Born of uncanny, eldritch emergence, a beholder exists solely to hate on other forms of life as it considers itself the highest iteration of existence. When mortals stumble upon its domain, by design or coincidence, the beholder takes it as a considerable insult. Still, these intrusions are rare opportunities to amuse itself…
For centuries now, a beholder named Qhontrilx has been the guardian of the Infinite Tower. It is a magical location that defies logic. The tower has an apparently infinite number of stories. Some of them were populated by Qhontrilx; the aberrant creature is an art enthusiast who enjoys acquiring and collecting art pieces. The rest of the levels are auto-populated by the Infinite Tower’s arcane power. Qhontrilx does not know how that works, but he suspects that the contents of newly generated stories are inspired by the memories, fears, and feelings of those who last visited the tower.
Summons. Powerful spells conjure furniture, decoration, and even living beings to the tower levels. Anything can be found when exploring the random levels.
The Infinite Tower is in a demiplane. There is a permanent gate in a remote location in the Material Plane, near the Underdark. The tower can also be reached with teleportation magic; the rune sequence for the circle in area 1 has been shared in the Material Plane many times. Finally, the gate in area 16, the tower’s top level, connects to the Outer Planes. Creatures from afar often come to see the beholder’s art collection.
Irregular Infinity. The tower has infinite levels, but also a top floor. It is the levels in between that are essentially infinite.
Navigation. A spiral staircase connects each level. Characters exploring the tower may explore one by one at first. But there is a side shaft, a spy tunnel, that connects to all levels (DC 25 Investigation check from area 1 to find. The DC reduces by 1 for each consecutive level explored). Qhontrilx enjoys watching visitors from here. The only entrance to area 9 is in this shaft.
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Details |
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1 |
A jungle-themed place where two djinn have set up shop. They sell roasted snails and fresh drinks. They only fight in self-defense. |
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2 |
The room features a collection of siege engines from across the planes. Many of these weapons have never been devised in the Material Plane. |
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3 |
This level is completely submerged. Two sahuagin and two giant sharks swim in the area. They hunt newcomers on sight. |
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4 |
This is a labyrinth of mirror walls. There are skeletons scattered throughout of those who could not find the exit (DC 14 Intelligence). |
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5 |
A landscape of frigid tundra covers this level. Three winter wolves roam the area, looking for prey. They only attack lone travelers. |
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6 |
Fey creatures who came to the Infinite Tower from the gate in area 16 host a jolly party. The characters are invited to take part in it. |
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7 |
2d6 gazing scarabs emerge from the cluster of eggs that litter this room. These have half their normal Hit Points because they just hatched. |
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8 |
This is a library of literature classics from alternate versions of the Material Plane. These books were not written in the heroes’ timeline. |
This adventuring supplement is designed for D&D5e. On out Patreon page you can get it in PDF format (see image). Notice that some of the layout elements can only be presented as intended in the PDF layout (side-margin boxes and statblocks). The downloads include hi-res images for the maps.
Set Up
The characters come to the Infinite Tower (area 1) using the Underdark Gate or teleportation magic. They have been hired by extraplanar agents to destroy the tower’s keeper, Qhontrilx. They seek to replace the guardian.
1. Welcome Chamber
The first level features several empty cell-rooms by the walls. In the center, however, there is a banquet table with cake. The food reappears when people arrive.
2. Room of Statues
A marvelous collection of impressive sculptures and statues. Qhontrilx has brought many of these itself. There are four statues that mimic recent visitors.
3. The Uncanny Shop
Four kobolds sell low-tier magic items, food, and potions. They are self-proclaimed worshipers of Qhontrilx, the Great Eye.
4. Museum of Shiny Trinkets
Floor-to-ceiling shelves and cabinets are filled with all manner of crystalline objects. Light is refracted into countless iterations. Three invisible stalkers guard this room from thieves.
5. Abode of Water Dancers
This room is flooded to knee-level. There are inscriptions on the wall that depict a dance. It is difficult to perform because of the water level (DC 18 Performance check). However, the path to area 6 does not open until one person performs it. 1d3 gazing scarabs appear each time a fail occurs.
6. Room of Mannequins
This level contains dozens of giant-sized mannequins. Among them roams a drow knight named Zadara. She seeks to destroy Qhontrilx and gladly joins the characters if they have the same goal.
7. Room of Floating Orbs
Ten eye-like orbs hang from the ceiling. A viscous substance drips from them. The beholder, Qhontrilx, can see through these orbs and use its Eye Ray attacks remotely. The characters hear the beholder’s raspy voice as it attempts to interrogate them. The beholder expects respect from passersby and tolerates no insult from mortals.
8. Kobold Kitchen
A dozen kobolds work tirelessly to cook food for Qhontrilx. They do it out of respect and religious zeal. The food that is summoned to area 1 is also prepared by the kobolds. They always have a banquet ready for this. They only fight in self-defense.
9. Art Gallery
The finest statues stand among ornate plinths that hold the most exquisite art pieces in Qhontrilx’s collection. Six gazing scarabs hang on the walls; they attack if anyone touches the art.
10. The Fake Guardian
A Major Image spell creates the vivid image of an adult black dragon in this room. It raises its head and warns visitors to stay away from Qhontrilx’s lair. It says that no mortal is welcome in the beholder’s private quarters. Alas, the illusory beast can only hope to fool trespassers into leaving.
11. A Grim Salute
Behind the grand gate, the room is divided by a theater’s grand drape. The curtains part to reveal Qhontrilx (beholder) floating behind. Despite its hatred for mortal-kind, the beholder is strangely drawn to giving a show of might. It knows itself superior but requires seeing mortals acknowledge it; its immense ego is quite fragile. Qhontrilx demands to know the characters’ reason to be here, but remains unsatisfied regardless of the answer. If a battle ensues, the beholder quickly flees to area 13 after dropping to half its HP.
12. Escape Room
A vertical shaft is the only way to reach this room. It contains fire-jet engines, saw-blade traps, and three pitfall traps (two with spikes, one with acid). Quick reflexes are required to avoid all traps in this room (DC 20 Dexterity save). On a fail, the character takes 8d8 damage from the traps.
13. Art Studio
The beholder would never accept it, but he is envious of mortals’ ability to craft art. As an art collector, Qhontrilx has tried to replicate art but cannot. This room is filled with hundreds of failed creations. They all look soulless, derivative, and unfinished. Qhontrilx (beholder) retreats to this chamber to fight the characters. Four gazing scarabs on the ceiling aid Qhontrilx in this fight.
14. Qhontrilx’s Quarters
In stark contrast with most other areas in the Infinite Tower, the beholder’s private chamber contains only a few cushions for it to rest. There is nothing else here as Qhontrilx spends most of its time in area 13 trying to recreate mortal’s art.
15. Study
While pathetic as an artist, Qhontrilx is an accomplished scholar, alchemist, and spellcaster. Its study contains eldritch tomes, spell books, bottled reagents, explosive salts, and powdered gems. After a day of documenting it all, this hoard is worth 6,500 GP. Wizards also unearth 2d8 random spell scrolls of up to level 8.
16. Infinite Tower’s Top Level
Climbing the Infinite Tower level by level is an endless endeavor. But using the side shaft, creatures can climb 100 stories in one stretch and reach the top level. The chamber contains a grandiose gate that connects the Infinite Tower demiplane with an extraplanar hub located in the Astral Sea. Many otherworldly beings use this hub area to easily move across the Outer Planes. By reaching this place, the characters have gained access to interplanar mobility. This shall be crucial for the heroic quests in their near future.
Gazing Scarab
Medium Monstrosity, Neutral Evil
Armor Class 13 Initiative +3 (13)
HP 55 (10d8 + 10)
Speed 30 ft., Climb 30ft.
| MOD | SAVE | MOD | SAVE | MOD | SAVE | ||||||
| Str | 13 | +1 | +1 | Dex | 16 | +3 | +3 | Con | 12 | +1 | +1 |
| Int | 7 | -2 | -2 | Wis | 10 | +0 | +0 | Cha | 8 | -1 | -1 |
Skills Perception +2, Stealth +3
Resistances Fire
Senses Passive Perception 10
CR 3 (XP 700; PB +2)
Traits
Spider Climb. The scarab can climb difficult surfaces without needing to make an ability check.
Actions
Multiattack. The scarab makes two Burning Ray attacks.
Burning Ray. Ranged Attack Roll: +5, range 120 ft. Hit: 13 (3d6 + 3) Fire damage.

This awesome cartography piece was featured in on our Patreon page and on issue 69 of Dungeon Vault Magazine.



