(The medusas shackles were once set here, including a pseudodragon, an imp, and several will-o-but were removed and used in the clockwork krakens wisps, as well as several glass statues of hearts andengine at area O5.) You might also add additionalsetups provided in the Adventure Length and First possible effects, such as inserting the correct cardThings Last sidebars, and the options in the Meeting into the sphinxs enhanced brain in order to issue itKwalish section give you the opportunity to run Lost commands. The cube moves up to its speed. The mephit exhales a 15-footHit Points 2 (1d4) cone of scalding steam. For characters 5th-10th level. Use the statistics for the oaken 5 A galeb duhr (sibling to the one in the monastery bolter (from Mordenkainens Tome of Foes) and the tunnels) blocks a key route into the lost city of kobold inventor (from Volos Guide to Monsters). merrenoloths skiff, one of the treasury floating disksYou might also have the shards be from a polymorph made mobileor even to the characters themselves.blade, a blade of the medusa, or some other type Conflict with the Sphinx. Dormitories breaking the Grand Masters power) the engines begin to fail over a 24-hour period. Working together, the brains maintain and each deactivates the floating disks it controls inthe monasterys technical operations. 17into the monasterys, running its systems as its new Charisma (Deception, Intimidation, or Persuasion) integrated mind. It takes a successful DC 12 energy cells, and the like. For . Lost Laboratory of Kwalish explores an alternate expedition into the Barrier Peaks. The sphinx can take 3 legendary actions, choosing from the options below. Entering trapped in retort flasks. 10 (+0) 12 (+1) 10 (+0) 14 (+2) 14 (+2) 15 (+2)Shortbow. A group of five monks led by an eldermonk can be found here at any time, sleeping, eating,and taking part in decidedly non-monastic activities(gambling, flinging chamber pots at one another,comparing dueling scars, plotting a way to rob thetreasury, and so forth). 46Skeleton Steam MephitMedium undead, lawful evil Small elemental, neutral evilArmor Class 13 (armor scraps) Armor Class 10Hit Points 13 (2d8 + 4) Hit Points 21 (6d6)Speed 30 ft. Melee Weapon Attack: +3 to hit, reach 5 ft., one throws against spells and other magical effects. Acreature can repeat the saving throw at the end of each of itsturns, ending the effect on itself on a success.Clockwork KrakenLarge construct, unalignedArmor Class 17 (natural armor)Hit Points 142 (15d10 + 60)Speed 30 ft. STR DEX CON INT WIS CHA 20 (+5) 12 (+1) 18 (+4) 3 (4) 11 (+0) 1 (5)Damage Resistances fire; bludgeoning, piercing, and slashing from nonmagical attacksDamage Immunities poison, psychicCondition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisonedSenses darkvision 120 ft., passive Perception 10Languages understands the languages of its creator but cant speakChallenge 10 (5,900 XP) Lost Laboratory of Kwalish | TM & 2018 Wizards.