Hermes fetches the party · Hades briefs them, lends the Obol, names Asclepius and Orpheus (recruit one) · the rising dead are the Queen's experiment · Hades arrives late and loud.
| Creature | E | M | H | Notes |
|---|---|---|---|---|
| Hydra-Tooth Skeleton | 6 | 8 | 9 | Enc. 1, 3 · reassemble |
| Spartoi Captain | 1 | 2 | 2 | Enc. 1, 3 · drill captain · bell guard |
| Skeletal Death Dog | 3 | 4 | 4 | Enc. 2 · Reap & Sow |
| Bone Centaur | 1 | 2 | 2 | Enc. 2 · Chiron's kin |
| Breath-Thief Zombie | 1 | 2 | 2 | Enc. 2 (round 3) · Enc. 3 half threshold |
| Persephone | 1 | 1 | 1 | Unkillable · Threshold 180 |
| Cerberus | — | opt | opt | Optional alternate resolution |
| Tier | Adjust |
|---|---|
| Easier | Library Standard + clock starts at 3; no half-threshold zombie; both allies may come |
| Library Std (6 PCs, L8) | 6 skel + 1 Spartoi · 3 dogs, 1 centaur, 1 zombie · Threshold 140 · clock 4 · DCs 16 · LR 2/day · no circle of death |
| APL 10 ★ | As written: Enc. 1–2 Hard · Enc. 3 Deadly · Threshold 180 · clock 5 · one ally |
| Harder | Threshold 220 · clock 6 · 9 skel in Enc. 1 · zombies round 2 · circle of death ×2 |
Medium Undead, Lawful Evil · CR 2 (450 XP)
AC 14 (armor scraps) | HP 26 (4d8+8) | Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA | |
|---|---|---|---|---|---|---|
| sc md sv | 14 +2 +2 | 14 +2 +2 | 15 +2 +2 | 6 −2 −2 | 8 −1 −1 | 5 −3 −3 |
Vulnerabilities: bludgeoning · Immunities: poison; exhaustion, poisoned · Senses: darkvision 60 ft.
Sown from Teeth. When reduced to 0 HP, roll a d6: on a 6 (5–6 while a Spartoi Captain stands within 60 ft.), the bones reassemble at 1 HP at the start of its next turn unless shattered (bludgeoning), burned (fire) or seared by the Obol (radiant).
Pack Drill. Advantage on attack rolls if another Hydra-Tooth Skeleton is within 5 ft. of the target.
River-Risen. Sown in the bed of the Styx; the river does not harm it. From the water it can use Grasping Hands and Drag Under against a creature in a square beside the hull. Knocked overboard, it spends its next turn climbing back aboard (Enc. 1).
Many Hands. Each other Hydra-Tooth Skeleton grappling the same creature adds 2 to the DC to escape the grapple and to the save against Drag Under.
Actions
Multiattack. Two shortsword attacks, or one shortsword and one shield bash. It can replace any of them with Grasping Hands.
Shortsword. +4 to hit, reach 5 ft. Hit: 5 (1d6+2) piercing.
Shield Bash. +4 to hit, reach 5 ft. Hit: 4 (1d4+2) bludgeoning; DC 12 Strength save or prone.
Grasping Hands. One creature within 5 ft. makes a DC 12 Strength or Dexterity save (its choice) or is grappled (escape DC 12).
Drag Under. One creature the skeleton is grappling makes a DC 12 Strength save, with disadvantage if prone. On a failure it goes overboard into the Styx, and a skeleton that was aboard goes with it, still holding on.
Medium Undead, Lawful Evil · CR 5 (1,800 XP)
AC 17 (bronze scraps, shield) | HP 97 (13d8+39) | Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA | |
|---|---|---|---|---|---|---|
| sc md sv | 18 +4 +7 | 14 +2 +2 | 16 +3 +6 | 10 +0 +0 | 12 +1 +1 | 10 +0 +0 |
Vulnerabilities: bludgeoning
Immunities: poison; exhaustion, frightened, poisoned · Senses: darkvision 60 ft., passive Perception 11 · Languages: understands Ancient Greek; barks drill-calls
Sown from the Dragon's Teeth. The first Spartoi sprang from the teeth Cadmus sowed at Thebes; these were sown in the Queen's garden and wear the bronze of the men they replaced. At 0 HP it collapses into a heap of teeth; on a 5–6 at the start of its next turn it rises with 15 HP, unless the killing blow was bludgeoning, fire or radiant.
Drill Captain. While it stands, Hydra-Tooth Skeletons within 60 ft. that can hear it reassemble on a 5–6 instead of a 6. Kill the captains first.
Bronze Sinks. If it goes into the Styx it sinks in its bronze and is out of the fight; the river keeps it. On the ferry it uses Shield Bash, not its spear: it wants you in the water.
Actions
Multiattack. Three Dory attacks, or two Dory attacks and one Shield Bash.
Dory. +7 to hit, reach 10 ft. Hit: 9 (1d10+4) piercing.
Shield Bash. +7 to hit, reach 5 ft. Hit: 7 (1d6+4) bludgeoning, and the target makes a DC 15 Strength save or is pushed 10 ft. and knocked prone.
Reactions
Hold the Line. When a creature it can see moves within 5 ft. of the ferry-bell (or of another post it guards), it makes one Dory attack against that creature. On a hit the target's speed becomes 0 until the end of the turn.
Medium Undead, Neutral Evil · CR 1 (200 XP)
AC 13 (bone plates) | HP 39 (6d8+12) | Speed 40 ft.
| STR | DEX | CON | INT | WIS | CHA | |
|---|---|---|---|---|---|---|
| sc md sv | 15 +2 +2 | 14 +2 +2 | 14 +2 +2 | 3 −4 −4 | 13 +1 +1 | 6 −2 −2 |
Skills: Perception +5, Stealth +4 · Vulnerabilities: bludgeoning
Immunities: poison; exhaustion, poisoned · Senses: darkvision 120 ft.
Two-Headed. Advantage on Wis (Perception) and on saves vs. blinded, charmed, deafened, frightened, stunned, or knocked unconscious.
Grave-Hound. A two-headed hound picked clean to the bone and strung back together with pomegranate vine; its ribs rattle when it runs and it still wears the Queen's collar. When reduced to 0 HP by anything but bludgeoning or radiant damage, it collapses into a heap of bones that twitch for a round.
Actions
Multiattack. Two bite attacks.
Bite. +4 to hit, reach 5 ft. Hit: 5 (1d6+2) piercing. If both bites hit the same target on a turn, the target makes a DC 12 Constitution save or is poisoned and diseased (grave-rot: HP max reduced by 5 per failed daily save until cured — Asclepius can cure with Healing Touch).
Large Undead, Neutral · CR 5 (1,800 XP)
AC 15 (bone barding) | HP 110 (13d10+39) | Speed 50 ft.
| STR | DEX | CON | INT | WIS | CHA | |
|---|---|---|---|---|---|---|
| sc md sv | 18 +4 +4 | 16 +3 +3 | 16 +3 +3 | 9 −1 −1 | 13 +1 +1 | 8 −1 −1 |
Skills: Athletics +7, Perception +4, Survival +4 · Vulnerabilities: bludgeoning
Immunities: poison; exhaustion, poisoned · Senses: darkvision 60 ft., passive Perception 14 · Languages: understands Ancient Greek
Chiron's Kin. Raised from the bones of the centaurs of Chiron's line — the teacher who taught Asclepius medicine. Asclepius knows them on sight. He (or a PC he is coaching, with a DC 15 Medicine check) can use an action to call one by its old name: it makes a DC 14 Wisdom save. On a failure it lowers its bow and takes no actions for 1 minute unless attacked; a second failure lays it down for good.
Hunting Charge. If it moves at least 30 ft. straight toward a target and then hits it with a Pike attack on the same turn, the target takes an extra 9 (2d8) piercing damage and makes a DC 15 Strength save or is knocked prone.
The Queen's Bridle. Its skull is bridled in black leather stamped with the Queen's seal — a clue (see Enc. 2).
Actions
Multiattack. Two Pike attacks, one Pike and one Hooves attack, or two Longbow attacks.
Pike. +7 to hit, reach 10 ft. Hit: 9 (1d10+4) piercing.
Hooves. +7 to hit, reach 5 ft. Hit: 11 (2d6+4) bludgeoning.
Longbow. +6 to hit, range 150/600 ft. Hit: 7 (1d8+3) piercing plus 7 (2d6) necrotic.
Large Undead, Neutral Evil · CR 5 (1,800 XP)
AC 11 | HP 115 (11d10+55) | Speed 25 ft.
| STR | DEX | CON | INT | WIS | CHA | |
|---|---|---|---|---|---|---|
| sc md sv | 20 +5 +5 | 6 −2 −2 | 20 +5 +5 | 3 −4 −4 | 6 −2 +1 | 5 −3 −3 |
Resistances: necrotic · Immunities: poison; exhaustion, poisoned
Senses: darkvision 60 ft.
Stolen Breath. A bloated corpse from the Asphodel fields, swollen with breath the Queen stole from the living. Its chest heaves; every exhale smells of pomegranate and grave-soil.
Undead Fortitude. If damage reduces it to 0 HP, it makes a Constitution save (DC 5 + the damage taken) unless the damage is radiant or from a critical hit. On a success, it drops to 1 HP instead.
Death Sigh. When it dies, it exhales every breath it stole: each creature within 10 ft. makes a DC 14 Constitution save or takes 13 (3d8) necrotic damage and is poisoned until the end of its next turn.
Actions
Multiattack. Two Grave Slam attacks.
Grave Slam. +8 to hit, reach 10 ft. Hit: 14 (2d8+5) bludgeoning plus 7 (2d6) necrotic. The target makes a DC 14 Constitution save or its HP max is reduced by the necrotic damage until it finishes a long rest.
Breath Thief (Recharge 5–6). It presses its mouth to a grappled, prone, or dying creature within 5 ft. and inhales: 21 (6d6) necrotic, DC 15 Constitution save for half, and the zombie regains HP equal to the damage dealt. A shade reduced to 0 HP this way is gone for good.
Medium Undead (Unique), Neutral · Ferryman
AC 16 | HP 110 (13d8+52) | Speed 30 ft., swim 40 ft.
| STR | DEX | CON | INT | WIS | CHA | |
|---|---|---|---|---|---|---|
| sc md sv | 16 +3 +3 | 12 +1 +1 | 18 +4 +4 | 14 +2 +2 | 16 +3 +3 | 11 +0 +0 |
Skills: Insight +7, Perception +7 · Immunities: necrotic, poison; frightened
The Fare. Hermes has paid the way in. The way home costs the Obol Hades lends the party. Attempting to fight him capsizes the ferry: everyone aboard goes into the Styx (see Enc. 1).
Ferryman. He poles; he does not fight for anyone. The crossing takes 4 rounds whatever happens on deck. When the ferry grounds, he hooks any passenger still in the river out with his pole.
Neutral Witness. Answers one honest question about recent crossings if paid fairly. Will not accuse the Queen by name.
Actions
Ferryman's Pole. +7 to hit, reach 10 ft. Hit: 12 (2d8+3) bludgeoning + 7 (2d6) necrotic.
Styx Lash (Recharge 5–6). 30-ft. line; DC 15 Dexterity. 21 (6d6) necrotic on a failure, half on a success; a failure also reduces speed to 0 until the end of its next turn.
Reactions
Paid Passage (1/Round). When a passenger whose fare is paid goes overboard, he holds out his pole. The passenger makes a DC 12 Dexterity save; on a success it catches the pole and ends hanging on the gunwale instead of in the river. "The fare is paid. Hold on."
Medium Celestial (Goddess), Neutral (ambitious) · CR 12 threat · UNKILLABLE BOSS
AC 18 | HP — (Threshold 180; see Immortal Court) | Speed 30 ft., fly 30 ft. (hover)
| STR | DEX | CON | INT | WIS | CHA | |
|---|---|---|---|---|---|---|
| sc md sv | 14 +2 +2 | 18 +4 +10 | 18 +4 +4 | 16 +3 +3 | 20 +5 +11 | 20 +5 +11 |
Skills: Deception +11, Insight +11, Nature +9, Religion +9 · Resistances: necrotic, psychic; BPS from nonmagical
Queen in Her Own Right. Bored, curious and ambitious. Her mother is the Harvest, her husband the Dead; she will not be only "his wife". She is experimenting with what she might be goddess of — the Undead? the Shades? — by raising a private legion. She loves Hades and does not want him prying. Above all she will not have it said aloud, in her own home, that he knows. The reveal is the mystery payoff.
Immortal Court — Cannot Be Killed. She has no true HP. Track a Pressure Threshold of 180. Damage and certain effects reduce the threshold. At 0 she does not die — she becomes Wrathful (see Legendary Actions) but remains unkillable. Win = she leaves initiative (Hades arrives, a bargain, or Cerberus).
Pomegranate Focus. While she holds her pomegranate (object AC 20 / HP 40, immune to psychic), she can summon. Destroying it prevents new summons for 2 rounds and drops the threshold by 30.
Legendary Resistance (3/Day). Turn a failed save into a success.
Actions
Multiattack. Two Necro-Vine attacks and Cast a Spell, or three Necro-Vines.
Necro-Vine. +10 to hit, reach 15 ft. Hit: 14 (2d8+5) piercing + 10 (3d6) necrotic; DC 18 Strength save or restrained (escape DC 18).
Cast a Spell. Spell save DC 18, +10 to hit. At will: chill touch (4d8), command. 3/day each: hold person, blight, spirit guardians (necrotic blossoms). 1/day: circle of death (8d6, 60-ft. radius — only while the pomegranate is intact).
Sow the Teeth (Recharge 5–6). Summons 1d4+1 Hydra-Tooth Skeletons in unoccupied spaces within 30 ft. They act after her.
Legendary Actions
Vine (Cost 1). One Necro-Vine attack.
Whisper (Cost 1). One creature within 60 ft. makes a DC 18 Wisdom save or is frightened until the end of its next turn.
Reap & Sow (Cost 2). One skeleton within 60 ft. explodes (10-ft. radius, DC 15 Dex, 14 (4d6) necrotic) and is replaced by a Skeletal Death Dog.
Wrathful Queen (Cost 3, only at Threshold 0). Sow the Teeth recharges immediately and she casts chill touch on two targets; still cannot be slain.
Huge Monstrosity, Lawful Neutral · CR 10 (5,900 XP) · OPTIONAL / Iconic
AC 16 (natural) | HP 178 (17d12+68) | Speed 50 ft.
| STR | DEX | CON | INT | WIS | CHA | |
|---|---|---|---|---|---|---|
| sc md sv | 22 +6 +6 | 12 +1 +1 | 18 +4 +4 | 6 −2 −2 | 14 +2 +2 | 10 +0 +0 |
Skills: Perception +10 (adv) · Senses: darkvision 120 ft., smell living breath 300 ft. · Immunities: frightened
Iconic — Prefer Not to Kill. Win by calming, distracting, or slipping past — not by slaying Olympus's hound. If reduced to 0 HP, he flees whimpering (Hades will be displeased).
Three Heads. Advantage on Perception; can make opportunity attacks against three different creatures per round.
Gate Guardian. Blocks the inner road to Hades' private court. Getting past him is an alternate resolution that calls Hades without the garden ferry-bell.
Actions
Multiattack. Three bite attacks (one per head).
Bite. +10 to hit, reach 10 ft. Hit: 17 (2d10+6) piercing. If two or more bites hit the same target in a turn, DC 18 Strength save or grappled and restrained in the jaws (escape DC 18).
Tripartite Roar (Recharge 5–6). 60-ft. cone; DC 16 Wisdom. Fail: frightened for 1 minute (repeat at the end of its turns) and deafened for 1 round.
Legendary Actions
Detect (Cost 1). Wisdom (Perception) check.
Bite (Cost 1). One bite attack.
Drag (Cost 2). Move up to 20 ft. dragging one grappled creature without provoking.
Medium Humanoid (Demigod physician), Neutral Good · Cleric / Necromancer · CR 6 ally
AC 14 | HP 97 (15d8+30) | Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA | |
|---|---|---|---|---|---|---|
| sc md sv | 10 +0 +0 | 14 +2 +2 | 14 +2 +2 | 18 +4 +7 | 18 +4 +7 | 14 +2 +2 |
Skills: Medicine +10, Nature +7, Insight +7, Religion +7
Why He Is Here. Following a plague of "false deaths" — corpses walking with stolen breath. He believes someone is siphoning Asclepian healing into necromancy.
Raiser of the Dead. The one mortal-born healer who ever brought the dead back — Zeus struck him down for it at Hades' complaint. He knows exactly how the dead are raised, which is why this frightens him. Hades still keeps complaints about him on file.
Chiron's Pupil. Chiron the centaur taught him medicine. The bone centaurs in Asphodel are Chiron's kin, and he can call them by name (see their card).
One Ally Only. If the party brings him to the garden, Orpheus stays in Asphodel to keep the shades calm. Recruit with ≥2 floral/royal clues (Persuasion DC 13 with the evidence).
Iconic. Do not kill. If reduced to 0 HP, he stabilizes in a sacred sleep (removed from the fight). He will not strike Persephone to kill.
Actions
Serpent Staff. +6 to hit, reach 5 ft. Hit: 7 (1d6+4) bludgeoning + 7 (2d6) poison or radiant (his choice).
Healing Touch (3/Day). A creature he touches regains 18 (4d8) HP and may end one poison or disease.
Turn the Inverted (1/Day). Each undead within 30 ft. that Persephone raised makes a DC 15 Wisdom save or is turned for 1 minute (it flees and takes no actions unless cornered); the effect ends on a creature that takes damage.
Return from the Threshold (1/Day). A creature that died within the last minute returns to life with 1 HP.
Diagnostic Gaze. Insight/Medicine check with advantage to identify how an undead was made (reveals the summoner-signature: floral + grave).
Bonus Actions
Field Surgery (1/Round). One ally within 5 ft. gains 10 temporary HP.
Medium Humanoid (Human, son of Apollo), Neutral Good · Bard · CR 6 ally
AC 14 | HP 82 (15d8+15) | Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA | |
|---|---|---|---|---|---|---|
| sc md sv | 10 +0 +0 | 16 +3 +6 | 12 +1 +1 | 13 +1 +1 | 14 +2 +2 | 20 +5 +8 |
Skills: Performance +11, Persuasion +8, Insight +5, History +4
Senses: passive Perception 12 · Languages: Common, Ancient Greek
The Man Who Came Back. The only living man to cross the Styx twice. He walked out of the Underworld once with Eurydice behind him, looked back, and lost her. He has come down again, alone and without leave, because her shade is missing from Asphodel.
The Song She Wept For. Persephone wept once at his song; it was she who let Eurydice go. While he plays within 60 ft. of her, the bargain (Path B) is DC 15 instead of DC 18.
Calms the Hound. Cerberus has heard him before. Checks to calm Cerberus have advantage while he plays, and his playing counts as one success.
One Ally Only. If the party brings him to the garden, Asclepius stays in Asphodel with his patients. Recruit by protecting him and telling him what happened to Eurydice (Persuasion DC 14).
Iconic. Do not kill. At 0 HP he is stable and unconscious, still holding the lyre.
Actions
Lyre-Blade. +6 to hit, reach 5 ft. Hit: 6 (1d6+3) piercing.
Spellcasting (Cha, DC 16, +8 to hit). At will: vicious mockery (3d4), friends. 2/day each: calm emotions, healing word (3d4+5). 1/day: hypnotic pattern.
Lull of the Lyre (Recharge 5–6). Each skeleton, death dog and zombie within 30 ft. that can hear him makes a DC 16 Wisdom save or is incapacitated until the end of its next turn.
The Song She Wept For (1/Encounter). He plays the song from his first descent. Persephone takes no legendary actions until the start of her next turn.
Bonus Actions
Inspiring Refrain (3/Day). One ally within 60 ft. who can hear him gains a d8 Bardic Inspiration die for 10 minutes.
Reactions
Counter-Song. When a creature within 30 ft. makes a save against being charmed or frightened, it has advantage.
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