by Cindy Moore A Dungeon Master's Guild Adepts Adventure for use with

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Transcription:

by Cindy Moore 1

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by Cindy Moore A Dungeon Master's Guild Adepts Adventure for use with DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, the dragon ampersand, and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild. All other original material in this work is 2017 and published under the Community Content Agreement for Dungeon Masters Guild. 3

Designer: Cindy Moore Cover Illustrator: Avery Liell-Kok Interior Illustrator: Avery Liell-Kok, other images courtesy of Wizards of the Coast Cartographer: Mike Schley, and Cindy Moore Layout: Cindy Moore Special Thanks: Chris Lindsay and The Guild Adepts Matolo of Mistcliff By Avery Liell-Kok 4

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Diseases Approaching Camp Vengeance Random Encounters Rainfall Dehydration 8

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Wild Happenings Encounter 1: Veneration 11

Encounter 2: Sluggish 12

Grim Findings 13

Why Did It Have To Be Snakes! 14

A Trap! 15

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TYRANNOSAURUS ZOMBIE ZOMBIE Huge undead, unaligned Medium undead, neutral evil Armor Class 11 Hit Points 136 (13d12 + 52) Speed 40 ft. Armor Class 8 Hit Points 22 (3d8 + 9) Speed 40 ft. STR 25 (+7) DEX 6 (-2) CON 19 (+4) INT 1 (-5) WIS 3 (-4) CHA 5 (-3) Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 6 Languages Challenge 8 (3,900 XP) Disgorge Zombie. As a bonus action the tyrannosaurus zombie can disgorge a normal zombie, which appears in an unoccupied space within 10 feet of it. The disgorged zombie acts on its own initiative count. After a zombie is disgorged, roll a d6. On a roll of 1, the tyrannosaurus zombie runs out of zombies to disgorge and loses that trait. If the tyrannosaurus zombie still has this trait when it dies, 1d4 normal zombies erupt from its corpse at the start of the next turn. These zombies act on their own initiative count. STR 13 (+1) DEX 6 (-2) CON 16 (+3) INT 3 (-4) WIS 6 (-2) CHA 5 (-3) Saving Throws Wis +0 Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 8 Languages understands the languages it knew on life but can t speak. Challenge 1/4 (50 XP) Undead Fortitude If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. Actions Undead Fortitude If damage reduces the tyrannosaurus zombie Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) bludgeoning damage. to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the tyrannosaurus zombie drops to 1 hit point instead. Actions Multiattack. The tyrannosaurus zombie makes two attacks: one with its bite and one with its tail. It can t makes both attacks against the same target. Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one creature. Hit: 33 (4d12 + 7) piercing damage. If the target is a medium or smaller creature, it is grappled (escape DC 17). Until this grapple ends, the target is retrained and the tyrannosaurus zombie can t bite another target or disgorge zombies. Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one creature. Hit: 20 (3d8 + 7) bludgeoning damage. 17

VEGEPYGMY CHEIF VEGEPYGMY Small plant, neutral Small plant, neutral Armor Class 14 (natural armor) Hit Points 33 (6d6 + 12) Speed 30 ft. Armor Class 13 (natural armor) Hit Points 9 (2d6 + 2) Speed 30 ft. STR 14 (+2) DEX 14 (+2) CON 14 (+2) INT 7 (-2) WIS 12 (+1) CHA 9 (-1) STR 7 (-2) DEX 14 (+2) CON 13 (+1) INT 6 (-2) WIS 11 (+0) CHA 7 (-2) Skills Perception +3, Stealth +4 Damage Resistances lightning, piercing Senses darkvision 60 ft., passive Perception 13 Languages Vegepygmy Challenge 2 (450 XP) Skills Perception +2, Stealth +4 Damage Resistances lightning, piercing Senses darkvision 60 ft., passive Perception 12 Languages Vegepygmy Challenge 1/4 (50 XP) Plant Camouflage. The vegepygmy has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life. Plant Camouflage. The vegepygmy has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life. Regeneration The vegepygmy regains 5 hit points at the start of its turn. If it takes cold, fire. Or necrotic damage, this trait doesn t function at the start of the vegepygmy s next turn. The vegepygmy dies only if it starts its turn with 0 hit points and doesn t regenerate. Regeneration The vegepygmy regains 5 hit points at the start of its turn. If it takes cold, fire. Or necrotic damage, this trait doesn t function at the start of the vegepygmy s next turn. The vegepygmy dies only if it starts its turn with 0 hit points and doesn t regenerate. Actions Actions Multiattack. The vegepygmy makes two attacks with its claws or Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. two melee attacks with its spear. Hit: 5 (1d6 + 2) slashing damage. Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one Hit: 5 (1d6 + 2) slashing damage. creature. Hit: 4 (1d4 + 2) bludgeoning damage. Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack. Spores (1/Day). A 15-foot-radius cloud of toxic spores extends out from the vegepygmy. The spores spread around corners. Each creature in the area that isn t a plant must succeed on a DC 12 Constitution saving throw or be poisoned. While poisoned in this way, a target takes 9 (2d8) poison damage at the start of each of its turns. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself with a success. 18

Flail Snail addition, any creature that within the bright light and able to see the snail when this power is activated must succeed on a DC 15 Wisdom saving throw or be stunned until the light ends. Large elemental, unaligned Armor Class 16 (natural armor) Hit Points 52 (5d10 + 25) Speed 10 ft. STR 17 (+3) DEX 5 (-3) CON 20 (+5) Shell Defense. The flail snail withdraws into its shell, gaining a +4 bonus to AC until it emerges. It can emerge from its shell as a bonus action on its turn. INT 3 (-4) WIS 10 (+0) CHA 5 (-3) Damage Immunities fire, poison Condition Immunities poisoned Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 10 Languages Challenge 3 (700 XP) Antimagic Shell. The snail has advantage on saving throws against spell, and any creature making a spell attack against the snail has disadvantage on the attack roll. If the snail succeeds on the saving throw against a spell or a spell attack misses it, an additional effect might occur, as determined by rolling a d6: 1-2. If the spell affects an area or has multiple targets, it fails and has no effect. If the spell targets only one snail, it has no effect on the snail and is reflected back at the caster, using the spell slot level, spell save DC, attack bonus, and spellcasting ability of the caster. 3-4. No additional effect. 5-6. The snail s shell converts some of the spells energy into a burst of destructive force. Each creature within 30 feet of the snail must make a DC 15 Constitution saving throw, taking 1d6 force damage per level of the spell on a failed save, or half as much damage on a successful one. Flail Tentacles The flail snail has five flail tentacles. Whenever the snail takes 10 damage or more on a single turn, one of its tentacles dies. If even one tentacle remains, the snail regrows all dead ones within 1d4 days. If all tentacles die, the snail retracts into its shell, gaining total cover, and it begins wailing, a sound that can be heard for 600 feet, stopping only when it dies 5d6 minutes later. Healing magic that restores limbs, such as the regenerate spell, can halt the dying process. Actions Multiattack. The flail snail makes as many Flail Tentacle attacks as it has flail tentacles, all against the same target. Flail Tentacle. Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. Hit: 6 (1d6 + 3) bludgeoning damage. Scintillating Shell (Recharges after Short or Long rest). The snail s shell emit dazzling colored light until the end of the snail s next turn. During this time, the shell shreds bright light in a 30foot-radius and dim for an additional 30 feet, and creatures that can see the snail have disadvantage on attack rolls against it. In 19

WIGHT YUAN-TI PUREBLOOD Medium undead, neutral evil Medium humanoid (yuan-ti). neutral evil Armor Class 14 (studded leather) Hit Points 45 (6d8 + 18) Speed 30 ft. Armor Class 11 Hit Points 40 (9d8) Speed 30 ft. STR 15 (+2) DEX 14 (+2) CON 16 (+3) INT 10 (+0) WIS 13 (+1) CHA 15 (+2) Skills Perception +3, Stealth +4 Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks that aren t silvered Damage Immunities poison Condition Immunities exhaustion, poisoned Senses darkvision 60 ft., passive Perception 13 Languages the languages it knew in life Challenge 3 (700 XP) Sunlight Sensitivity. While in sunlight, the wight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The wight makes two longsword attacks or two longbow attacks. It can use its Life Drain in place of one longsword attack. Life Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its 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. A humanoid slain by this attack rises 24 hours later as a zombie under the wight s control, unless the humanoid is restored to life or its body is destroyed. The wight can have no more than twelve zombies under its control at one time. Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands. Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage. 20 STR 11 (+0) DEX 12 (+1) CON 11 (+0) INT 13 (+1) WIS 12 (+1) CHA 14 (+2) Skills Deception +6, Perception +3, Stealth +3 Damage immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 13 Languages Abyssal, Common, Draconic Challenge 1 (200 XP) Innate Spellcasting. The yuan-ti s innate spellcasting ability is Charisma (spell save DC 12). The yuan-ti can innately cast the following spells, requiring no material components: At will: animal friendship (snakes only) 3/day each: poison spray, suggestion Magic Resistance. The yuan-ti has advantage on saving throws against spells and other magical effects. Actions Multiattack. The yuan-ti makes two melee attacks. Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) slashing damage. Shortbow. Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 4 (1d6+1) piercing damage plus 7 (2d6) poison damage.

QUETZALCOATLUS Huge beast, unaligned Actions Armor Class 14 (natural armor) Hit Points 30 (4d12 + 4) Speed 10 ft., fly 80 ft. Multiattack. The yuan-ti makes three melee attacks: one with its bite and two with its claws. STR 15 (+2) DEX 13 (+1) CON 13 (+1) INT 2 (-4) WIS 10 (+0) CHA 5 (-3) Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) piercing damage. Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) slashing damage. Skills Perception +2 Senses passive Perception 12 Languages Challenge 2 (450 XP) Dive Attack. If the quetzalcoatlus is flying and dives at least 30 feet toward a target and then hits with a bite attack, the attack deals an extra 10 (3d6) points of damage to the target. Flyby. The quetzalcoatlus doesn t provoke an opportunity attack when it flies out of an enemy s reach. Actions Bite. Melee Weapon Attack: +4 to hit, reach 10 ft., one creature. Hit: 12 (3d6 + 2) piercing damage. YUAN-TI BROODGUARD Medium humanoid (yuan-ti). neutral evil Armor Class 14 (natural armor) Hit Points 45 (7d8 + 14) Speed 30 ft. STR 15 (+2) DEX 14 (+2) CON 14 (+2) INT 6 (-2) WIS 11 (+0) CHA 4 (-3) Saving Throws Str +4, Dex +4, Wis +2 Skills Perception +2 Damage immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 12 Languages Abyssal, Common, Draconic Challenge 2 (450 XP) Mental Resistance. The broodguard has advantage on saving throws against being charmed, and magic can t paralyze it. Reckless. At the start of its turn, the broodguard can gain advantage on all weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn. 21

YUAN-TI NIGHTMARE SPEAKER Medium humanoid (shapechanger, yuan-ti). neutral evil Armor Class 14 (natural armor) Hit Points 71 (13d8 + 13) Speed 30 ft. STR 16 (+3) DEX 14 (+2) CON 13 (+1) INT 14 (+2) WIS 12 (+1) CHA 16 (+3) Saving Throws Wis +3, Cha +5 Skills Deception +5, Stealth +4 Damage immunities poison Condition Immunities poisoned Senses darkvision 120 ft. (penetrates magical darkness), passive Perception 11 Languages Abyssal, Common, Draconic Challenge 4 (1,100 XP) Constrict. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 10 (2d6+3) bludgeoning damage, and the target is grappled (escape DC 14) if it is a Large or smaller creature. Until this grapple ends, the target is retrained, and the yuan-ti can t constrict another target. Invoke Nightmare (Recharges after a Short or long Rest). The yuan-ti taps into the nightmares of a creature it can see within 60 feet of it and creates an illusionary, immobile manifestation of the creature s deepest fears, visible only to that creature. The target must make a DC 13 Intelligence saving throw. On a failed save, the target takes 11 (2d10) psychic damage and it is frightened of the manifestation, believing it to be real. The yuanti must concentrate to maintain the illusion (as if concentrating on a spell), which lasts for up to 1 minute and can t be harmed. The target can repeat the saving throw at the end of each of its turns, ending the illusion on a success, or taking 11 (2d10) psychic damage on a failure. Shapechanger. The yuan-ti can use its action to polymorph into a Medium snake, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn t transformed. It doesn t change form if it dies. Death Fangs (2/day). The first time the yuan-ti hits with a melee attack on its turn, it can deal an extra 16 (3d10) necrotic damage. Innate Spellcasting (Yuan-ti form only). The yuan-ti s innate spellcasting ability is Charisma (spell save DC 13). The yuan-ti can innately cast the following spells, requiring no material components: At will: animal friendship (snakes only) 3/day: suggestion Magic Resistance. The yuan-ti has advantage on saving throws against spells and other magical effects. Spellcasting (Yuan-ti form only). The yuan-ti s is a 6th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells: Cantrips (at will): chill touch, eldritch blast (range 300 ft., +3 bonus to each damage roll), mage hand, message, poison spray, prestidigitation 1st 3rd level (2 3rd level slots): arms of Hadar, darkness, fear, hex, hold person, hunger of Hadar, witch bolt Actions Multiattack. The yuan-ti makes one constrict attack and one scimitar attack. Scimitar (Yuan-ti form only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage. 22

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RHILLEG AARAKOCRA NECROMANCER GREATER ZOMBIE Medium humanoid (aarakocra), neutral evil Armor Class 15 (natural armor) Hit Points 97 (13d8 + 39) Speed 30 ft. Medium undead, neutral evil Armor Class 15 Hit Points 100 (3d8) Speed 20 ft. STR 10 (+0) DEX 14 (+2) CON 10 (+0) INT 16(+3) WIS 12(+1) CHA 9(-1) Saving Throws Int +6 Dex +5 Skills Perception +6, Arcana +5, Senses passive Perception 17 Languages Auran Challenge 4 (1100 XP) Spellcasting. Rhilleg is a 5th level spellcaster. His spellcasting ability is intelligence (Spell save DC 15, +5 to hit with spell attacks). Rhilleg has the following wizard spells prepared: Cantrips (at will): chill touch, dancing lights, mage hand, mending 1st level (4 slots): false life*, mage armor, ray of sickness* 2nd level (3 slots): blindness/deafness*, ray of enfeeblement*, web 3rd level (2 slots): animate dead*, bestow curse*,vampiric touch* STR 18 (+4) DEX 10 (+0) CON 17 (+3) INT 4 (-3) WIS 6 (-2) CHA 5 (-2) Saving Throws Wis +1 Damage Resistances cold, necrotic Damage Immunities poison Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned Senses darkvision 60 ft., passive Perception 8 Languages understands the languages it knew on life but can t speak. Challenge 5 (1,800 XP) Turn Resistance. The zombie has advantage on saving throws against any effect that turns undead. Undead Fortitude If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. Actions Actions Multiattack. The zombie makes two melee attacks. Talon. Melee Attack: +5 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) slashing damage Empowered Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 7 (1d6 + 4) bludgeoning damage and 7 (2d6) necrotic damage.. Withering Touch. Melee Spell Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (2d4) necrotic damage. 24

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by Cindy Moore A Dungeon Master's Guild Adepts Adventure for use with 31

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, the dragon ampersand, and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild. 32 All other original material in this work is 2017 and published under the Community Content Agreement for Dungeon Masters Guild.