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Three important citizens of Phlan, who stand against the tyrannical dragon that rules, seek to escape and find refuge
across the Moonsea. Can you extricate those that are vital to the factions before its too late? An adventure for 5th-10th
level characters.
Credits
Adventure Design: Chris Lindsay
Development and Editing: Claire Hoffman, Chris Tulach, Travis Woodall
D&D Organized Play: Chris Tulach
D&D R&D Player Experience: Greg Bilsland
D&D Adventurers League Wizards Team: Greg Bilsland, Chris Lindsay, Shelly Mazzanoble, Chris Tulach
D&D Adventurers League Administrators: Robert Adducci, Bill Benham, Travis Woodall, Claire Hoffman, Greg Marks, Alan Patrick
Not for resale. Permission granted to print or photocopy this document for personal use only.
Introduction
TM
Party Strength
Very weak
Weak
Average
Weak
Average
Strong
Average
Strong
Very strong
Catching up
Crafting (exception: multiple characters cannot
commit to crafting a single item)
Practicing a profession
Recuperating
Spellcasting services (end of the adventure only)
Training
Spellcasting Services
Any settlement the size of a town or larger can provide
some spellcasting services. characters need to be able to
travel to the settlement to obtain these services.
Alternatively, if the party finishes an adventure, they can
be assumed to return to the settlement closest to the
adventure location.
Spell services generally available include healing and
recovery spells, as well as information-gathering spells.
Other spell services might be available as specified in the
adventure. The number of spells available to be cast as a
service is limited to a maximum of three per day total,
unless otherwise noted.
Spellcasting Services
Spell
Cure wounds (1st level)
Identify
Lesser restoration
Prayer of healing (2nd level)
Remove curse
Speak with dead
Divination
Greater restoration
Raise dead
Cost
10 gp
20 gp
40 gp
40 gp
90 gp
90 gp
210 gp
450 gp
1,250 gp
Acolyte Background
A character possessing the acolyte background requesting
spellcasting services at a temple of his or her faith may request
one spell per day from the Spellcasting Services table for free.
The only cost paid for the spell is the base price for the
consumed material component, if any.
Character Disease,
Death, and Recovery
Sometimes bad things happen, and characters get
poisoned, diseased, or die. Since you might not have the
same characters return from session to session, here are
the rules when bad things happen to characters.
Death
A character who dies during the course of the adventure
has a few options at the end of the session (or whenever
arriving back in civilization) if no one in the adventuring
party has immediate access to a raise dead or revivify
spell, or similar magic. A character subject to a raise dead
spell is affected negatively until all long rests have been
completed during an adventure. Alternatively, each
downtime day spent after raise dead reduces the penalty
to attack rolls, saving throws, and ability checks by 1, in
addition to any other benefits the downtime activity might
provide.
Create a New 1st-Level Character. If the dead
character is unwilling or unable to exercise any of the
other options, the player creates a new character. The
new character does not have any items or rewards
possessed by the dead character.
Dead Character Pays for Raise Dead. If the
characters body is recoverable (its not missing any vital
organs and is mostly whole) and the player would like the
character to be returned to life, the party can take the
body back to civilization and use the dead characters
funds to pay for a raise dead spell. A raise dead spell cast
in this manner costs the character 1,250 gp.
Characters Party Pays for Raise Dead. As above,
except that some or all of the 1,250 gp for the raise dead
spell is paid for by the party at the end of the session.
Other characters are under no obligation to spend their
funds to bring back a dead party member.
Faction Charity. If the character is of level 1 to 4 and a
member of a faction, the dead characters body can be
returned to civilization and a patron from the faction
ensures that he or she receives a raise dead spell.
However, any character invoking this charity forfeits all
XP and rewards from that session (even those earned
prior to death during that session), and cannot replay that
episode or adventure with that character again. Once a
character reaches 5th level, this option is no longer
available.
The Thicket
Most recently, Vorgansharax has lent his considerable
will toward turning Phlan into his lair. He has surrounded
the city in an impenetrable magic thicket of brambles and
briars that has grown to completely subsume the city
walls as well as provide a dense canopy overhead. This
leaves Phlan shrouded in dim shadow even on the
brightest of days, and at night the only light available is
that created by fire and magic.
In addition to surrounding the city, Vorgansharax has
also caused his thicket to envelop specific locations
throughout the city that have either caused him trouble
directly, or pose as threats to his despotic reign.
Specifically, Mantors Library and the entire temple
district are overgrown and inaccessible by conventional
means.
Adventure Background
Having wiped out Phlans leadership and wrested control
of the city from the Lord Regent, Vorgansharax has set
about on a campaign of oppression previously unknown
to its resident, as war-torn as they might be. Even under
the control of the nefarious Zhentarim of old, the city has
never been so bereft of hope.
More commonly known as the "Maimed Virulence,"
Vorgansharax is a green dragon on the older end of
adulthood whose massive size is overshadowed only by
Poison Mist
Free-floating clouds of poisonous gas float throughout the
city. Any creature entering or beginning its turn in one of
these must make a successful DC 15 Constitution saving
throw or be poisoned. It is easy enough to avoid these
pockets, though adventurers may decide to experiment.
Vorgansharaxs Edict
The dragon is capable of projecting his voice throughout
his lair, which encompasses everything inside the thicket.
From time to time Vorgansharax makes
announcements to the general populace. He does this to
remind the citizens of his presence and keep them in a
constant state of terror and dread.
Overview
Escape from Phlan is divided into three parts.
Part 1: Ghosts in the Night. The adventures are
recruited by the leaders of the various factions to
undertake a desperate mission to rescue three key
citizens from the city. Though it would be nice to save all
good peoples trapped by Vorgansharax and his servitors,
these three in particular are the best hope for Phlan and
must be preserved. The PCs enter the city under cover of
night and encounter will-o-wisps that lead them into an
encounter with a shambling mound.
Part 2: To the Rescue. The adventurers can now set to
their task of locating and rescuing Madame Freona, the
Lord Sage, and Jhessail Greycastle--a Knight of the Black
Fist-turned-revolutionary. It is up to the players to decide
what order they do this in, though finding Madame
Freona and the Lord Sage are easier to locate than
Jhessail. During this part of the adventure, Ellison
Berenger (DDEX1-6 The Scroll Thief), who has managed
to become trapped in Phlan, shadows the adventurers
looking for an opportunity to find escape from the city.
Adventure Hook
Many folk, the adventurers included, managed to escape
Phlan prior to its final sublimation by Vorgansharax's
thicket. Unfortunately, most residents of the town were
not so lucky. In particular, three residents instrumental to
the resistance against the dragon are still trapped within
the city proper. For once the leaders of all five factions
agree unanimously that they must be rescued from the
inevitable wrath of their jailor. When play is ready to
begin, read or paraphrase the following.
The light of the teleportation circle's runes fade as its power
wanes. In their dying light, you reminisce on the events that
have brought you here. The sacking of Phlan by the dragon
Vorgansharax was a nightmarish experience; though it paled in
comparison to watching the thicket begin to rise from the
ground to envelop Phlan.
You remember horrified townsfolk, yourselves included, fleeing
from the city, most barely making it out alive. You also
remember the screams of those who unlucky enough to caught
in the thicket itself and torn apart by the thorns. And the worst
memory of all, the unwanted sight of their blood being drawn
into its mass, absorbed as nutriment by the thicket wall.
But that is the past. Here you stand, in the city once more to
rescue three prized individuals that weren't so lucky as to be
able to escape, but whose value far exceeds the risk of
reentering Phlan for what may very well be the last time.
The Plan
It is up to the adventurers to find a way out once they
have rescued these three key individuals. The city, as well
as their base of operation within Denlor's Tower has been
lost and the faction leadership that remains would like to
leave their sole-remaining base within the bowels of
Sokol Keep free from the dragon's attention.
In addition to the read-aloud text provided, there are
notes regarding the individuals the adventurers are meant
to rescue. While it may be possible for the adventurers to
rescue others as well, it should be made clear to them
that these three individuals are the priority. Additional
DM Notes are included in regards to the motivations of
key individuals throughout the adventure.
Though the mission goals are fairly straight forward,
how they are to be achieved is left largely up to the
characters. Once the information in the read-aloud text
and the names of their targets has been revealed, give the
players should be afforded the opportunity to introduce
their respective characters and describe them to the rest
of the group.
The Reward
In exchange for the characters accepting the mission to
re-enter Phlan, each character's faction leader has
provided up-front compensation in the form of a Letter of
Writ redeemable for 700 gp from the factions's leadership
in the city of Mulmaster. In addition, they provide 100 gp
in coin for each "key citizen" retrieved from the town.
Those characters that do not belong to a faction are
instead provided a writ redeemable for a like amount of
gold coin to be paid by a faction of the character's
choosing and additional gold coins upon the safe return of
the key citizens.
General Features
Now that the town has been completely taken over by the
dragon Vorgansharax, these are the prevailing conditions
throughout Phlan unless otherwise noted.
The Streets. Phlan has become a ghost town and those
residents that were left behind remain indoors as much
as possible. During the day there may be small groups
moving quickly through the streets, attempting to reach
whatever their destination might be in the quickest,
quietest manner possible. Nobody ventures out at night
however, except those members of the Tears of Virulence;
former members of the Black Fist that have sworn loyalty
to their purse and their own well-being, and to a lesser
extent, the dragon.
Light. During the day, Phlan is shrouded in the shadow
of the thicket and is dimly lit (lightly obscured). During the
night, the streets are dimly lit by soft orange lamplight.
Unless you are within 5 feet of a lamp however, the area
is shrouded in complete darkness (heavily obscured). The
darkness is emphasized by a light, acrid fog that hangs
over the entire town like a clammy blanket.
Sounds. Distant, muted screams of pain and fear. The
sound of running, heavily booted footsteps. Leathery
wings flying overhead. Otherwise, the town is deathly
quiet.
Smells. Chlorine. Rotting vegetation (like fetid lawn
clippings). Fresh rain.
Inns & Taverns. The Laughing Goblin (inn), The
Cracked Crown (inn), Nat Wylers Bell (tavern), The Bitter
Blade (inn)*, The Velvet Doublet (fest hall)*, Madame
Freonas Tea Kettle (tavern)*.
Trade. Cockburns Grocery (adventuring gear)*, Matteo
the Weaponsmith*, Ernsts Livery.
Market. Podol Plaza (bazaar)
*These locations have been enveloped by the thicket and
inaccessible. Additionally, all tradeincluding room and
board at innshas doubled in price, due largely in part to
taxes imposed by the Tears of Virulence on the dragons
behalf. Since this adventure is meant to be a surgical
strike that occurs over the course of a single evening, this
shouldn't play a large role in their success or failure.
Commercial Rebels
The remaining business owners of Phlan have covertly united
against Vorgansharax--each working against the dragon in
whatever way that can that also avoids drawing his direct
attention. Below is a listing of the remaining business owners
with some basic information for roleplay purposes. Each of them
has access to the tunnels beneath the city.
The Laughing Goblin (Inn). Near the docks, the proprietor of
this inn is a dwarf named Durnam Goblinkicker. In the past,
Durnam has been frequently absent from his business, leaving
the day-to-day operations to Imizael (a human woman).
However, with Imizael's departure from Phlan, he has been
forced to maintain the business on his own, and is surly about
the entire affair. Durnam would love to see the dragon get his
comeuppance, though he doesn't have the wherewithal to strike
out directly. He is very helpful for quite operations however.
Tunnel Access - Hollowed out keg, leading to a hole in the floor
of the inn.
The Cracked Crown (Inn). Located in Podol Plaza, the
proprietor of this inn is a female gnome tinker named Ellywick
Dongolin. Ellywick inherited her business from her father, and is
hopping mad at the drop in business that the dragon's presence
has caused. She is however, a maudlin tinker and is directly
responsible for the creation of the tunnel sleds (see Part 2), and
a fantastic brewer and baker. She has a fierce maternal streak,
like a miniature grizzly bear mother. Tunnel Access - Back floor of
a utility closet that is marked for staff only. The trapdoor is
hidden beneath a rug and piles of cleaning implements.
Nat Wyler's Bell (Tavern). Mid-city, north of the temple
district, Grig Wyler, a human man is the quiet, thoughtful
proprietor. Though not officially a priest of the city, Grig has been
known to engage in lively debate with the clergy, and is
considered an accomplished student of theology. When it comes
to worship, Grig is pantheistic, and been known to pray at any
good-aligned temple. A secret door in his root cellar conceals an
entrance to a complex network of tunnels beneath the city. The
door is behind a swinging book shelf.
Ernst's Livery and Stable. This livery and stable is maintained
by Tross, an older half-orc who cares very deeply for animals.
Tross has the most direct contact with the Tears of Virulence, for
whom he assists with maintaining their mounts and associated
gear. Thought to be brutish and dumb, it isn't uncommon for the
Tears of Virulence to speak openly in front of Tross, who plays
this up. He is a good resource for information in the city, and he
especially hates key members of the dreaded constabulary for
their ill treatment of animals. Tunnel Access - Beneath a massive
pile of hay in the last stall, which houses Tross' own steed, a fiery
warhorse named Daisy-Bell.
To Cry Wolf
Developments
This is a good opportunity to introduce the adventurers to
the thicket. You want to emphasize how it is charred by
some kind of electrical attack, and then describe how it
rapidly grows back over a few combat rounds.
Adventurers foolish enough to attack the thicket see
immediate results as described in the Thicket Properties
sidebar, above.
Treasure
Any character searching the remains of the shambling
mound finds a single, large emerald worth 200 gp.
10
Part 2: To the
Rescue
This next section of the adventure can be run in whatever
order the adventurers decide. There are three individuals
to rescue and while there are two likely locations known,
it doesn't take a particularly skilled investigator to figure
out where Jhessail is, or to confirm the location of the
other two. Each time Vorgansharax strikes out against
rebellious individuals he makes an announcement to the
general populace. The dragon's incredible ego forbids
him from keeping mum about his triumphs.
11
Developments
Assuming the adventurers defeat the Tears of Virulence
thugs, the attack is enough to convince Madame Freona
to move on. She prefers to stay with the adventurers
while out in the open at any rate.
Defeat is a one way ticket to getting captured. Any of
the adventurers who are reduced to 0 hit points are
instead knocked unconscious and turned over to
Xynicynct, the dragon's blue slaad jailor. See In the
Jailhouse Now!, below. They will be present in the final
encounter, albeit a little worse for wear.
If Knight Lieutenant Bolver is taken captive, he pleads
with the characters for mercy. According to him, he is a
victim of circumstance; forced into the service of the
dragon. Any character succeeding at a DC 10 Wisdom
(Insight) check can see that he's lying, and badly at that. If
confronted about his falsehood, he clams up and issues
only scowls and an occasional mouthful of bloody spittle
in response to questionsBolver fears the great dragon
too much to betray it.
12
Treasure
Knight Lieutenant Bolver carries a pouch containing 150
gp. Each veteran carries 100 gp worth of coins. The thugs
each carry 25 gp in assorted coins and gems. Additionally,
Madame Freona gives the characters a total of 100 gp for
convincing her to leave her establishment.
XP Award
If the adventurers prevent Madame Freona from being
captured by the Tears of Virulence, award each player
100 XP.
2. Mantors Library
Early on in his administration, Vorgansharax had the
Lord Sage unceremoniously deposited in Mantor's
Library by a contingent of newly converted Tears of
Virulence. He then enveloped the entire building within
the thicket, functionally imprisoning the potentially
troublesome know-it-all.
Some players may head straight to Denlor's Tower as
that is likely the last place they encountered the Lord
Sage. Upon arriving at the tower, however, they find it
wholly abandoned.
If the adventurers go to Mantor's Library, they discover
the state of the building, and if they so choose, they could
waste some time attacking the thicket and fighting vine
blights as described in the Thicket Properties sidebar.
For all they know however, the Lord Sage may not even
be in the library. At this point, it is up to the adventurers
to do some investigatory work.
This shouldn't be incredibly difficult. As Vorgansharax
is psychologically incapable of not informing the
remaining residents of his accomplishments, everyone in
town knows where the Lord Sage is imprisoned. If either
Madame Freona or Jhessail have already been located,
they can tell the adventurers as such. However, only a
handful of folks in the city know a possible way to get into
the library, though none have been foolhardy enough to
try.
Visiting any of these remaining businesses (The
Laughing Goblin (inn), The Cracked Crown (inn), Nat
Wylers Bell (tavern), The Bitter Blade (inn), or Ernsts
Livery) net the adventurers the information that they
need. If they are accompanied by Madame Freona, then
13
General Features
Light. While in the tunnels or the library everything
outside the area of the light the adventurers brought with
them is heavily obscured.
Developments
Assuming the adventurers defeat the carrion crawlers, it
is a simple matter for them to determine which passage
leads toward the library (straight across from the way
they were already going).
The adventurers know they've reached the library when
the passage comes to a dead end with an iron-wrought
trapdoor clearly visible in the ceiling of the passage. The
trapdoor has a lock built in, though it is old and rusted,
likely from moisture above. A successful DC 20 Dexterity
check with use of thieves' tools or a DC 20 Strength
check is sufficient to get the door open. The door opens
up in the back of a storage closet that has seen little use,
within the library.
As the Lord Sage is the only one currently in residence,
how difficult it is for the adventurers to find him depends
largely on their approach. If they're capable of being
stealthy, it takes them about 20 minutes before they
locate him. He has a small lamp on in one corner of the
library where he is passing the time reading.
On the other hand, if the adventurers are unsuccessful
at being stealthy, or make no attempt, the Lord Sage
panics, believing that the Tears of Virulence have come to
take him to Vorgansharax. In this case, he douses his
lamp and finds a relatively secure hiding place.
In this case, it takes the adventurers at least an hour to
locate him. For each hour of searching they can make an
Intelligence (Investigation) check; success is DC 20.
Assuming they're all working together, this should be a
single check made by the character with the best bonus,
and made at advantage. If the characters do not identify
themselves or their motives, the Lord Sage presumes that
they are Tears of Virulence and lobs a book at one of the
more imposing characters (+3 to hit, 1 damage).
It doesn't take the Lord Sage long to realize that the
characters are not the Tears of Virulence, however.
Assuming they can be marginally persuasive with regards
to leaving the safety of the library in pursuit of a risk-laden
trek for freedom, requiring a successful DC 10 Charisma
(Deception, Intimidation, or Persuasion) check, the Lord
Sage happily accompanies the adventurers.
14
XP Award
If the adventurers rescue the Lord Sage from the Thicket,
award each player 100 XP.
1. Shedding Tears
While the adventurers might be expecting to have to fight
their way through a legion of Tears of Virulence veterans
in order to get through to Jhessail Greycastle, nothing
could be further from the truth. The Tears of Virulence
aren't actually using this office as a base of operations.
They are however, keeping tabs on the office from a
distance, as they're using it to trap anyone who fancies
themselves a hero. Feel free to lead the adventurers to
believe that it appears well used, causing them to take all
precautions or not, as the case may be.
Breaking into the office requires either a successful DC
10 check by someone with thieves' tools or a successful
15
Glyph of Warding
Poison Mist
Developments
Assuming the adventurers manage to defeat Xynicynct
and his lackeys, it should be very little trouble for them to
free Jhessail. There are three options for doing so. They
can pick the locks on her shackles, requiring they succeed
at a DC 20 Dexterity check using thieves' tools; they can
use force to free her (AC 17; 30 hit points per shackle, of
which there are four); or if for whatever reason they
decide to cut the slaad open they find the keys which he
keeps hidden in a fleshy pouch at the back of this throat.
Fist.
In the pit with you, is a large blue, toad-like humanoid with
wicked hooks protruding from its clenched fists. The creature is
about the size of a large ogre, and is flanked on either side by an
armed member of the Black Fist, each of which has a green
cloth tied over its face, covering the nose and mouth.
16
Escape!
In her campaign against the dragon, Jhessail has
discovered a way out of Phlan. She tells the characters
about a tunnel that leads to the catacombs beneath
Valhingen Graveyard. Characters that participated in the
events of DDEX1-4 Dues for the Dead recognize it as the
tunnel that was being excavated by the Red Wizard
Rorreth and his undead minions. If the characters are
successful in sating her rage, Jhessail leads the entire
group out of the city. Otherwise, she gives a brief set of
directions before departing. The instructions are specific
enough that the characters have no problem in following
them.
Treasure
In addition to the key, the slaad also carries a single,
flawless emerald worth 200 gp.
XP Award
If the adventurers convince Jhessail to postpone her
assault, award each player 100 XP.
17
Part 3: Holding
Court
This encounter is optional and only used if the characters
pursue what is very likely a suicide mission against
impossible odds. This isn't meant to be a fair fight at any
level. However, if the players insist on pursuing this
course of action, don't hold back. There is nothing to be
gained at this time by attacking the dragon. However, if
they insist, then allow the adventurers to have at it. If he is
still with the party, Ellison refuses to go and cautions any
characters that will listen to his warnings against it. A
map is provided of what remains of the throne room of
Valjevo Castle, which lay largely in ruins.
General Features
The Hall of the Cinnabar Throne has the following
general features.
Light. The Hall is well-lit with dozens of torches.
Sounds. Distant, muted screams of pain and fear. The
deep, resonant breathing of a great dragon. Cheers.
Smells. Chlorine. Rot.
Upon entering Valjevo Keep, read:
The massive throne room of Valjevo Keep is still impressive
despite the sheer magnitude of damage wrought upon it by the
great dragon.
Immense, graven pillars depicting valorous deeds by the
throne's previous occupants line the walls and tattered
tapestries emblazoned with the emblems of the House of
Daoran hang from the cracked walls. Atop a plinth, the Cinnabar
Throne remains largely intact.
Coiled around the throne and occupying much of the space
18
Rewards
Make sure note their rewards on their adventure log
sheets. Give your name and DCI number (if applicable) so
players can record who ran the session.
Experience
Total up all combat experience earned for defeated foes,
and divide by the number of characters present in the
combat. For non-combat experience, the rewards are
listed per character. Give all characters in the party noncombat experience awards unless otherwise noted.
Combat Awards
Name of Foe
Will-o-wisp
Shambling mound
Thug
Veteran
Knight
Carrion crawler
Ellison Berenger
Blue slaad
Mage
Vorgansharax
XP per Foe
450
1,800
450
700
700
450
XXX
2,900
2,300
13,000
Non-Combat Awards
Task or Accomplishment
Rescue Madame Freona
Rescue the Lord Sage
Rescue Jhessail
XP per Character
100
100
100
Treasure Awards
Item Name
Mission reward advance
Tears of Virulence patrol
Slaad's emerald
Madame Freona rescued
Lord Sage rescued
Jhessail Greystone rescued
GP Value
700
400
200
50
50
50
Robe of Eyes
Wondrous item, rare
Spellbook
The Mage's spell book has the following spells in it that
may be scribed into a character's spellbook using the
rules in the Players Handbook.
Cantrips (at will): fire bolt, light, ray of frost, prestidigitation
1st level (4 slots): detect magic, mage armor, magic missile, shield
2nd level (3 slots): mirror image, invisibility
3rd level (3 slots): haste, fireball, fly
4th level (3 slots): ice storm, Evard's black tentacles
5th level (1 slot): cone of cold
Renown
Treasure
DM Rewards
Downtime
Each character receives 10 downtime days at the
conclusion of this adventure.
19
Skills Perception +3
Senses darkvision 60 ft., passive Perception 13
Languages
Challenge 2 (450 XP)
Appendix 1:
Monster/NPC
Statistics
Blue Slaad
Large aberration, chaotic neutral
Actions
Multiattack. The carrion crawler makes two attacks: one with its
tentacles and one with its bite.
STR
20 (+5)
DEX
15 (+2)
CON
18 (+4)
INT
7 (2)
WIS
7 (2)
CHA
9 (1)
Skills Perception +1
Damage Resistances acid, cold, fire, lightning, thunder
Senses darkvision 60 ft., passive Perception 11
Languages Slaad, telepathy 60 ft.
Challenge 7 (2,900 XP)
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7
(2d4 + 2) piercing damage.
Actions
Multiattack. The slaad makes three attacks: one with its bite and
two with its claws.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit:
12 (2d6 + 5) piercing damage.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit:
12 (2d6 + 5) slashing damage. If the target is a humanoid, it
must succeed on a DC 15 Constitution saving throw or be
infected with a disease called chaos phage. While infected, the
target cant regain hit points, and its hit point maximum is
reduced by 10 (3d6) every 24 hours. If the disease reduces the
targets hit point maximum to 0, the target instantly transforms
into a red slaad or, if it has the ability to cast spells of 3rd level or
higher, a green slaad. Only a wish spell can reverse the
transformation.
CON
16 (+3)
DEX
16 (+3)
CON
14 (+2)
INT
14 (+2)
WIS
11 (+0)
CHA
14 (+2)
Actions
Multiattack. The captain makes three melee attacks: two with its
scimitar and one with its dagger. Or the captain makes two
ranged attacks with its daggers.
Carrion Crawler
STR
14 (+2)
Reactions
INT
1 (5)
WIS
12 (+1)
CHA
5 (3)
Parry. The captain adds 2 to its AC against one melee attack that
would hit it. To do so, the captain must see the attacker and be
wielding a melee weapon.
20
Knight
DEX
11 (+0)
CON
14 (+2)
INT
11 (+0)
WIS
11 (+0)
CHA
15 (+2)
Actions
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or
range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Shambling Mound
Large plant, unaligned
Actions
Multiattack. The knight makes two melee attacks.
Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 10 (2d6 + 3) slashing damage.
Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400
ft., one target. Hit: 5 (1d10) piercing damage.
Leadership (Recharges after a Short or Long Rest). For 1 minute,
the knight can utter a special command or warning whenever a
nonhostile creature that it can see within 30 feet of it makes an
attack roll or a saving throw. The creature can add a d4 to its roll
provided it can hear and understand the knight. A creature can
benefit from only one Leadership die at a time. This effect ends if
the knight is incapacitated.
Reactions
STR
18 (+4)
DEX
8 (1)
CON
16 (+3)
INT
5 (3)
WIS
10 (+0)
CHA
5 (3)
Skills Stealth +2
Damage Resistances cold, fire
Damage Immunities lightning
Condition Immunities blinded, deafened, exhaustion
Senses blindsight 60 ft. (blind beyond this radius),
passive Perception 10
Languages
Challenge 5 (1,800 XP)
Lightning Absorption. Whenever the shambling mound is
subjected to lightning damage, it takes no damage and regains a
number of hit points equal to the lightning damage dealt.
Parry. The knight adds 2 to its AC against one melee attack that
would hit it. To do so, the knight must see the attacker and be
wielding a melee weapon.
Actions
Mage
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit:
13 (2d8 + 4) bludgeoning damage.
DEX
14 (+2)
CON
11 (+0)
INT
17 (+3)
WIS
12 (+1)
CHA
11 (+0)
21
Thug
Vine Blight
STR
15 (+2)
DEX
11 (+0)
CON
14 (+2)
INT
10 (+0)
WIS
10 (+0)
CHA
11 (+0)
Skills Intimidation +2
Senses passive Perception 10
Languages any one language (usually Common)
Challenge 1/2 (100 XP)
Pack Tactics. The thug has advantage on an attack roll against a
creature if at least one of the thugs allies is within 5 feet of the
creature and the ally isnt incapacitated.
Actions
Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
Hit: 5 (1d6 + 2) bludgeoning damage.
Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400
ft., one target. Hit: 5 (1d10) piercing damage.
Veteran
Medium humanoid (any race), any alignment
CON
14 (+2)
INT
10 (+0)
WIS
11 (+0)
DEX
8 (1)
CON
14 (+2)
INT
5 (3)
WIS
10 (+0)
CHA
3 (4)
Skills Stealth +1
Condition Immunities blinded, deafened
Senses blindsight 60 ft. (blind beyond this radius),
passive Perception 10
Languages Common
Challenge 1/2 (100 XP)
False Appearance. While the blight remains motionless, it is
indistinguishable from a tangle of vines.
Actions
STR
16 (+3)
STR
15 (+2)
CHA
10 (+0)
Will-o-Wisp
Tiny undead, chaotic evil
Armor Class 19
Hit Points 22 (9d4)
Speed 0 ft., fly 50 ft. (hover)
STR
1 (5)
Actions
Multiattack. The veteran makes two longsword attacks. If it has a
shortsword drawn, it can also make a shortsword attack.
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing
damage if used with two hands.
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 6 (1d6 + 3) piercing damage.
Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 100/400
ft., one target. Hit: 5 (1d10) piercing damage.
DEX
28 (+9)
CON
10 (+0)
INT
13 (+1)
WIS
14 (+2)
CHA
11 (+0)
22
Actions
Shock. Melee Spell Attack: +4 to hit, reach 5 ft., one creature. Hit:
9 (2d8) lightning damage.
Legendary Actions
DEX
12 (+1)
CON
21 (+5)
INT
18 (+4)
WIS
15 (+2)
CHA
17 (+3)
Actions
Multiattack. The dragon can use its Frightful Presence. It then
makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target.
Hit: 17 (2d10 + 6) piercing damage plus 7 (2d6) poison damage.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target.
Hit: 13 (2d6 + 6) slashing damage.
Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target.
Hit: 15 (2d8 + 6) bludgeoning damage.
23
24
25
26