The Isle of Stonegaze

The party sails to the Isle of Stonegaze aboard the trireme Ariadne's Thread , surviving a midvoyage attack by harpies and corrupted sea creatures. On the island, they cross a cursed saltmarsh, recruit allies, and scavenge tools before the final descent — before descending into the cave lair of Euryale, an ancient gorgon who guards the Eye and rules through fear and petrification.

📜 Session Summary

Realm Ancient Greek-inspired Mediterranean
Atmosphere Salt air and divine dread; sun-bleached ruin under a strange stillness
Terrain Arc Open sea → rocky shore → overgrown temple ruins → dark cave shrine

Description

The party sails to the Isle of Stonegaze aboard the trireme Ariadne's Thread, surviving a midvoyage attack by harpies and corrupted sea creatures. On the island, they cross a cursed saltmarsh, recruit allies, and scavenge tools before the final descent — before descending into the cave lair of Euryale, an ancient gorgon who guards the Eye and rules through fear and petrification.

Handout to one party member at the tavern. Written in cramped archaic script on aged papyrus. The payoff is in Encounter 3: a still reflecting pool in Euryale's cave can be used to turn her Petrifying Gaze back on herself. (22 words)

DM Note
DM Note: Don't explain the scroll. Let players puzzle it out. The still pool is prominently described when the party enters the cave. If players are stuck, Old Lysander, Priest of Apollo can confirm its meaning if the scroll is shown to him (DC 13 Insight to notice he reacts).

The Scroll of Theron

"Where serpents crown the stone queen, let her own gaze be her ruin — the still pool sees what mortal eyes dare not."

Key NPCs

👤

Theron of Corinth

Theron of Corinth — Questgiver. Scholarly merchant. True motives unclear.

👤

Kleon

Kleon, Captain of the Ariadne's Thread — Captain of the Ariadne's Thread. Gruff and pragmatic.

👤

Pyrrha

Pyrrha — Island survivor. Fisherwoman. Shore guide.

👤

Old Lysander

Old Lysander, Priest of Apollo — Blind priest of Apollo. Key scroll interpreter.

👤

Maren

Maren, the Marsh-keeper — Marsh-keeper druid. Recruitable in Encounter 2.

Creature / Enemy List

Hostile creatures and enemy NPCs by difficulty. Medium = baseline encounter counts; adjust Easy/Hard using encounter scaling notes.

Creature / Enemy Easy Medium Hard Notes
Corrupted Merfolk 3 5 6
Euryale, the Stone Queen — BOSS 1 1 1 Boss · HP 168 (Deadly: 195, 4 LA)
Harpy 4 4 4
Lamia 1 1 2 Enc 3 (Deadly: 2)
Lizardfolk Shaman 1 1 1
Lizardfolk Warrior 3 4 5
Medusa Sentinel 1 1 2

Major Beats

  • Tavern meeting — quest briefing, scroll handoff, party hired
  • 3-day voyage (DM may add minor sea roleplaying)
  • Encounter 1: Harpy & Corrupted Merfolk attack on the trireme — outcome determines Long vs. Short Rest
  • Trireme beaches; crew stays with the ship
  • Party discovers Pyrrha and Old Lysander, Priest of Apollo hiding near the shore — roleplay and scroll clues
  • Encounter 2: Mireweed Marsh — hostile lizardfolk patrol; recruit Maren, the Marsh-keeper for fire support in the final fight
  • Party passes through the temple ruins beyond the marsh — scavenges the Polished Bronze Mirror, Blindfold of Apollo (from Lysander), and other tools (no combat)
  • Party descends into the cave; the scroll becomes relevant
  • Encounter 3: Cave boss fight — Lamias, Medusa Sentinel, and Euryale herself (enters round 3)
  • Retrieve the Eye of Medusa; return to Theron (optional: moral choice / epilogue hook)

Encounter 1 — "Harpies Over the Ariadne's Thread"

Medium  ·  45–60 min · 5–7 rounds

Overview

A flight of Harpy descend on the trireme, targeting the sails and rigging while their luring song disrupts the crew. Simultaneously, Corrupted Merfolk board from both sides — drawn by the harpies' call, but not inherently evil. They can be freed from the compulsion and potentially recruited.

Creatures

  • Harpy
  • Corrupted Merfolk

🗺 Terrain & Features

Trireme Deck / Open Sea — 80 ft × 25 ft (deck) + sea surrounds

Mechanics

  • Primary Goal: Protect the sails before they are destroyed
  • The ship has 3 mast rope / sail sections, each with AC 11, HP 15. Harpies target sails over party members unless a PC is in melee reach
  • If all 3 sail sections are destroyed, the ship cannot sail — party must row to shore and only earns a Short Rest before Encounter 2
  • If at least 1 sail section survives, the ship is seaworthy — party earns a Long Rest aboard before landing
  • Luring Song: Harpies target crew members first (not PCs unless no other targets). Charmed crew become obstacles on deck, blocking movement. A PC can spend their action to snap a crew member out of it (DC 12 CHA/Persuasion, or DC 12 STR to physically restrain/drag them)
  • Freeing a Merfolk (Action): A PC adjacent to a Corrupted Merfolk can attempt DC 15 Arcana, Insight, or Religion to break the harpy's hold. Success: merfolk becomes friendly and fights for the party. Freed merfolk can be recruited (DC 14 Persuasion) to guard the ship during Encounters 2 & 3
  • Captain Kleon, Captain of the Ariadne's Thread acts as helper NPC — on initiative count 5, he attacks (spear +4, 1d6+1) or attempts to lash a damaged rope (Athletics DC 12, restores 10 HP to one sail section)
  • Overboard: Any creature knocked off the ship must use their full movement to climb back (Athletics DC 13). Merfolk knocked off retreat rather than re-board
Difficulty Scaling
Avg. LevelEnemy AdjustmentsRest Outcome
Lvl 4 2 Harpies, 3 Corrupted Merfolk. Sail HP 10 each. Luring Song DC 9. Harpies don't target sails until round 3. Long rest if any 2 sails survive. Short rest if all destroyed.
Lvl 6 3 Harpies, 4 Corrupted Merfolk. Sail HP 12 each. Standard Luring Song DC 11. Long rest if at least 1 sail survives.
Lvl 8 ✦ Intended balance. 4 Harpies, 5 Corrupted Merfolk. Full mechanics as written. Long rest if at least 1 sail survives.
Lvl 10 4 Harpies + 1 Harpy Matriarch (Harpy stats, +2 all attack/saves, HP 60, fly 60 ft., Luring Song DC 13, song range 500 ft.). 6 Corrupted Merfolk. Wave 2: 3 additional merfolk board on round 4. Long rest only if 2+ sails survive.

Resolution

Victory
All harpies driven off or killed + all merfolk defeated or freed (freed merfolk stop fighting automatically)

Creature Cards

Harpy

Medium Monstrosity, Chaotic Evil

12STR
13DEX
12CON
7INT
10WIS
13CHA

AC 11  |  HP 38 (7d8+7)  |  Speed 20 ft., fly 40 ft.

Passive Perception 10  |  Languages Common  |  CR 1 (200 XP)

Actions

Multiattack. Two Claws attacks.

Claws. +3 to hit, reach 5 ft. Hit: 6 (2d4+1) slashing.

Luring Song. Each humanoid and giant within 300 ft. that can hear the harpy must succeed on a DC 11 Wisdom saving throw or be charmed until the song ends. The harpy must use a bonus action on each subsequent turn to continue singing. Charmed targets are incapacitated and must move toward the harpy by the most direct route. Target may re-save (DC 11 WIS) at end of each of its turns. Song ends if the harpy is incapacitated or if a target moves beyond range.

Multiattack. Two Claws attacks.

Claws. +3 to hit, reach 5 ft. Hit: 6 (2d4+1) slashing.

Luring Song. Each humanoid and giant within 300 ft. that can hear the harpy must succeed on a DC 11 Wisdom saving throw or be charmed until the song ends. The harpy must use a bonus action on each subsequent turn to continue singing. Charmed targets are incapacitated and must move toward the harpy by the most direct route. Target may re-save (DC 11 WIS) at end of each of its turns. Song ends if the harpy is incapacitated or if a target moves beyond range.

Corrupted Merfolk

Medium Humanoid (Merfolk), Neutral (Compelled)

13STR
13DEX
12CON
11INT
11WIS
12CHA

AC 11  |  HP 22 (4d8+4)  |  Speed 10 ft., swim 40 ft.

Skills Perception +2  |  Languages Aquan, Common  |  CR 1/4 (50 XP)

Amphibious. Can breathe air and water.

Actions

Spear. +3 to hit, reach 5 ft. or range 20/60 ft. Hit: 4 (1d6+1) piercing, or 5 (1d8+1) two-handed.

Compelled State

A PC adjacent to a Corrupted Merfolk can spend their action making a DC 15 Arcana, Insight, or Religion check to break the harpy compulsion. On success, the merfolk is freed, becomes friendly, and fights for the party. Up to 3 freed merfolk will agree to guard the ship (DC 14 Persuasion).

Spear. +3 to hit, reach 5 ft. or range 20/60 ft. Hit: 4 (1d6+1) piercing, or 5 (1d8+1) two-handed.

A PC adjacent to a Corrupted Merfolk can spend their action making a DC 15 Arcana, Insight, or Religion check to break the harpy compulsion. On success, the merfolk is freed, becomes friendly, and fights for the party. Up to 3 freed merfolk will agree to guard the ship (DC 14 Persuasion).


Encounter 2 — "Mireweed Marsh"

Medium  ·  50–60 min · 4–6 rounds

Overview

After meeting Pyrrha and Old Lysander, Priest of Apollo on the rocky shore, the party must cross a salt-choked marsh that chokes the inland approach to the temple. A hostile Lizardfolk Warrior patrol — driven from their nesting grounds by Euryale's spreading curse — attacks on sight. Maren, the Marsh-keeper, a druid hermit sheltering in the crossfire, can be recruited after the fight.

Creatures

  • Lizardfolk Warrior
  • Lizardfolk Shaman
  • Maren, the Marsh-keeper

🗺 Terrain & Features

Boggy Marshland / Ruined Hut — 100 ft × 80 ft (marsh + channel)

Mechanics

Non-Combat Options
  • Maren, the Marsh-keeper is not immediately recognized as non-hostile — DC 12 Insight or Perception reveals she is cowering behind her ruined hut, shouting that the lizardfolk attacked her unprovoked. If no check is made, she shouts this herself on round 2
  • If a PC moves adjacent to Maren before combat ends, she can use her reaction to cast Fog Cloud centered on the Shaman, breaking concentration — a strong coordination moment
  • After combat — Recruit Maren: DC 13 Persuasion (appeal to the threat Euryale poses to the marsh). DC 10 Nature or Arcana to recognize her as a druid grants advantage on Persuasion. Showing Old Lysander, Priest of Apollo's scroll reference to "the marsh woman" (if party mentions it) drops DC to 8. Auto-success if a PC sincerely offers to protect the marsh after the quest
  • DC 12 Perception (approaching marsh): Party notices bog patches and the log bridge before the lizardfolk spot them — advantage on initiative if they plan an ambush
  • Recruited Maren joins Encounter 3 on initiative 8 with spellcasting support (see creature card)
General
  • Map Features: 4× shallow bog patches (15×15 ft., difficult terrain for non-lizardfolk); 3× mangrove trees (half cover, DC 12 Athletics to climb); 1× log bridge over a deep channel (DC 12 Acrobatics; fall costs 15 ft. movement to exit); Maren's ruined hut (three-quarter cover)
  • Swamp Stride: Lizardfolk Warriors and Shaman ignore difficult terrain in shallow water (≤3 ft.) and use bog patches for flanking angles
  • Shaman Tactics: Opens with Spike Growth on the log bridge or main approach, then switches to Call Lightning from range. Retreats into water if threatened in melee
  • Warrior Tactics: Multiattack with bite and javelin; use Clamping Jaws reaction on opportunity attacks (grapple on hit, DC 13 STR escape)
  • Atmosphere: Cloudy, dim light; no darkness penalties but visibility feels oppressive — the marsh is too quiet for a wetland full of life
  • Harder: Shaman pre-casts Spike Growth before initiative. Warriors use the bridge as a choke point. Add 1 Warrior
  • Easier: One Warrior retreats into deep water below half HP. Shaman has 2nd-level spells only (no Call Lightning)
Rewards on Recruitment
Fire Flask ×3
Improvised Weapon — Provided by Maren
Clay flasks of rendered fat mixed with marsh-pitch and a striker-wick. Shatters on impact in sticky flame.
Action: Throw up to 20 ft. (+PB Dex to hit). On hit: 2d6 fire damage.
Bonus Action: Throw up to 10 ft. On hit: 2d6 fire; on miss: 1d6 fire splash anyway.
Provided by: Maren, the Marsh-keeper on successful recruitment.
Marsh Lore — Fire & the Stone Queen
Knowledge — DM Handout on Recruitment
Maren knows Euryale's serpent-crowned guardians are vulnerable to sustained flame — radiant and fire damage prevent undead reformation in the ruins ahead, and fire breaks lamia concentration reliably.
Encounter 3 benefit: Maren opens with Flaming Sphere (2d6 fire/turn) and can cast Heat Metal on armored foes. Her fire coverage gives the party a reliable tool against Euryale's minions.
Provided by: Maren, the Marsh-keeper when recruited; she volunteers this if the party mentions the temple or the cave.
Difficulty Scaling
Avg. LevelAdjustments
Lvl 4 3 Lizardfolk Warriors, 1 Shaman (HP 38, 2nd-level spells only). No pre-cast Spike Growth. Maren helps in combat if approached (Fog Cloud only).
Lvl 6 4 Warriors, 1 Shaman (standard spells). Maren does not act until recruited post-combat.
Lvl 8 ✦ Intended balance. 4 Warriors, 1 Shaman. Full mechanics as written. Maren recruitment grants Fire Flasks and Enc. 3 spell support.
Lvl 10 5 Warriors, 1 Shaman (4th-level slot: wall of fire). Shaman pre-casts Spike Growth before initiative. Warriors hold the bridge as a kill zone.

Resolution

Victory
All lizardfolk defeated. Party can proceed to the temple ruins beyond the marsh

Creature Cards

Lizardfolk Warrior

Medium Humanoid (Lizardfolk), Neutral

16STR
10DEX
15CON
7INT
12WIS
7CHA

AC 16  |  HP 45  |  Speed 30 ft., swim 30 ft.

Skills Perception +3, Stealth +4, Survival +5  |  CR 2 (450 XP)

Traits

Hold Breath. 15 minutes.

Swamp Stride. Shallow water (≤3 ft.) does not cost extra movement.

Actions

Multiattack. Bite + Javelin.

Bite. +5, 1d6+3 piercing.

Javelin. +5, 1d6+3 piercing (30/120 ft.).

Clamping Jaws (Reaction). On OA hit, target grappled (DC 13 STR escape).

Hold Breath. 15 minutes.

Swamp Stride. Shallow water (≤3 ft.) does not cost extra movement.

Multiattack. Bite + Javelin.

Bite. +5, 1d6+3 piercing.

Javelin. +5, 1d6+3 piercing (30/120 ft.).

Clamping Jaws (Reaction). On OA hit, target grappled (DC 13 STR escape).

Lizardfolk Shaman

Medium Humanoid (Lizardfolk), Neutral

14STR
10DEX
14CON
12INT
16WIS
8CHA

AC 13  |  HP 52  |  Speed 30 ft., swim 30 ft.

Skills Nature +4, Perception +6  |  CR 4 (1,100 XP)

Spellcasting (WIS, DC 14, +6)

Cantrips: poison spray, produce flame
1st: fog cloud†, healing word, thunderwave
2nd: spike growth†, hold person†
3rd: call lightning†, conjure animals†

Actions

Bite. +4, 1d6+2 piercing.

Cantrips: poison spray, produce flame
1st: fog cloud†, healing word, thunderwave
2nd: spike growth†, hold person†
3rd: call lightning†, conjure animals†

Bite. +4, 1d6+2 piercing.

Maren, the Marsh-keeper

NPC · Druid Hermit · Neutral Good

Appearance: Weathered woman in her 40s, marsh-stained robes, staff hung with dried reeds and charms. Eyes sharp despite her hermit's solitude.

Personality: Grateful but wary. Prefers solitude but hates what Euryale's curse has done to the marsh. Will aid the party if they respect the wetland.

What She Provides: 3× Fire Flask on recruitment. Spellcasting ally in Encounter 3 (init 8). Knows fire is effective against the Stone Queen's guardians.

DC 13 Persuasion: Joins the party.

DC 10 Nature/Arcana: Recognizing her as a druid grants advantage on Persuasion.

Mention marsh woman / Lysander's guidance: DC drops to 8.


Encounter 3 — "The Cave of Euryale" (Boss)

Hard  ·  60–75 min · 8–12 rounds

Overview

The party descends into a cave lair lit by green-tinged braziers. Dozens of petrified humanoids stand like statues throughout — previous adventurers, sailors, and pilgrims. A still reflecting pool glows faintly in the center of the cave floor (the scroll's payoff). Lamia and a Medusa Sentinel guard the antechamber. After round 3, Euryale, the Stone Queen — BOSS emerges from the inner chamber. Optional ally: Maren, the Marsh-keeper (if recruited in Encounter 2).

Creatures

  • Lamia
  • Medusa Sentinel
  • Euryale, the Stone Queen — BOSS
  • 0–1× Maren, the Marsh-keeper

🗺 Terrain & Features

Underground Cave Shrine — 90 ft × 70 ft (irregular) + 30 ft inner chamber

Mechanics

  • The Still Pool (Environmental — Scroll Payoff):
    • ◇ Occupies a 15 ft. × 10 ft. area in the center of the cave, glowing faintly with aquatic light
    • ◇ Creatures can use it to observe others via reflection — saving throws against Petrifying Gaze made this way have advantage
    • Core mechanic: If Euryale (or any medusa) is within 30 ft. of the pool AND in line of sight of it, she must make a DC 17 CON save against her own Petrifying Gaze at the start of her turn. Fail: restrained. Second consecutive fail: fully petrified. Euryale is immune to the petrified condition normally — the pool overrides this via her own curse
    • Maneuvering Euryale: She is aware of the danger and avoids the pool using Legendary Move. Forcing her toward it requires DC 15 Deception/Persuasion, or using the Polished Bronze Mirror to angle her gaze (DC 14 Sleight of Hand as bonus action)
  • Petrified Statues:
    • ◇ 8–10 statues throughout the cave provide half cover (AC 13, HP 20 each)
    • ◇ If shattered (0 HP), rubble creates 5 ft. radius difficult terrain; creatures in the area make DC 12 DEX save or take 2d6 bludgeoning damage
    • ◇ Lamias may deliberately shatter statues near the party
  • Euryale's Entrance (Round 3): On initiative count 20 of round 3, she enters from the far end. She spends her first turn observing (only uses Serpent Strike — no Petrifying Gaze yet). This gives scroll-holders one round to react and prepare. She then activates full Petrifying Gaze from round 4 onward
  • Lamia Tactics: Prioritize Intoxicating Touch on concentrating spellcasters. Use Suggestion (DC 13 WIS) to force PCs to move away from the pool or drop weapons. Avoid the pool themselves
  • Medusa Sentinel Tactics: Stays at range, uses Petrifying Gaze passively (aura), only engages melee if cornered
  • Maren (if recruited): Acts on initiative 8. Opens with Flaming Sphere (2d6 fire/turn) on lamias or Euryale; uses Heat Metal on armored foes; Cure Wounds on downed PCs. Her fire damage also disrupts lamia concentration
  • Lair Actions (Initiative 20, active from round 3):
    • Serpent Surge: Creatures within 5 ft. of a wall make DC 14 DEX save or take 2d6 piercing from animated stone carvings
    • Stone Dust Cloud: 20 ft. radius centered on Euryale — lightly obscured until start of her next turn
    • Cave Tremor: One 10 ft. × 10 ft. area becomes difficult terrain for the rest of the encounter
  • The Eye of Medusa: Dark gem in a golden amulet setting. Glows faintly purple. Powers unclear until Theron evaluates it — possible epilogue hook about his true intentions
Difficulty Scaling
Avg. LevelEnemy AdjustmentsBoss Stats & Entry
Lvl 4 2 Lamias only (no Medusa Sentinel). Pool mechanic heavily telegraphed — Lysander explains it directly if shown the scroll. No lair actions. HP 100, no legendary actions. Gaze DC 13. Enters round 4.
Lvl 6 2 Lamias, 1 Medusa Sentinel. Lysander hints at the pool. 1 lair action per round (DM's choice). HP 140, 1 legendary action/round. Gaze DC 15. Enters round 3.
Lvl 8 ✦ Intended balance. 1 Lamia + 1 Medusa Sentinel. Pool mechanic hinted by scroll only. Full lair actions from round 3. Full stat block. Enters round 3.
Lvl 10 3 Lamias + 2 Medusa Sentinels. Pool surface is murky until a PC spends an action to clear it (Athletics or Investigation DC 14). Shattered petrified statues release toxic dust (5 ft. radius, DC 13 CON or poisoned). HP 220, +1 legendary action (4 total). Add: Stone Wrath (3 actions) — 20 ft. cone, DC 17 DEX save, 4d8 bludgeoning on fail. Enters round 2.

Resolution

Victory
Euryale reduced to 0 HP, or successfully triggered the pool self-gaze twice (fully petrified). Either outcome allows retrieval of the Eye of Medusa (worn as an amulet). A petrified Euryale counts as defeated
Aftermath
  • The Eye of Medusa: Dark gem in a golden amulet setting. Glows faintly purple. Powers unclear until Theron evaluates it — possible epilogue hook about his true intentions.

Creature Cards

Lamia

Large Monstrosity, Chaotic Evil

16STR
13DEX
15CON
14INT
15WIS
16CHA

AC 13 (natural armor)  |  HP 97 (13d10+26)  |  Speed 30 ft.

Skills Deception +7, Insight +4, Stealth +3  |  Senses Darkvision 60 ft.  |  CR 4 (1,100 XP)

Innate Spellcasting (CHA, DC 13, +5 to hit)

At will: disguise self (humanoid), major image
3/day each: charm person, mirror image, suggestion
1/day: geas

Actions

Multiattack. One Claws + one Dagger. May replace either with Intoxicating Touch.

Claws. +5 to hit, reach 5 ft. Hit: 14 (2d10+3) slashing.

Dagger. +5 to hit, reach 5 ft. or range 20/60 ft. Hit: 5 (1d4+3) piercing.

Intoxicating Touch. Melee spell attack, +5 to hit, reach 5 ft. Target is magically cursed for 1 hour: disadvantage on WIS saves and checks; cannot maintain or regain concentration on spells.

At will: disguise self (humanoid), major image
3/day each: charm person, mirror image, suggestion
1/day: geas

Multiattack. One Claws + one Dagger. May replace either with Intoxicating Touch.

Claws. +5 to hit, reach 5 ft. Hit: 14 (2d10+3) slashing.

Dagger. +5 to hit, reach 5 ft. or range 20/60 ft. Hit: 5 (1d4+3) piercing.

Intoxicating Touch. Melee spell attack, +5 to hit, reach 5 ft. Target is magically cursed for 1 hour: disadvantage on WIS saves and checks; cannot maintain or regain concentration on spells.

Medusa Sentinel

Medium Monstrosity, Lawful Evil

10STR
15DEX
16CON
12INT
13WIS
15CHA

AC 15 (natural armor)  |  HP 127 (17d8+51)  |  Speed 30 ft.

Skills Deception +5, Insight +4, Perception +4, Stealth +5

Senses Darkvision 60 ft.  |  CR 6 (2,300 XP)

Traits

Petrifying Gaze. When a creature that can see the medusa's eyes starts its turn within 30 ft., it must make a DC 14 CON saving throw (if the medusa is not incapacitated and can see it). Fail: restrained (petrification begins). Repeat at end of next turn — fail: petrified; success: effect ends. Avert eyes: no save required; attacks against medusa have disadvantage until your next turn. Petrification lasts until removed by greater restoration.

Actions

Multiattack. One Snake Hair and two Shortsword attacks.

Snake Hair. +5 to hit, reach 5 ft. Hit: 4 (1d4+2) piercing + 14 (4d6) poison. DC 14 CON save or poisoned 1 hour.

Shortsword. +5 to hit, reach 5 ft. Hit: 5 (1d6+2) piercing.

Petrifying Gaze. When a creature that can see the medusa's eyes starts its turn within 30 ft., it must make a DC 14 CON saving throw (if the medusa is not incapacitated and can see it). Fail: restrained (petrification begins). Repeat at end of next turn — fail: petrified; success: effect ends. Avert eyes: no save required; attacks against medusa have disadvantage until your next turn. Petrification lasts until removed by greater restoration.

Multiattack. One Snake Hair and two Shortsword attacks.

Snake Hair. +5 to hit, reach 5 ft. Hit: 4 (1d4+2) piercing + 14 (4d6) poison. DC 14 CON save or poisoned 1 hour.

Shortsword. +5 to hit, reach 5 ft. Hit: 5 (1d6+2) piercing.

Euryale, the Stone Queen — BOSS

Large Monstrosity (Gorgon), Lawful Evil — CR 12 (8,400 XP)

12STR
16DEX
14CON
16INT
15WIS
20CHA

AC 17 (natural armor)  |  HP 168 (26d10+26)  |  Speed 30 ft.

Saves DEX +7, CON +6, WIS +6, CHA +9

Skills Deception +9, Insight +6, Perception +6, Stealth +7

Resistances Poison  |  Condition Immunities Petrified (except via own reflection)

Senses Darkvision 120 ft., Truesight 30 ft.

Traits

Petrifying Gaze (Aura). At the start of each of Euryale's turns, each non-petrified creature within 30 ft. that can see her eyes must make a DC 17 CON saving throw. Fail by 5+: instantly petrified. Fail: restrained (petrification begins; repeat at end of next turn — fail = petrified, success = ends). Avert eyes: no save required, but attacks against Euryale have disadvantage until your next turn.

Mirror Vulnerability. If Euryale can see her own reflection in a polished surface within 30 ft. (requires bright light), she must make a DC 17 CON save against her own Petrifying Gaze. This overrides her condition immunity — it is the nature of the gorgon's ancient curse.

Pool Vulnerability. The Still Pool in the cave acts as a large mirrored surface. If Euryale is within 30 ft. of the pool and in line of sight of it, Mirror Vulnerability triggers automatically at the start of her turn.

Actions

Multiattack. Three attacks: one Snake Hair + two Longsword, or Focused Gaze + two Longsword.

Snake Hair. +7 to hit, reach 10 ft. Hit: 16 (3d8+3) poison. DC 16 CON save or poisoned 1 hour.

Longsword. +5 to hit, reach 5 ft. Hit: 10 (2d8+1) slashing, or 11 (2d10+1) two-handed.

Focused Gaze (replaces one attack). One creature within 30 ft. makes the DC 17 CON save with disadvantage. Standard petrification rules apply.

Legendary Actions — 3/round (end of another creature's turn)

Move. Moves up to half speed without provoking opportunity attacks.

Serpent Strike (1 action). One Snake Hair attack.

Unleash Gaze (2 actions). One creature within 30 ft. that can see Euryale immediately makes the DC 17 CON save against her Petrifying Gaze.

Lair Actions (Initiative 20 — active from round 3)

Serpent Surge. Creatures within 5 ft. of a wall make DC 14 DEX save or take 2d6 piercing from writhing stone carvings.

Stone Dust Cloud. 20 ft. radius centered on Euryale — lightly obscured until start of her next turn.

Cave Tremor. One 10×10 ft. area becomes difficult terrain for the rest of the encounter.

Petrifying Gaze (Aura). At the start of each of Euryale's turns, each non-petrified creature within 30 ft. that can see her eyes must make a DC 17 CON saving throw. Fail by 5+: instantly petrified. Fail: restrained (petrification begins; repeat at end of next turn — fail = petrified, success = ends). Avert eyes: no save required, but attacks against Euryale have disadvantage until your next turn.

Mirror Vulnerability. If Euryale can see her own reflection in a polished surface within 30 ft. (requires bright light), she must make a DC 17 CON save against her own Petrifying Gaze. This overrides her condition immunity — it is the nature of the gorgon's ancient curse.

Pool Vulnerability. The Still Pool in the cave acts as a large mirrored surface. If Euryale is within 30 ft. of the pool and in line of sight of it, Mirror Vulnerability triggers automatically at the start of her turn.

Multiattack. Three attacks: one Snake Hair + two Longsword, or Focused Gaze + two Longsword.

Snake Hair. +7 to hit, reach 10 ft. Hit: 16 (3d8+3) poison. DC 16 CON save or poisoned 1 hour.

Longsword. +5 to hit, reach 5 ft. Hit: 10 (2d8+1) slashing, or 11 (2d10+1) two-handed.

Focused Gaze (replaces one attack). One creature within 30 ft. makes the DC 17 CON save with disadvantage. Standard petrification rules apply.

Move. Moves up to half speed without provoking opportunity attacks.

Serpent Strike (1 action). One Snake Hair attack.

Unleash Gaze (2 actions). One creature within 30 ft. that can see Euryale immediately makes the DC 17 CON save against her Petrifying Gaze.

Serpent Surge. Creatures within 5 ft. of a wall make DC 14 DEX save or take 2d6 piercing from writhing stone carvings.

Stone Dust Cloud. 20 ft. radius centered on Euryale — lightly obscured until start of her next turn.

Cave Tremor. One 10×10 ft. area becomes difficult terrain for the rest of the encounter.

Maren, the Marsh-keeper

NPC · Druid Hermit · Neutral Good

Appearance: Weathered woman in her 40s, marsh-stained robes, staff hung with dried reeds and charms. Eyes sharp despite her hermit's solitude.

Personality: Grateful but wary. Prefers solitude but hates what Euryale's curse has done to the marsh. Will aid the party if they respect the wetland.

What She Provides: 3× Fire Flask on recruitment. Spellcasting ally in Encounter 3 (init 8). Knows fire is effective against the Stone Queen's guardians.

DC 13 Persuasion: Joins the party.

DC 10 Nature/Arcana: Recognizing her as a druid grants advantage on Persuasion.

Mention marsh woman / Lysander's guidance: DC drops to 8.


⚖️ Difficulty Scaling

As Written ★ — 6 Players, Average Level 8

  • Baseline for this guide. Numbers, DCs, and win tracks assume six PCs at average level 8.

Library Standard — 6 Players, Average Level 8

  • Identical to As Written — this guide’s baseline is already 6 PCs at average level 8.

Easier

  • APL 4–6: reduce minion counts ~30%; DCs −2; boss loses one recharge or legendary option.

Harder

  • APL 10–12: boss HP +25–35%; +1 legendary action; add a lieutenant or extra wave.

📋 Appendix — Cards

Full stat blocks for every creature, NPC, and item in this session (including optional / difficulty-adjusted entries).

Creature Cards

Harpy

Medium Monstrosity, Chaotic Evil

12STR
13DEX
12CON
7INT
10WIS
13CHA

AC 11  |  HP 38 (7d8+7)  |  Speed 20 ft., fly 40 ft.

Passive Perception 10  |  Languages Common  |  CR 1 (200 XP)

Actions

Multiattack. Two Claws attacks.

Claws. +3 to hit, reach 5 ft. Hit: 6 (2d4+1) slashing.

Luring Song. Each humanoid and giant within 300 ft. that can hear the harpy must succeed on a DC 11 Wisdom saving throw or be charmed until the song ends. The harpy must use a bonus action on each subsequent turn to continue singing. Charmed targets are incapacitated and must move toward the harpy by the most direct route. Target may re-save (DC 11 WIS) at end of each of its turns. Song ends if the harpy is incapacitated or if a target moves beyond range.

Multiattack. Two Claws attacks.

Claws. +3 to hit, reach 5 ft. Hit: 6 (2d4+1) slashing.

Luring Song. Each humanoid and giant within 300 ft. that can hear the harpy must succeed on a DC 11 Wisdom saving throw or be charmed until the song ends. The harpy must use a bonus action on each subsequent turn to continue singing. Charmed targets are incapacitated and must move toward the harpy by the most direct route. Target may re-save (DC 11 WIS) at end of each of its turns. Song ends if the harpy is incapacitated or if a target moves beyond range.

Corrupted Merfolk

Medium Humanoid (Merfolk), Neutral (Compelled)

13STR
13DEX
12CON
11INT
11WIS
12CHA

AC 11  |  HP 22 (4d8+4)  |  Speed 10 ft., swim 40 ft.

Skills Perception +2  |  Languages Aquan, Common  |  CR 1/4 (50 XP)

Amphibious. Can breathe air and water.

Actions

Spear. +3 to hit, reach 5 ft. or range 20/60 ft. Hit: 4 (1d6+1) piercing, or 5 (1d8+1) two-handed.

Compelled State

A PC adjacent to a Corrupted Merfolk can spend their action making a DC 15 Arcana, Insight, or Religion check to break the harpy compulsion. On success, the merfolk is freed, becomes friendly, and fights for the party. Up to 3 freed merfolk will agree to guard the ship (DC 14 Persuasion).

Spear. +3 to hit, reach 5 ft. or range 20/60 ft. Hit: 4 (1d6+1) piercing, or 5 (1d8+1) two-handed.

A PC adjacent to a Corrupted Merfolk can spend their action making a DC 15 Arcana, Insight, or Religion check to break the harpy compulsion. On success, the merfolk is freed, becomes friendly, and fights for the party. Up to 3 freed merfolk will agree to guard the ship (DC 14 Persuasion).

Lamia

Large Monstrosity, Chaotic Evil

16STR
13DEX
15CON
14INT
15WIS
16CHA

AC 13 (natural armor)  |  HP 97 (13d10+26)  |  Speed 30 ft.

Skills Deception +7, Insight +4, Stealth +3  |  Senses Darkvision 60 ft.  |  CR 4 (1,100 XP)

Innate Spellcasting (CHA, DC 13, +5 to hit)

At will: disguise self (humanoid), major image
3/day each: charm person, mirror image, suggestion
1/day: geas

Actions

Multiattack. One Claws + one Dagger. May replace either with Intoxicating Touch.

Claws. +5 to hit, reach 5 ft. Hit: 14 (2d10+3) slashing.

Dagger. +5 to hit, reach 5 ft. or range 20/60 ft. Hit: 5 (1d4+3) piercing.

Intoxicating Touch. Melee spell attack, +5 to hit, reach 5 ft. Target is magically cursed for 1 hour: disadvantage on WIS saves and checks; cannot maintain or regain concentration on spells.

At will: disguise self (humanoid), major image
3/day each: charm person, mirror image, suggestion
1/day: geas

Multiattack. One Claws + one Dagger. May replace either with Intoxicating Touch.

Claws. +5 to hit, reach 5 ft. Hit: 14 (2d10+3) slashing.

Dagger. +5 to hit, reach 5 ft. or range 20/60 ft. Hit: 5 (1d4+3) piercing.

Intoxicating Touch. Melee spell attack, +5 to hit, reach 5 ft. Target is magically cursed for 1 hour: disadvantage on WIS saves and checks; cannot maintain or regain concentration on spells.

Medusa Sentinel

Medium Monstrosity, Lawful Evil

10STR
15DEX
16CON
12INT
13WIS
15CHA

AC 15 (natural armor)  |  HP 127 (17d8+51)  |  Speed 30 ft.

Skills Deception +5, Insight +4, Perception +4, Stealth +5

Senses Darkvision 60 ft.  |  CR 6 (2,300 XP)

Traits

Petrifying Gaze. When a creature that can see the medusa's eyes starts its turn within 30 ft., it must make a DC 14 CON saving throw (if the medusa is not incapacitated and can see it). Fail: restrained (petrification begins). Repeat at end of next turn — fail: petrified; success: effect ends. Avert eyes: no save required; attacks against medusa have disadvantage until your next turn. Petrification lasts until removed by greater restoration.

Actions

Multiattack. One Snake Hair and two Shortsword attacks.

Snake Hair. +5 to hit, reach 5 ft. Hit: 4 (1d4+2) piercing + 14 (4d6) poison. DC 14 CON save or poisoned 1 hour.

Shortsword. +5 to hit, reach 5 ft. Hit: 5 (1d6+2) piercing.

Petrifying Gaze. When a creature that can see the medusa's eyes starts its turn within 30 ft., it must make a DC 14 CON saving throw (if the medusa is not incapacitated and can see it). Fail: restrained (petrification begins). Repeat at end of next turn — fail: petrified; success: effect ends. Avert eyes: no save required; attacks against medusa have disadvantage until your next turn. Petrification lasts until removed by greater restoration.

Multiattack. One Snake Hair and two Shortsword attacks.

Snake Hair. +5 to hit, reach 5 ft. Hit: 4 (1d4+2) piercing + 14 (4d6) poison. DC 14 CON save or poisoned 1 hour.

Shortsword. +5 to hit, reach 5 ft. Hit: 5 (1d6+2) piercing.

Euryale, the Stone Queen — BOSS

Large Monstrosity (Gorgon), Lawful Evil — CR 12 (8,400 XP)

12STR
16DEX
14CON
16INT
15WIS
20CHA

AC 17 (natural armor)  |  HP 168 (26d10+26)  |  Speed 30 ft.

Saves DEX +7, CON +6, WIS +6, CHA +9

Skills Deception +9, Insight +6, Perception +6, Stealth +7

Resistances Poison  |  Condition Immunities Petrified (except via own reflection)

Senses Darkvision 120 ft., Truesight 30 ft.

Traits

Petrifying Gaze (Aura). At the start of each of Euryale's turns, each non-petrified creature within 30 ft. that can see her eyes must make a DC 17 CON saving throw. Fail by 5+: instantly petrified. Fail: restrained (petrification begins; repeat at end of next turn — fail = petrified, success = ends). Avert eyes: no save required, but attacks against Euryale have disadvantage until your next turn.

Mirror Vulnerability. If Euryale can see her own reflection in a polished surface within 30 ft. (requires bright light), she must make a DC 17 CON save against her own Petrifying Gaze. This overrides her condition immunity — it is the nature of the gorgon's ancient curse.

Pool Vulnerability. The Still Pool in the cave acts as a large mirrored surface. If Euryale is within 30 ft. of the pool and in line of sight of it, Mirror Vulnerability triggers automatically at the start of her turn.

Actions

Multiattack. Three attacks: one Snake Hair + two Longsword, or Focused Gaze + two Longsword.

Snake Hair. +7 to hit, reach 10 ft. Hit: 16 (3d8+3) poison. DC 16 CON save or poisoned 1 hour.

Longsword. +5 to hit, reach 5 ft. Hit: 10 (2d8+1) slashing, or 11 (2d10+1) two-handed.

Focused Gaze (replaces one attack). One creature within 30 ft. makes the DC 17 CON save with disadvantage. Standard petrification rules apply.

Legendary Actions — 3/round (end of another creature's turn)

Move. Moves up to half speed without provoking opportunity attacks.

Serpent Strike (1 action). One Snake Hair attack.

Unleash Gaze (2 actions). One creature within 30 ft. that can see Euryale immediately makes the DC 17 CON save against her Petrifying Gaze.

Lair Actions (Initiative 20 — active from round 3)

Serpent Surge. Creatures within 5 ft. of a wall make DC 14 DEX save or take 2d6 piercing from writhing stone carvings.

Stone Dust Cloud. 20 ft. radius centered on Euryale — lightly obscured until start of her next turn.

Cave Tremor. One 10×10 ft. area becomes difficult terrain for the rest of the encounter.

Petrifying Gaze (Aura). At the start of each of Euryale's turns, each non-petrified creature within 30 ft. that can see her eyes must make a DC 17 CON saving throw. Fail by 5+: instantly petrified. Fail: restrained (petrification begins; repeat at end of next turn — fail = petrified, success = ends). Avert eyes: no save required, but attacks against Euryale have disadvantage until your next turn.

Mirror Vulnerability. If Euryale can see her own reflection in a polished surface within 30 ft. (requires bright light), she must make a DC 17 CON save against her own Petrifying Gaze. This overrides her condition immunity — it is the nature of the gorgon's ancient curse.

Pool Vulnerability. The Still Pool in the cave acts as a large mirrored surface. If Euryale is within 30 ft. of the pool and in line of sight of it, Mirror Vulnerability triggers automatically at the start of her turn.

Multiattack. Three attacks: one Snake Hair + two Longsword, or Focused Gaze + two Longsword.

Snake Hair. +7 to hit, reach 10 ft. Hit: 16 (3d8+3) poison. DC 16 CON save or poisoned 1 hour.

Longsword. +5 to hit, reach 5 ft. Hit: 10 (2d8+1) slashing, or 11 (2d10+1) two-handed.

Focused Gaze (replaces one attack). One creature within 30 ft. makes the DC 17 CON save with disadvantage. Standard petrification rules apply.

Move. Moves up to half speed without provoking opportunity attacks.

Serpent Strike (1 action). One Snake Hair attack.

Unleash Gaze (2 actions). One creature within 30 ft. that can see Euryale immediately makes the DC 17 CON save against her Petrifying Gaze.

Serpent Surge. Creatures within 5 ft. of a wall make DC 14 DEX save or take 2d6 piercing from writhing stone carvings.

Stone Dust Cloud. 20 ft. radius centered on Euryale — lightly obscured until start of her next turn.

Cave Tremor. One 10×10 ft. area becomes difficult terrain for the rest of the encounter.

Lizardfolk Warrior

Medium Humanoid (Lizardfolk), Neutral

16STR
10DEX
15CON
7INT
12WIS
7CHA

AC 16  |  HP 45  |  Speed 30 ft., swim 30 ft.

Skills Perception +3, Stealth +4, Survival +5  |  CR 2 (450 XP)

Traits

Hold Breath. 15 minutes.

Swamp Stride. Shallow water (≤3 ft.) does not cost extra movement.

Actions

Multiattack. Bite + Javelin.

Bite. +5, 1d6+3 piercing.

Javelin. +5, 1d6+3 piercing (30/120 ft.).

Clamping Jaws (Reaction). On OA hit, target grappled (DC 13 STR escape).

Hold Breath. 15 minutes.

Swamp Stride. Shallow water (≤3 ft.) does not cost extra movement.

Multiattack. Bite + Javelin.

Bite. +5, 1d6+3 piercing.

Javelin. +5, 1d6+3 piercing (30/120 ft.).

Clamping Jaws (Reaction). On OA hit, target grappled (DC 13 STR escape).

Lizardfolk Shaman

Medium Humanoid (Lizardfolk), Neutral

14STR
10DEX
14CON
12INT
16WIS
8CHA

AC 13  |  HP 52  |  Speed 30 ft., swim 30 ft.

Skills Nature +4, Perception +6  |  CR 4 (1,100 XP)

Spellcasting (WIS, DC 14, +6)

Cantrips: poison spray, produce flame
1st: fog cloud†, healing word, thunderwave
2nd: spike growth†, hold person†
3rd: call lightning†, conjure animals†

Actions

Bite. +4, 1d6+2 piercing.

Cantrips: poison spray, produce flame
1st: fog cloud†, healing word, thunderwave
2nd: spike growth†, hold person†
3rd: call lightning†, conjure animals†

Bite. +4, 1d6+2 piercing.

NPC Cards

Theron of Corinth

NPC · Questgiver · Neutral (suspected)

Appearance: A lean man in his 50s. Sun-creased skin, ink-stained fingers, watchful grey eyes. Dresses like a merchant; carries himself like a scholar who has seen too much.

Motivation (Surface): Claims to want the Eye of Medusa for academic study — it is said to reveal hidden truths and pierce illusions.

True Motivation (DM Only): His daughter Callista was petrified on the island during an expedition he funded years ago. He believes the Eye can restore her. He is not forthcoming about this, or about the true danger he is sending the party into.

Personality: Careful. Precise. Charming in a calculating way. Deflects direct questions with questions. Grows visibly tense if asked about the island's history or past expeditions.

DC 14 Insight: He knows more than he's saying about the island's dangers.

DC 16 Persuasion / DC 13 Intimidation: He admits a "personal connection" but not the full truth.

DC 18 Investigation (his notes / satchel): A sketch of a young woman and a name: Callista.

Kleon, Captain of the Ariadne's Thread

NPC · Trireme Captain · Lawful Neutral

Appearance: Barrel-chested, salt-and-pepper beard, scar across his left forearm from an anchor chain. Permanently squinting from years at sea.

Personality: Straight-talking and efficient. Does not traffic in fear or drama. Respects competence above all. If the ship is in danger, he says so plainly and acts.

Role in Encounter 1: Helper NPC. On initiative count 5 each round, he can make one attack or attempt to repair a sail section (Athletics DC 12 — restores 10 HP to one section).

Combat Stats (if needed): AC 13, HP 45, Speed 30 ft.

STR 15 (+2) | DEX 13 (+1) | CON 14 (+2) | INT 11 | WIS 12 (+1) | CHA 10

Spear: +4 to hit, 1d6+2 piercing.

Pyrrha

NPC · Island Survivor · Neutral Good

Appearance: Mid-30s, dark-haired, lean and weathered. Moves quietly; keeps her back to walls. A deep scar on her right arm from a lamia's claws six months ago.

Personality: Fearful but pragmatic. She has survived on the island by staying out of the ruins and living off fish and rainwater. She wants off this island desperately and will help the party in exchange for passage.

What She Knows: A safe route through the saltmarsh to the temple. Locations of the Polished Bronze Mirror (collapsed altar) and Stonechill Water vials (urn near cave steps) in the ruins beyond the marsh. The cave has "a pool that glows like moonlight."

DC 12 Persuasion / Promise of rescue: Guides the party to the marsh crossing.

DC 14 Persuasion: Reveals item locations in the temple ruins (between Encounters 2 and 3). Describes lizardfolk patrol timing — advantage on initiative for Encounter 2.

Old Lysander, Priest of Apollo

NPC · Island Hermit · Neutral Good

Appearance: Ancient and skeletal-thin, with milk-white eyes. He lost his sight twenty years ago when he glimpsed Euryale's reflection in the pool during a failed exorcism attempt. He wears an Apollo pendant and carries a staff carved with sun-rays.

Personality: Cryptic and slow-speaking. He has meditated for years on the island's curse. He is not surprised by the party's arrival — he expected it. He believes Apollo guided them here.

What He Knows: The Still Pool's power and danger. The layout of the cave (described from memory). The Blindfolds of Apollo, which he carries and offers freely. He will confirm the scroll's meaning if shown it.

DC 13 Insight (upon seeing the scroll): He pauses for a long moment, then says: "The pool is the secret. She will not look at it willingly. But you can make her look."

If asked how he knows: "Because I looked into it myself. And it showed me her."

Maren, the Marsh-keeper

NPC · Druid Hermit · Neutral Good

Appearance: Weathered woman in her 40s, marsh-stained robes, staff hung with dried reeds and charms. Eyes sharp despite her hermit's solitude.

Personality: Grateful but wary. Prefers solitude but hates what Euryale's curse has done to the marsh. Will aid the party if they respect the wetland.

What She Provides: 3× Fire Flask on recruitment. Spellcasting ally in Encounter 3 (init 8). Knows fire is effective against the Stone Queen's guardians.

DC 13 Persuasion: Joins the party.

DC 10 Nature/Arcana: Recognizing her as a druid grants advantage on Persuasion.

Mention marsh woman / Lysander's guidance: DC drops to 8.

Item Cards

Fire Flask

Improvised Weapon · Provided by Maren · 3 Available

Clay flask of rendered fat mixed with marsh-pitch and a striker-wick. Shatters on impact in sticky flame.

Use

Action: Throw 20 ft. (+PB Dex). Hit: 2d6 fire.

Bonus Action: Throw 10 ft. Hit: 2d6 fire; miss: 1d6 fire splash.

Provided by: Maren on recruitment in Encounter 2.

Action: Throw 20 ft. (+PB Dex). Hit: 2d6 fire.

Bonus Action: Throw 10 ft. Hit: 2d6 fire; miss: 1d6 fire splash.

Polished Bronze Mirror

Wondrous Item · Common · Requires one hand

A round bronze shield polished to a perfect reflective shine. The back is embossed with a relief of Athena's owl.

Properties

Indirect Viewing. The wielder can observe creatures and spaces around corners or behind them without exposing themselves to line-of-sight effects (such as gaze attacks).

Gaze Deflection. When the wielder views a creature with a gaze attack via the mirror's reflection rather than direct sight, they make the associated saving throw with advantage.

Reflection (Bonus Action). Angle the mirror toward a medusa within 30 ft. of a large reflective surface (e.g., the Still Pool). Make a DC 14 Sleight of Hand check. On success, the creature must make its own gaze saving throw against itself. Requires positioning within 30 ft. — DM discretion on line of sight.

Found: Under a collapsed altar in the inner temple courtyard (exploration between Encounters 2 and 3). Pyrrha can point the party here (DC 14 Persuasion).

Indirect Viewing. The wielder can observe creatures and spaces around corners or behind them without exposing themselves to line-of-sight effects (such as gaze attacks).

Gaze Deflection. When the wielder views a creature with a gaze attack via the mirror's reflection rather than direct sight, they make the associated saving throw with advantage.

Reflection (Bonus Action). Angle the mirror toward a medusa within 30 ft. of a large reflective surface (e.g., the Still Pool). Make a DC 14 Sleight of Hand check. On success, the creature must make its own gaze saving throw against itself. Requires positioning within 30 ft. — DM discretion on line of sight.

The Still Pool

Environmental Feature · Encounter 3 · Cave of Euryale

A 15 ft. × 10 ft. pool of perfectly still water in the center of the cave floor, glowing faintly with cold aquatic light. It mirrors everything above it with supernatural clarity. Lysander carried water from it out of the cave years ago (see Stonechill Vials).

Properties

Indirect Viewing. A creature using the pool to observe a gaze-attack creature (via reflection) makes the associated save with advantage.

Mirror Surface. Any creature with a gaze attack that is within 30 ft. of the pool and in its line of sight must make its own gaze saving throw against itself at the start of its turn (as per Mirror Vulnerability).

Euryale's Weakness. Euryale knows this danger and actively avoids line of sight to the pool using her Legendary Move action. Forcing her to face it requires maneuvering, deception, or a successful DC 14 Sleight of Hand check with the Polished Bronze Mirror to reflect her gaze toward it.

Indirect Viewing. A creature using the pool to observe a gaze-attack creature (via reflection) makes the associated save with advantage.

Mirror Surface. Any creature with a gaze attack that is within 30 ft. of the pool and in its line of sight must make its own gaze saving throw against itself at the start of its turn (as per Mirror Vulnerability).

Euryale's Weakness. Euryale knows this danger and actively avoids line of sight to the pool using her Legendary Move action. Forcing her to face it requires maneuvering, deception, or a successful DC 14 Sleight of Hand check with the Polished Bronze Mirror to reflect her gaze toward it.

Blindfold of Apollo

Wondrous Item · Common · 3 available

Strips of linen blessed with a prayer to Apollo, god of light and truth. Made by Lysander before he lost his eyes.

Effect

While worn, the wearer is blinded but gains Blindsight 15 ft. and is immune to gaze-based effects (including Petrifying Gaze from any source). Removing the blindfold is a bonus action.

Found: On Old Lysander, who gives them freely if told the party intends to enter the cave.

While worn, the wearer is blinded but gains Blindsight 15 ft. and is immune to gaze-based effects (including Petrifying Gaze from any source). Removing the blindfold is a bonus action.

Marsh Lore — Fire & the Stone Queen
Knowledge — DM Handout on Recruitment
Maren knows Euryale's serpent-crowned guardians are vulnerable to sustained flame — radiant and fire damage prevent undead reformation in the ruins ahead, and fire breaks lamia concentration reliably.
Encounter 3 benefit: Maren opens with Flaming Sphere (2d6 fire/turn) and can cast Heat Metal on armored foes. Her fire coverage gives the party a reliable tool against Euryale's minions.
Provided by: Maren when recruited; she volunteers this if the party mentions the temple or the cave.