills** Deception +5, Insight +4, Persuasion +5 > - **Senses** Passive Perception 12 > - **Languages** Any two languages > - **Challenge** 1/8 (25 XP) > - **Proficiency Bonus** +2 >___ > ### Actions > ***Rapier.*** *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage. > ### Reactions > ***Parry.*** The noble adds 2 to its AC against one melee attack that would hit it. To do so, the noble must see the attacker and be wielding a melee weapon. ___ > ## Acolyte >*Medium humanoid (any race), any alignment* >___ > - **Armor Class** 10 > - **Hit Points** 9 (2d8) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|10 (+0)|10 (+0)|10 (+0)|14 (+2)|11 (+0)| >___ > - **Skills** Medicine +4, Religion +2 > - **Senses** Passive Perception 12 > - **Languages** Any one language (usually Common) > - **Challenge** 1/4 (50 XP) > - **Proficiency Bonus** +2 >___ >***Spellcasting.*** The acolyte is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The acolyte has following cleric spells prepared: > >Cantrips (at will): light, sacred flame, thaumaturgy > >1st level (3 slots): bless, cure wounds, sanctuary > > ### Actions > ***Club.*** *Melee Weapon Attack:* +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage. \columnbreak ___ > ## Damaged Stone Golem >*Medium construct, unaligned* >___ > - **Armor Class** 16 (Natural Armor) > - **Hit Points** 4 (1d8) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|6 (-2)|18 (+4)|8 (-1)|8 (-1)|12 (+1)| >___ > - **Damage Immunities** Lightning, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine > - **Condition Immunities** Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned > - **Senses** Darkvision 60 ft., Passive Perception 10 > - **Languages** Any one language (usually Common) > - **Challenge** 1/4 (50 XP) > - **Proficiency Bonus** +2 >___ >***Immutable Form.*** The golem is immune to any spell or effect that would alter its form. > >***Magic Resistance.*** The golem has advantage on saving throws against spells and other magical effects. > >***Magic Weapons.*** The golem's weapon attacks are magical. > > ### Actions > ***Bite.*** *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage. > > ***Slam.*** *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. Hit: 4 (1d8) bludgeoning damage.
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___ > ## Shadow >*Medium undead, chaotic evil* >___ > - **Armor Class** 12 > - **Hit Points** 16 (3d8 + 3) > - **Speed** 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|6 (-2)|14 (+2)|13 (+1)|6 (-2)|10 (+0)|8 (-1)| >___ > - **Skills** Stealth +4 > - **Damage Vulnerabilities** Radiant > - **Damage Resistances** Acid, Cold, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks > - **Damage Immunities** Necrotic, Poison > - **Condition Immunities** Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained > - **Senses** Darkvision 60 ft., Passive Perception 10 > - **Languages** -- > - **Challenge** 1/2 (100 XP) > - **Proficiency Bonus** +2 >___ >***Amorphous.*** The shadow can move through a space as narrow as 1 inch wide without squeezing. > >***Shadow Stealth.*** While in dim light or darkness, the shadow can take the Hide action as a bonus action. > >***Sunlight Weakness.*** While in sunlight, the shadow has disadvantage on attack rolls, ability checks, and saving throws. > > ### Actions > ***Strength Drain.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) necrotic damage, and the target's Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. > >If a non-evil humanoid dies from this attack, a new shadow rises from the corpse 1d4 hours later.
\pagebreak ___ > ## Thug >*Medium humanoid (any race), any non-good alignment* >___ > - **Armor Class** 11 (Leather Armor) > - **Hit Points** 32 (5d8 + 10) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|15 (+2)|11 (+0)|14 (+2)|10 (+0)|10 (+0)|11 (+0)| >___ > - **Skills** Intimidation +2 > - **Senses** Passive Perception 10 > - **Languages** Any one language (usually Common) > - **Challenge** 1/2 (100 XP) > - **Proficiency Bonus** +2 >___ >***Pack Tactics.*** The thug has advantage on an attack roll against a creature if at least one of the thug's allies is within 5 feet of the creature and the ally isn't incapacitated. > > ### Actions > ***Multiattack.*** The thug makes two melee attacks. > > ***Mace.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) bludgeoning damage. > > ***Heavy Crossbow.*** *Ranged Weapon Attack:* +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage. \columnbreak ___ > ## Imp >*Tiny fiend (devil), lawful evil* >___ > - **Armor Class** 13 > - **Hit Points** 10 (3d4 + 3) > - **Speed** 20 ft., fly 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|6 (-2)|17 (+3)|13 (+1)|11 (+0)|12 (+1)|14 (+2)| >___ > - **Skills** Deception +4, Insight +3, Persuasion +4, Stealth +5 > - **Damage Resistances** Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered > - **Damage Immunities** Fire, Poison > - **Condition Immunities** Poisoned > - **Senses** Darkvision 120 ft., Passive Perception 11 > - **Languages** Common, Infernal > - **Challenge** 1 (200 XP) > - **Proficiency Bonus** +2 >___ >***Shapechanger.*** The imp can use its action to polymorph into a beast form that resembles a rat (speed 20 ft.), a raven (20 ft., fly 60 ft.), or a spider (20 ft., climb 20 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. > >***Devil's Sight.*** Magical darkness doesn't impede the imp's darkvision. > >***Magic Resistance.*** The imp has advantage on saving throws against spells and other magical effects. > > ### Actions > ***Sting (Bite in Beast Form).*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. > > ***Invisibility.*** The imp magically turns invisible until it attacks or until its concentration ends (as if concentrating on a spell). Any equipment the imp wears or carries is invisible with it.
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___ > ## Spy >*Medium humanoid (any race), any alignment* >___ > - **Armor Class** 12 > - **Hit Points** 27 (6d8) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|15 (+2)|10 (+0)|12 (+1)|14 (+2)|16 (+3)| >___ > - **Skills** Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Sleight of Hand +4, Stealth +4 > - **Senses** Passive Perception 16 > - **Languages** Any two languages > - **Challenge** 1 (200 XP) > - **Proficiency Bonus** +2 >___ >***Cunning Action.*** On each of its turns, the spy can use a bonus action to take the Dash, Disengage, or Hide action. > >***Sneak Attack (1/Turn).*** The spy deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the spy that isn't incapacitated and the spy doesn't have disadvantage on the attack roll. > > ### Actions > ***Multiattack.*** The spy makes two melee attacks. > > ***Shortsword.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. > > ***Hand Crossbow.*** *Ranged Weapon Attack:* +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage. \columnbreak
___ > ## Cult Fanatic >*Medium humanoid (any race), any non-good alignment* >___ > - **Armor Class** 13 (Leather Armor) > - **Hit Points** 33 (6d8 + 6) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|11 (+0)|14 (+2)|12 (+1)|10 (+0)|13 (+1)|14 (+2)| >___ > - **Skills** Deception +4, Persuasion +4, Religion +2 > - **Senses** Passive Perception 11 > - **Languages** Any one language (usually Common) > - **Challenge** 2 (450 XP) > - **Proficiency Bonus** +2 >___ >***Dark Devotion.*** The fanatic has advantage on saving throws against being charmed or frightened. > >***Spellcasting.*** The fanatic is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The fanatic has the following cleric spells prepared: > >Cantrips (at will): light, sacred flame, thaumaturgy > >1st level (4 slots): command, inflict wounds, shield of faith > >2nd level (3 slots): hold person, spiritual weapon > > ### Actions > ***Multiattack.*** The fanatic makes two melee attacks. > >***Dagger.*** *Melee or Ranged Weapon Attack:* +4 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 4 (1d4 + 2) piercing damage.
\pagebreak ___ > ## Priest >*Medium humanoid (any race), any alignment* >___ > - **Armor Class** 13 (Chain Shirt) > - **Hit Points** 27 (5d8 + 5) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|10 (+0)|12 (+1)|13 (+1)|16 (+3)|13 (+1)| >___ > - **Skills** Medicine +7, Persuasion +3, Religion +5 > - **Senses** Passive Perception 13 > - **Languages** Any two languages > - **Challenge** 2 (450 XP) > - **Proficiency Bonus** +2 >___ >***Divine Eminence.*** As a bonus action, the priest can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st. > >***Spellcasting.*** The priest is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The priest has the following cleric spells prepared: > >Cantrips (at will): light, sacred flame, thaumaturgy > >1st level (4 slots): cure wounds, guiding bolt, sanctuary > >2nd level (3 slots): lesser restoration, spiritual weapon > >3rd level (2 slots): dispel magic, spirit guardians > > ### Actions > ***Mace.*** *Melee Weapon Attack:* +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage. \columnbreak ___ > ## Bearded Devil >*Medium fiend (devil), lawful evil* >___ > - **Armor Class** 13 (Natural Armor) > - **Hit Points** 52 (8d8 + 16) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|15 (+2)|15 (+2)|9 (-1)|11 (+0)|11 (+0)| >___ > - **Saving Throws** STR +5, CON +4, WIS +2 > - **Damage Resistances** Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered > - **Damage Immunities** Fire, Poison > - **Condition Immunities** Poisoned > - **Senses** Darkvision 120 ft., Passive Perception 10 > - **Languages** Infernal, Telepathy 120 ft. > - **Challenge** 3 (700 XP) > - **Proficiency Bonus** +2 >___ >***Devil's Sight.*** Magical darkness doesn't impede the devil's darkvision. > >***Magic Resistance.*** The devil has advantage on saving throws against spells and other magical effects. > >***Steadfast.*** The devil can't be frightened while it can see an allied creature within 30 feet of it. > > ### Actions > ***Bite.*** *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage. > > ***Multiattack.*** The devil makes two attacks: one with its beard and one with its glaive. > >***Beard.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target can't regain hit points. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. > >***Glaive.*** *Melee Weapon Attack:* +5 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) slashing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 12 Constitution saving throw or lose 5 (1d10) hit points at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 5 (1d10). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.
\pagebreak ___ > ## Medusan >*Medium fiend (devil), lawful evil* >___ > - **Armor Class** 15 (Natural Armor) > - **Hit Points** 52 (8d8 + 16) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|15 (+2)|15 (+2)|9 (-1)|11 (+0)|11 (+0)| >___ > - **Saving Throws** STR +5, CON +4, WIS +2 > - **Damage Immunities** Fire, Poison > - **Condition Immunities** Poisoned > - **Senses** Darkvision 120 ft., Passive Perception 10 > - **Languages** Common, Infernal > - **Challenge** 3 (700 XP) > - **Proficiency Bonus** +2 >___ >***Devil's Sight.*** Magical darkness doesn't impede the devil's darkvision. > >***Petrifying Gaze.*** If a creature starts its turn within 30 feet of the devil and the two of them can see each other, the devil can force the creature to make a DC 12 Constitution saving throw if the devil isn't incapacitated. On a failed save, the creature magically begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic. > >A creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the devil until the start of its next turn, when it can avert its eyes again. > >If it looks at the devil in the meantime, it must immediately make the save. If the devil sees its reflection within 30 feet of it in bright light, it mistakes itself for a rival and targets itself with its gaze. > \columnbreak
___ > ## > ### Actions > ***Multiattack.*** The devil makes two attacks: one with its snake hair and one with its shortsword. > > ***Snake Hair.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target can't regain hit points. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. > > ***Shortsword.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 1) piercing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 12 Constitution saving throw or lose 5 (1d6 + 2) hit points at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 3 (1d6). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.
\pagebreak ___ > ## Incubus >*Medium fiend (shapechanger), neutral evil* >___ > - **Armor Class** 15 (Natural Armor) > - **Hit Points** 66 (12d8 + 12) > - **Speed** 30 ft., fly 60 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|8 (-1)|17 (+3)|13 (+1)|15 (+2)|12 (+1)|20 (+5)| >___ > - **Skills** Deception +9, Insight +5, Perception +5, Persuasion +9, Stealth +7 > - **Damage Resistances** Cold, Fire, Lightning, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks > - **Senses** Darkvision 60 ft., Passive Perception 15 > - **Languages** Abyssal, Common, Infernal, Telepathy 60 ft. > - **Challenge** 4 (1,100 XP) > - **Proficiency Bonus** +2 >___ >***Telepathic Bond.*** The fiend ignores the range restriction on its telepathy when communicating with a creature it has charmed. The two don't even need to be on the same plane of existence. > >***Shapechanger.*** The fiend can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Without wings, the fiend loses its flying speed. Other than its size and speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. > > ### Actions > ***Claw (Fiend Form Only).*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. > > ***Charm.*** One humanoid the fiend can see within 30 feet of it must succeed on a DC 15 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the fiend's verbal or telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this fiend's Charm for the next 24 hours. > >The fiend can have only one target charmed at a time. If it charms another, the effect on the previous target ends. \columnbreak
___ > ## > ***Draining Kiss.*** The fiend kisses a creature charmed by it or a willing creature. The target must make a DC 15 Constitution saving throw against this magic, taking 32 (5d10 + 5) psychic damage on a failed save, or half as much damage on a successful one. The target's hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. > > ***Etherealness.*** The fiend magically enters the Ethereal Plane from the Material Plane, or vice versa.
\pagebreak ___ > ## Succubus >*Medium fiend (shapechanger), neutral evil* >___ > - **Armor Class** 15 (Natural Armor) > - **Hit Points** 66 (12d8 + 12) > - **Speed** 30 ft., fly 60 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|8 (-1)|17 (+3)|13 (+1)|15 (+2)|12 (+1)|20 (+5)| >___ > - **Skills** Deception +9, Insight +5, Perception +5, Persuasion +9, Stealth +7 > - **Damage Resistances** Cold, Fire, Lightning, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks > - **Senses** Darkvision 60 ft., Passive Perception 15 > - **Languages** Abyssal, Common, Infernal, Telepathy 60 ft. > - **Challenge** 4 (1,100 XP) > - **Proficiency Bonus** +2 >___ >***Telepathic Bond.*** The fiend ignores the range restriction on its telepathy when communicating with a creature it has charmed. The two don't even need to be on the same plane of existence. > >***Shapechanger.*** The fiend can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Without wings, the fiend loses its flying speed. Other than its size and speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. > > ### Actions > ***Claw (Fiend Form Only).*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. > > ***Charm.*** One humanoid the fiend can see within 30 feet of it must succeed on a DC 15 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the fiend's verbal or telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this fiend's Charm for the next 24 hours. > >The fiend can have only one target charmed at a time. If it charms another, the effect on the previous target ends. \columnbreak
___ > ## > ***Draining Kiss.*** The fiend kisses a creature charmed by it or a willing creature. The target must make a DC 15 Constitution saving throw against this magic, taking 32 (5d10 + 5) psychic damage on a failed save, or half as much damage on a successful one. The target's hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. > > ***Etherealness.*** The fiend magically enters the Ethereal Plane from the Material Plane, or vice versa.
\pagebreak # The Temple of the Fiend - Level One Map
\pagebreak # The Temple of the Fiend - Level Two Map
\pagebreak # The Temple of the Fiend - Level Three Map
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A Tempting Adventure
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