D&D 5e BMG Moon MD 05 Fleeing Snowdown Oef, 2024-04-25
D&D 5e BMG Moon MD 05 Fleeing Snowdown Oef, 2024-04-25
D&D 5e BMG Moon MD 05 Fleeing Snowdown Oef, 2024-04-25
F
LEE
INGS
NOWD
OWN
BMG-
MOON-
MD-
05
BMG-MOON-MD-05
FLEEING SNOWDOWN
A Moonshae Isles:
Malefic Delusions Adventure
The true nature of the Caer Westphal’s viceroy has been unveiled and High King
Derid Kendrick must know about it as soon as possible. However, those who
survived the castle’s horrors must first escape the isle of Snowdown.
CONTENT WARNING: This adventure contains themes of Loss of Limbs, Interrogation and
Torture (Mention/Overhearing), and Suffocation (Possible). Player discretion is advised.
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CREDITS
Project Leads: Paul Gabat, Savannah Houston-McIntyre
Writer: Brian Balagot
Editor: Ashley Michaela “Navigator” Lawson
Graphic Designer: Rich Lescouflair
Cover Illustration: Julian Kok
Cartographer: Lori Krell
Playtesters: Bird, Kurt Hoffstaetter, Ryan Lanphere,
Marik Montalvan, Spencer N. C., Johnny Smith,
Shu Qing Tan
W
hile in Caer Westphal, the characters are
The dark alley has the following features:
recruited by Captain Conwirdin—a Callidyrr
dragoon—to help him and the survivors of his Dimensions and Terrain. This 5-foot wide, 20-foot-long
infiltration team (any characters who have played BMG- alley runs between two 20-foot-tall structures.
MOON-MD-04 Lair of Deceit) escape Snowdown and bring Lighting. A full blood moon fills the evening sky with dim
their disturbing news about Caer Westphal and Prince red light. The alley, however, is dark.
Owaren to High King Derid on the isle of Alaron. Sounds. The tolling of watchtower bells and the marching
of patrols echo through the city. The locals, not wanting
Call to Action any trouble, create near-simultaneous sounds of
Agree to help Captain Conwirdin return to the isle windows closing and doors being barred.
of Alaron.
Caer Westphal summoning creatures and objects onto the Material Plane
or banishing them from it. A summoned creature who was
The adventure begins in a dark alley in Caer Westphal. The already present (except familiars and creatures granted by
characters have already agreed to help Captain Conwirdin class features) is reduced to 0 hit points and immediately
return to Alaron. When you are ready to begin, read or reaches the end of its summoned duration, turning into a
corpse that withers to dust as it rapidly ages.
paraphrase the following:
Creatures with a flying speed can’t fly over water or higher
than 20 feet above the ground; if they try to exceed that
Chaos erupts through Caer Westphal as the city goes on altitude, or start from a higher elevation, they are gently
pulled down to the surface.
high alert. Watchtower alarm bells and the heavy-booted
footfalls of guards on patrol fill the air. In the skies above
the dark alleyway that shields you from the roaming
guards, the moon is blood red.
T
he characters must figure a way out of Caer
Caer Westphal has the following features:
Westphal. They learn about the effects of the
Blood Moon ritual as they explore options for Terrain. Most of the architecture follows the square and
escaping the city. functional Amnian style. Few structures with Ffolk
architecture remain.
Story Objective A Armored Fist of Rulership. Instead of a Moonshavian
Escape Caer Westphal. militia, Amnian troops and foreign mercenaries act
as guards. The mercenaries mostly include humans,
goblins, hobgoblins, orcs, drow, and a few cambions and
Pursuit Points and the Undead
ogres. The local Ffolk walk with shoulders slumped and
Countless squads of undead pursue the characters and
respond to the guards in fearful obedience, the pride
will reach them if they dawdle in their escape. Each squad
is composed of a jiangshi in wolf form and two vampirate gone from their eyes.
mages (with the adjustments listed in Creature Statistics). Crowded Metropolis. The filthy cramped streets wouldn’t
Thanks to the Blood Moon ritual, the pursuit squads have feel out of place in Baldur’s Gate or Waterdeep;
advantage on saving throws against effects that turn Undead. Caer Westphal is much more crowded than other
During the adventure, the party can gain pursuit points (see Moonshavian cities.
appendix D), which represent how close a squad of undead
is to catching them. Whenever the characters accumulate
3 pursuit points, a squad catches up to them and initiates
Getting a Move On
combat. The squad can reach the characters without dashing As the characters consider their options for leaving
when the encounter begins. The characters can resolve and start testing methods of travel, they learn about the
this encounter by defeating all the enemies or by running defensive effects of Lady Erliza’s Blood Moon ritual.
away. Characters who flee combat must succeed on a DC Characters who attempt methods such as teleportation
16 Constitution check or gain 1 level of exhaustion from find that it fails. Characters who succeed on a DC 16
the strain of their flight. Once resolved, their pursuit points Intelligence (Arcana) check determine that the failure is
reset to 0. related to the blood moon and the arcane symbol on their
Alternatively, if it will give the players a fun and challenging
hand—both effects of a powerful ritual infused with dark
time, considering placing this encounter at a thematically
appropriate location instead. Fey magic.
Captain Conwirdin suggests two options: exiting through
Adjusting the Scene one of the minor city gates (see “City Gates”) or through
Suggestions for adjusting this scene: the sewers (see “Sewers”). Taking a ship from the docks
• Very Weak: Remove one vampirate mage. Remove the is impossible as guards have already destroyed the team’s
vampirate mage’s Spellcasting action. ship and are on high alert.
• Weak: Remove one vampirate mage. To reach a minor city gate or the sewers unnoticed, the
• Strong: Add one vampirate mage. characters must succeed on a DC 16 Dexterity (Stealth) or
• Very Strong: Add two vampirate mages. Charisma (Deception, Intimidation, or Persuasion) group
check to hide or blend in with the crowd. Consider granting
advantage or an automatic success for inventive use of
Caer Westphal spells or features. Also consider a group-wide automatic
success if they find a way to blend in completely. On a failed
The isle of Snowdown has been occupied by Amn for about group check, the party gains 1 pursuit point.
a century and Lady Erliza Daressin rules as its viceroy
from Caer Westphal. Amn means to wring out every drop
of Snowdown’s natural resources and bring them to the Involving Players in a Group Check
mainland on Faerûn. This adventure has multiple group checks where the
characters must determine how to travel through a location
or overcome a problem. Consider going around the table and
asking what ideas or features each character plans to use and
base their check on that.
T
he characters must reach Llandrain while flow of water in Snowdown, causing soil erosion and
keeping a safe distance away from pursuit squads excessive nutrient build-up. The Harloch has a surface
of undead, facing the dangers of the wilderness, growth of algae and a marked decrease in plant and
and withstanding the effects of the Blood Moon ritual. animal biodiversity.
A Simplified Hexcrawl. The characters must traverse 30
Story Objective B miles (broken into five 6-mile hexes) to reach Llandrain
Reach the port town of Llandrain. (see map 1). Some hexes call for a group check to
represent how well the characters traverse the hex
or deal with the complications there. Consider giving
Running Part 2
advantage or an automatic success, to a character or
The characters start in A: Outskirts of Caer Westphal and
the group as a whole, for appropriate use of features or
move to B: Clear-Cut Wasteland. From there, they must choose
resources as they travel.
between C: Andover Heights, D: The Nameless Forest, or E:
The Harloch and the River. They then arrive at F: Outskirts Hex Travel Time. Captain Conwirdin insists on being
of Llandrain before reaching Llandrain in part 3. Although cautious and moving at a normal pace, meaning travel
taking a long rest isn’t possible during the adventure, certain through each hex takes 2 hours. Take note of travel
outcomes allow the party to take a short rest. durations when keeping track of character features used
to traverse hexes. The characters gain 2 pursuit points
Time Constraints?
if they pause for 10 minutes, and 3 pursuit points if they
Consider selecting a path for the characters rather than having
pause for 1 hour. Attempts to take a short or long rest are
them evaluate each one. To do this, use Captain Conwirdin as
interrupted and the characters gain 3 pursuit points.
a voice of reason and experience, urging the party toward a
favorable path, or to provide an explanation for why the other
paths are inaccessible or unsuitable. Each path features two
Leveraging Exploration Features
encounters; feel free to omit either one if time is short.
The characters will constantly be traveling through locations
of varied terrain, and this is a great situation for characters
who have exploration-focused features to shine. Consider
Snowdown Wilderness granting advantage to checks when characters have features
that enable them to move faster, or with greater ease, through
Amn’s deforestation and strip-mining of Snowdown has certain locations (e.g., the ranger’s Natural Explorer feature
destroyed the homes of many good Fey, forcing most of when in favored terrain, or a barbarian who has selected the
them to retreat to the Feywild. The festering land, however, Elk Aspect of the Beast from the Sword Coast Adventurer’s
has attracted Unseelie Fey, whose presence has twisted the Guide). Consider going around the table after presenting the
surroundings, filling it with corrupted creatures and undead. location and have each character talk about what features or
abilities they can use to ease the journey.
Snowdown Wilderness Features
The wilderness of Snowdown has the following features:
Lighting and Weather. A full blood moon fills the sky with
A: Outskirts of Caer Westphal
dim red light. The night sky is hidden behind clouds The characters must sneak through suburbs, slums, and
except for the blood moon and the Tears of Selûne. The farms to reach the wilderness of Snowdown.
autumn climate is chilly. Hex Representation. The path through the outskirts of
Sounds and Smells. The calls of nocturnal wildlife are Caer Westphal covers one hex.
rare as many animals have fled or died out due to the Terrain. These outskirts are the slums, farmlands, fields,
mass deforestation. The air smells of dry earth and and countryside immediately outside Caer Westphal. The
decomposing plants. ground becomes more cracked and barren farther away
Desolate and Barren. The Amnians have scarred the land from Caer Westphal.
and mountains with gorges and trenches. The ground is Life Beyond the Walls. The buildings are mostly in the
cracked and dead. Only hardy plants and weeds remain. architectural style of the native Ffolk, implying that wealthy
Logging debris fills the rivers and streams. Amnians have pushed them outside the city. Suburbs and
Twisted and Deformed. The large Unseelie Fey presence slums composed of densely packed shacks and makeshift
has changed the appearance of the plants and trees. housing extend for a mile beyond the city walls, the farms
Their twisted stems and branches sport dark withered extend another three miles beyond that. After the farms,
leaves, and they cast shadows that flicker and move the wilderness begins. Signs of corruption become more
unnaturally. Otherworldly fungus is present where the frequent closer to the wilds.
transformation and corruption is strongest.
Development
Once the party passes through Andover Heights, proceed to
Treasure F: Outskirts of Llandrain.
The giants carry Amnian coins worth 20 gp.
Aftermath
Kwente-Nerys of Snowdown With the destruction of the remaining myconids and the
CG Female (She/Her) Human (Chultan, Ffolk) Druid
corrupted behir, this section of the land can finally heal
Kwente-Nerys is the druid of the White Well, the only
itself. The poisonous and corrupted fungi quickly shrivel
surviving moonwell on the isle of Snowdown. The daughter
and the air begins to feel fresher. Kwente-Nerys thanks the
of a Moonshavian adventurer who settled in Chult, Kwente-
Nerys came to the Moonshaes to fulfill her father’s dying wish characters for helping her and taps into the healing power
to be buried at his family’s steading in Alaron. Kwente-Nerys of the cleansed land to bolster them. If the characters
fell in love with the Moonshaes and heard the call of the haven’t taken a short rest during the adventure, they
Earthmother, who led her to the White Well. She now seeks instantly receive the benefits of a short rest; otherwise,
to counter the influence of Amn in general and Lady Erliza each character receives the following boon that expires at
Daressin in particular. the end of the adventure:
What They Want. Protect the moonwell and the rest
Blessing of the Earthmother. As an action, you can expend this
of Snowdown.
Bad Omen. Kwente-Nerys feels that another big change is boon. For 1 hour after activating it, you gain 10 temporary hit
coming to the Moonshaes. However, winter must come first, points that last for 1 hour. For the same duration, you are under
before spring arrives. the effect of the bless spell (no concentration required). This boon
expires at the end of the adventure.
Additionally, Kwente-Nerys shares the following, favoring
any character she has met before, such as in CCC-BMG-
MOON11-2 A Darkened Court, or the druid-blessed
Callidyrr dragoon Captain Conwirdin, if none of the
characters know her:
T
he characters discover that Dillon Ródach, clues and succeed on a DC 18 Intelligence (Investigation)
the Kendrick Loyalist they were to borrow a ship check find a secret compartment that hasn’t been opened
from, is dead. He, along with fellow loyalist Gail for multiple tendays judging by the fine layer of dust. It
Cragg, were killed by Wallis the Red and his Clean Up contains Dillon’s records of some of his allies in a secret
Crew, who were sent to Llandrain by Lady Erliza Daressin code that Captain Conwirdin can decipher. Among
three days ago to assassinate High King Derid’s allies. The other allies, the notes list Gail as a clerk who lives in the
assassins are now on their way to kill Gwendolyn Tides—a Merchant district, and Gwendolyn as a ship captain who
merchant ship captain who can help the characters sail to also lives in the Docks district.
the isle of Alaron.
Gail Cragg’s Residence
Story Objective C The Cragg residence is in the Merchant district, 20
Find an ally with a ship. minutes away from the Ródach residence. The windows
are closed, and the front door unlocked.
Llandrain The party is the first to arrive at the murder scene. Gail
lived alone and was tortured by Wallis for entertainment.
Llandrain is the northmost settlement on Snowdown and
Characters who succeed on a DC 16 Wisdom (Medicine)
is home to the largest and most rapidly growing group
check determine that Gail has been dead for a day and was
of patriots loyal to House Kendrick. Captain Conwirdin
subjected to the same methods that killed the Ródachs.
shares that Dillon Ródach is an ally of House Kendrick who
Gail hasn’t left behind any clues.
owns a ship. Ródach lives the Docks district and Captain
Conwirdin knows his address.
The Peg-Legged Mermaid
Llandrain Features This simple tavern in the Docks district is open at all hours
to serve arriving and departing sailors. It takes 10 minutes
Llandrain has the following features:
to get here from the other locations in the Docks district.
Lighting. A full blood moon fills the sky with dim red light. The barkeep knows Gwendolyn is a ship captain and can
First light is less than an hour away. tell the characters where to find her residence.
Port Town. Llandrain has the standard landmarks of a
port town: docks, warehouses, inns, taverns, temples, The Tides Residence
markets, a customs office, and residential structures.
This residence (see map 3) is near the edge of the Docks
The Peg-Legged Mermaid. This is the only establishment
district. The windows are closed and the front door is
in the Docks district still open at this hour.
locked. It takes 10 minutes to get here from locations
in the Docks district, and 20 minutes from the Cragg
Dillon Ródach’s Residence residence.
The Ródach residence is in the Docks district. The If the party takes longer than 20 minutes to arrive, Wallis
windows are closed, and the front door unlocked. the Red is in the middle of interrogating Gwendolyn
Dillon’s Death. Dillon Ródach was a Ffolk shipmaster Tides and her partner (see “Arriving First”). Otherwise,
who also worked as a scribe for Miles Maddoch, the leader Gwendolyn and her partner are asleep, and Wallis and
of the Kendrick Loyalists in Llandrain. Three days ago, his crew stealthily arrive to scout the place right after the
Wallis and his crew ambushed Dillon and his spouse in their characters do (see “Arriving Second”).
sleep. They were interrogated in separate rooms, instructed Creature Information. Gwendolyn Tides is a
to write the names of the other loyalists on the floor in swashbuckler and her partner is a noncombatant. The
their own blood, and promised their cooperation would Clean Up Crew consists of Wallis the Red (bugbear
ensure their survival. “Gail Cragg” and “Gwendolyn Tides” assassin), Tingting (aarakocra martial arts adept),
appeared in both lists, making Wallis consider them as valid Tambo (aarakocra mage) and Linus (half-orc druid). Each
leads for the next loyalists to assassinate. Wallis then killed member of the Clean Up Crew has adjustments listed in
Dillon and his spouse before hunting down Gail Cragg. Creature Statistics.
Murder Scene. The party is the first to arrive at this
murder scene. Characters who succeed on a DC 16
Wisdom (Medicine) check determine that Dillon and his
spouse were tortured, killed with poison and stab wounds,
and have been dead for two days. The motives of the
interrogation (generating leads) are obvious.
Player Rewards
Advancement
Characters who participate in this adventure gain one level.
Magic Items
Dragonhide Belt, +2
Wondrous Item, Rare (Requires Attunement by a Monk)
This pit champion’s belt is made from gold dragon hide.
This finely detailed belt is made of dragonhide. While
wearing it, you gain a bonus to the saving throw DCs of
your ki features. The bonus is determined by the belt’s
rarity. In addition, you can use an action to regain ki points
equal to a roll of your Martial Arts die. You can’t use this
action again until the next dawn.
Pot of Awakening
Wondrous Item, Common
This small Amnian-style vase contains a small, twisted
weed and has the name Aernos carved on its base.
If you plant an ordinary shrub in this 10-pound clay pot
and let it grow for 30 days, the shrub magically transforms
into an awakened shrub (see the Monster Manual) at the
end of that time. When the shrub awakens, its roots break
the pot, destroying it.
The awakened shrub is friendly toward you. Absent
commands from you, it does nothing.
Captain Gunnhild
Pronunciation Guide “Gwendolyn Tides” Geirrdottir
LN Female (She/Her) Human (Northlander) Swashbuckler
Name Pronunciation
Gunnhild is the daughter of the Northlander Jarl Geirr.
Andover AN-duh-ver
Longing for a life away from the duties of her house,
Aria ARE-ree-uh Gunnhild made a bargain with a hag to put a Fey
Bharok Bhah-roc doppelgänger in her place. After leaving her home in
secret, Gunnhild now sails out of Llandrain as captain of
Caer kay-er
the Wildrith’s Reach.
Derid Kendrick DAY-rid KEN-drik While among the Ffolk, Gunnhild became a strong
Dillon Ródach DIL-uhn RO-dack Kendrick Loyalist, hiding her true name and garnering a
Freda FREY-da reputation in the Strait of Alaron. She takes bold risks in
combat, trusting her allies to defend her.
Gunnhild Geirrdottir GUN-hild GARE-doth-tir
What They Want. To live a free life of adventure
Gwendolyn GWEN-do-lin on the seas.
Kwente-Nerys KWEN-teh NER-is Battle Maiden. Gunnhild’s training in combat and war
Linus LEE-nihs has made her a formidable ship captain. Pirates have
come to know the reputation of the fierce “Captain
Llandrain HLAN-dren
Gwendolyn.” Merchants trust her the most with their
Mair MY-er precious cargo.
Niamh NEEV
Owaren O-wa-REN
Steffan Conwirdin STEFF-n CON-wir-dun
Tambo TAM-bho
Tingting TING-TING
Wallis WAH-las
Kwente-Nerys of Snowdown
CG Female (She/Her) Human (Chultan, Ffolk) Druid
Kwente-Nerys is the druid of the White Well, the only
surviving moonwell on the isle of Snowdown. The daughter
of a Moonshavian adventurer who settled in Chult, Kwente-
Nerys came to the Moonshaes to fulfill her father’s dying
wish to be buried at his family’s steading in Alaron. Kwente-
Nerys fell in love with the Moonshaes and heard the call of
the Earthmother, who led her to the White Well. She now
seeks to counter the influence of Amn in general and Lady
Erliza Daressin in particular.
What They Want. Protect the moonwell and the rest
of Snowdown.
Bad Omen. Kwente-Nerys feels that another big change is
coming to the Moonshaes. However, winter must come
first, before spring arrives.
Armor Class 14 (hide armor) STR DEX CON INT WIS CHA
Hit Points 154 (28d8 + 28) 11 (+0) 16 (+3) 14 (+2) 13 (+1) 11 (+0) 10 (+0)
Speed 30 ft.
Saving Throws Dex +6, Int +4
STR DEX CON INT WIS CHA Skills Acrobatics +6, Deception +3, Perception +3, Stealth +9
14 (+2) 14 (+2) 12 (+1) 12 (+1) 20 (+5) 11 (+0) Damage Resistances poison
Senses passive Perception 13
Saving Throws Int +5, Wis +9 Languages Thieves’ cant plus any two languages
Skills Medicine +9, Nature +5, Perception +9 Challenge 8 (3,900 XP) Proficiency Bonus +3
Senses passive Perception 19
Languages Druidic plus any two languages
Assassinate. During its first turn, the assassin has advantage on
Challenge 12 (8,400 XP) Proficiency Bonus +4
attack rolls against any creature that hasn’t taken a turn. Any hit
the assassin scores against a surprised creature is a critical hit.
Actions Evasion. If the assassin is subjected to an effect that allows it to
Multiattack. The archdruid makes three Staff or Wildfire attacks. make a Dexterity saving throw to take only half as much damage,
It can replace one attack with a use of Spellcasting. the assassin instead takes no damage if it succeeds on the saving
throw, and only half as much damage if it fails, provided the
Staff. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:
assassin isn’t incapacitated.
5 (1d6 + 2) bludgeoning damage plus 21 (6d6) poison damage.
Sneak Attack (1/Turn). The assassin deals an extra 14 (4d6)
Wildfire. Ranged Spell Attack: +9 to hit, range 120 ft., one target.
damage when it hits a target with a weapon attack and has
Hit: 26 (6d6 + 5) fire damage, and the target is blinded until the
advantage on the attack roll, or when the target is within 5 feet
start of the druid’s next turn.
of an ally of the assassin that isn’t incapacitated and the assassin
Spellcasting. The archdruid casts one of the following spells, doesn’t have disadvantage on the attack roll.
using Wisdom as the spellcasting ability (spell save DC 17):
Actions
At will: beast sense, entangle, speak with animals
3/day each: animal messenger, dominate beast, faerie fire, tree stride Multiattack. The assassin makes two Shortsword attacks.
1/day each: commune with nature (as an action), mass cure wounds Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 6 (1d6 + 3) piercing damage, and the target must
Bonus Actions make a DC 15 Constitution saving throw, taking 24 (7d6)
Change Shape (2/Day). The archdruid magically transforms into a poison damage on a failed save, or half as much damage on a
Beast or an Elemental with a challenge rating of 6 or less and can successful one.
remain in that form for up to 9 hours. The archdruid can choose
Light Crossbow. Ranged Weapon Attack: +6 to hit, range 80/320
whether its equipment falls to the ground, melds with its new
ft., one target. Hit: 7 (1d8 + 3) piercing damage, and the target
form, or is worn by the new form. The archdruid reverts to its true
must make a DC 15 Constitution saving throw, taking 24 (7d6)
form if it dies or falls unconscious. The archdruid can revert to its
poison damage on a failed save, or half as much damage on a
true form using a bonus action.
successful one.
While in a new form, the archdruid’s stat block is replaced by
the stat block of that form, except the archdruid keeps its current
hit points, its hit point maximum, this bonus action, its languages
Wallis the Red
and ability to speak, and its Spellcasting action.
The new form’s attacks count as magical for the purpose of Apply these changes to the assassin stat block:
overcoming resistances and immunity to nonmagical attacks. Senses darkvision 60 ft., passive Perception 13
Fey Ancestry. Wallis has advantage on saving throws he
makes to avoid or end the charmed condition on himself.
Kwente-Nerys Long-Limbed. When Wallis makes a melee attack on his turn,
Apply these changes to the archdruid stat block: his reach for it is 5 feet greater than normal.
Spellcasting (At Will): absorb elements (XGE; see appendix D), Sneaky. Wallis can, without squeezing, can move through and
beast sense, speak with animals stop in a space large enough for a Small creature.
Spellcasting (3/Day Each): faerie fire, greater restoration, Surprise Attack. If Wallis hits a creature with an attack roll,
guardian of nature (XGE; see appendix D), lesser restoration the creature takes an extra 7 (2d6) damage if it hasn’t taken a
turn yet in the current combat.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 16 (+3) 1 (−5) 10 (+0) 1 (−5) 23 (+6) 16 (+3) 18 (+4) 7 (−2) 14 (+2) 12 (+1)
Armor Class 14 (natural armor) Armor Class 19 (scale mail, Fiendish Blessing)
Hit Points 92 (8d12 + 40) Hit Points 82 (11d8 + 33)
Speed 40 ft. Speed 30 ft., fly 60 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
21 (+5) 14 (+2) 21 (+5) 5 (−3) 10 (+0) 7 (−2) 18 (+4) 18 (+4) 16 (+3) 14 (+2) 12 (+1) 16 (+3)
Skills Athletics +8, Survival +6 Saving Throws Str +7, Con +6, Int +5, Cha +6
Senses passive Perception 10 Skills Deception +6, Intimidation +6, Perception +4, Stealth +7
Languages — Damage Resistances cold, fire, lightning, poison; bludgeoning,
Challenge 6 (2,300 XP) Proficiency Bonus +3 piercing, and slashing from nonmagical attacks
Senses darkvision 60 ft., passive Perception 14
Languages Abyssal, Common, Infernal
Actions Challenge 5 (1,800 XP) Proficiency Bonus +3
Multiattack. The b’rohg makes four Fist attacks or two
Rock attacks. Fiendish Blessing. The AC of the cambion includes its
Fist. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: Charisma bonus.
12 (2d6 + 5) bludgeoning damage.
Actions
Rock. Ranged Weapon Attack: +5 to hit, range 60/240 ft., one
Multiattack. The cambion makes two melee attacks or two Fire
target. Hit: 23 (4d8 + 5) bludgeoning damage.
Ray attacks.
Hideous Rend. The b’rohg uses all four of its hands to target one
Spear. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or
Large or smaller creature it can see within 10 feet of itself. The
range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or
target must succeed on a DC 16 Dexterity saving throw or be
8 (1d8 + 4) piercing damage if used with two hands to make a
grappled (escape DC 16). Until this grapple ends, the b’rohg can’t
melee attack, plus 3 (1d6) fire damage.
make Fist attacks or Rock attacks, and the target takes 49 (8d10 +
5) bludgeoning damage at the start of each of its turns. A creature Fire Ray. Ranged Spell Attack: +7 to hit, range 120 ft., one target.
reduced to 0 hit points by this damage is ripped into four pieces. Hit: 10 (3d6) fire damage.
Fiendish Charm. One Humanoid the cambion can see within
Callidyrr Dragoon 30 feet of it must succeed on a DC 14 Wisdom saving throw or
be magically charmed for 1 day. The charmed target obeys the
Medium Humanoid, Typically Lawful Good
cambion’s spoken commands. If the target suffers any harm from
Armor Class 16 (breastplate) the cambion or another creature or receives a suicidal command
Hit Points 36 (8d8) from the cambion, the target can repeat the saving throw, ending
Speed 30 ft. the effect on itself on a success. If a target’s saving throw is
successful, or if the effect ends for it, the creature is immune to
STR DEX CON INT WIS CHA the cambion’s Fiendish Charm for the next 24 hours.
12 (+1) 15 (+2) 10 (+0) 16 (+3) 16 (+3) 15 (+2) Spellcasting. The cambion casts one of the following spells,
requiring no material components and using Charisma as the
Saving Throws Dex +4, Wis +5 spellcasting ability (spell save DC 14):
Skills Intimidation +4, Survival +5
Senses darkvision 60 ft., passive Perception 13 3/day each: alter self, command, detect magic
Languages Common, Elvish, Sylvan 1/day: plane shift (self only)
Challenge 3 (700 XP) Proficiency Bonus +2
Find Steed (Recharges after a Long Rest). The dragoon casts find
steed (Fey steeds only), using Wisdom as the spellcasting ability.
Actions
Multiattack. The dragoon makes two Longsword or
Longbow attacks.
Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 5 (1d8 + 1) slashing damage, or 6 (1d10 + 1) slashing damage
when used with two hands, plus 10 (3d6) fire damage.
Longbow. Ranged Weapon Attack: +4 to hit, range 150/600
ft., one target. Hit: 6 (1d8 + 2) piercing damage plus 10 (3d6)
fire damage.
Armor Class 12 (15 with mage armor) Armor Class 18 (studded leather, shield)
Hit Points 90 (20d8) Hit Points 71 (11d8 + 22)
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
9 (−1) 14 (+2) 11 (+0) 18 (+4) 12 (+1) 11 (+0) 13 (+1) 18 (+4) 14 (+2) 11 (+0) 13 (+1) 12 (+1)
Saving Throws Int +7, Wis +4 Saving Throws Dex +7, Con +5, Wis +4
Skills Arcana +7, History +7 Skills Perception +4, Stealth +10
Senses passive Perception 11 Senses darkvision 120 ft., passive Perception 14
Languages any four languages Languages Elvish, Undercommon
Challenge 8 (3,900 XP) Proficiency Bonus +3 Challenge 5 (1,800 XP) Proficiency Bonus +3
Actions Fey Ancestry. The drow has advantage on saving throws it makes
to avoid or end the charmed condition on itself, and magic can’t
Multiattack. The diviner makes three Arcane Burst attacks. put it to sleep.
Arcane Burst. Melee or Ranged Spell Attack: +7 to hit, reach 5 ft. or Sunlight Sensitivity. While in sunlight, the drow has disadvantage
range 120 ft., one target. Hit: 20 (3d10 + 4) radiant damage. on attack rolls, as well as on Wisdom (Perception) checks that
Overwhelming Revelation (Recharge 5–6). The diviner magically rely on sight.
creates a burst of illumination in a 10-foot-radius sphere centered
on a point within 120 feet of it. Each creature in that area must Actions
make a DC 15 Wisdom saving throw. On a failed save, a creature Multiattack. The drow makes two Shortsword attacks.
takes 45 (10d8) psychic damage and is stunned until the end of
Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft.,
the diviner’s next turn. On a successful save, the creature takes
one target. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6)
half as much damage and isn’t stunned.
poison damage.
Spellcasting. The diviner casts one of the following spells, using
Hand Crossbow. Ranged Weapon Attack: +7 to hit, range 30/120
Intelligence as the spellcasting ability (spell save DC 15):
ft., one target. Hit: 7 (1d6 + 4) piercing damage, and the target
At will: light, mage hand, message, prestidigitation must succeed on a DC 13 Constitution saving throw or be
2/day each: arcane eye, detect magic, detect thoughts, fly, lightning poisoned for 1 hour. If the saving throw fails by 5 or more, the
bolt, locate object, mage armor, Rary’s telepathic bond target is also unconscious while poisoned in this way. The target
1/day: true seeing wakes up if it takes damage or if another creature takes an action
to shake it awake.
Reactions
Spellcasting. The drow casts one of the following spells, requiring
Portent (3/Day). When the diviner or a creature it can see makes
no material components and using Charisma as the spellcasting
an ability check, an attack roll, or a saving throw, the diviner rolls
ability (spell save DC 12):
a d20 and chooses whether to use that roll in place of the d20
rolled for the ability check, attack roll, or saving throw. At will: dancing lights
1/day each: darkness, faerie fire, levitate (self only)
Tambo Reactions
Apply these changes to the diviner wizard stat block: Parry. The drow adds 3 to its AC against one melee attack that
Speed 30 ft., fly 30 ft. would hit it. To do so, the drow must see the attacker and be
Senses darkvision 60 ft. (from Linus’s darkvision), passive wielding a melee weapon.
Perception 11
Spellcasting (2/Day Each): cone of cold, counterspell (as a
reaction), detect magic, detect thoughts, greater invisibility,
lightning bolt, locate object, mage armor
Spellcasting (1/Day): globe of invulnerability
Armor Class 11 (16 with barkskin) Armor Class 11 (16 with barkskin)
Hit Points 27 (5d8 + 5) Hit Points 22 (5d8)
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 12 (+1) 13 (+1) 12 (+1) 15 (+2) 11 (+0) 10 (+0) 12 (+1) 11 (+0) 14 (+2) 15 (+2) 18 (+4)
Skills Medicine +4, Nature +3, Perception +4 Skills Perception +4, Stealth +5
Senses passive Perception 14 Senses darkvision 60 ft., passive Perception 14
Languages Druidic plus any two languages Languages Elvish, Sylvan
Challenge 2 (450 XP) Proficiency Bonus +2 Challenge 1 (200 XP) Proficiency Bonus +2
Spellcasting. The druid casts one of the following spells, using Magic Resistance. The dryad has advantage on saving throws
Wisdom as the spellcasting ability (spell save DC 12, +4 to hit against spells and other magical effects.
with spell attacks):
Speak with Beasts and Plants. The dryad can communicate with
Cantrips (at will): druidcraft, produce flame, shillelagh Beasts and Plants as if they shared a language.
1st level (4 slots): entangle, longstrider, speak with animals,
Spellcasting. The dryad casts one of the following spells, requiring
thunderwave
2nd level (3 slots): animal messenger, barkskin no material components and using Charisma as the spellcasting
ability (spell save DC 14):
Actions At will: druidcraft
Quarterstaff. Melee Weapon Attack: +2 to hit (+4 to hit with 3/day each: entangle, goodberry
shillelagh), reach 5 ft., one target. Hit: 3 (1d6) bludgeoning 1/day each: barkskin, pass without trace, shillelagh
damage, or 4 (1d8) bludgeoning damage if wielded with two Tree Stride. Once on their turn, the dryad can use 10 feet of their
hands, or 6 (1d8 + 2) bludgeoning damage with shillelagh. movement to step magically into one living tree within their
reach and emerge from a second living tree within 60 feet of the
first tree, appearing in an unoccupied space within 5 feet of the
Linus second tree. Both trees must be Large or bigger.
Apply these changes to the druid stat block:
Senses darkvision 60 ft., passive Perception 14 Actions
Relentless Endurance (1/Day). When Linus is reduced to 0 hit Club. Melee Weapon Attack: +2 to hit (+6 to hit with shillelagh),
points but not killed outright, he drops to 1 hit point instead. reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage, or 8
Telling Blow. When Linus scores a critical hit with a melee (1d8 + 4) bludgeoning damage with shillelagh.
weapon attack, roll the weapon’s damage die three times Fey Charm. The dryad targets one Beast or Humanoid they can
instead of twice. see within 30 feet of them. If the target can see the dryad, it
Spellcasting (1st Level): entangle, faerie fire, longstrider, must succeed on a DC 14 Wisdom saving throw or be magically
thunderwave charmed. The charmed creature regards the dryad as a trusted
Spellcasting (2nd Level)*: darkvision, pass without trace friend to be heeded and protected. Although the target isn’t
*Linus has expended two 2nd-level spell slots casting under the dryad’s control, it takes the dryad’s requests or actions
darkvision on Tambo and Tingting and possibly a third slot in the most favorable way it can.
sustaining pass without trace before combat. Each time the dryad or its allies do anything harmful to the
target, it can repeat the saving throw, ending the effect on itself
on a success. Otherwise, the effect lasts 24 hours or until the
dryad dies, is on a different plane of existence from the target,
or ends the effect as a bonus action. If a target’s saving throw is
successful, the target is immune to the dryad’s Fey Charm for the
next 24 hours.
The dryad can have no more than one Humanoid and up to
three Beasts charmed at a time.
Linus
Apply these changes to the frost druid stat block:
Senses darkvision 60 ft., passive Perception 14
Relentless Endurance (1/Day). When Linus is reduced to 0 hit
points but not killed outright, he drops to 1 hit point instead.
Telling Blow. When Linus scores a critical hit with a melee
weapon attack, roll the weapon’s damage dice three times
instead of twice.
Spellcasting. Replace Linus’s listed spells with the following:
Cantrips (at will): druidcraft, guidance, resistance
1st Level (4 slots): fog cloud, longstrider, speak with animals
2nd Level (3 slots)*: darkvision, hold person, pass without trace
3rd Level (3 slots): sleet storm, tidal wave (XGE; see
appendix D), wind wall
4th Level (3 slots): ice storm, polymorph
5th Level (1 slots): wall of stone
*Linus has expended two 2nd-level spell slots casting
darkvision on Tambo and Tingting and possibly a third
sustaining pass without trace before combat.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 16 (+3) 13 (+1) 14 (+2) 14 (+2) 13 (+1) 12 (+1) 14 (+2) 16 (+3) 13 (+1) 11 (+0)
Skills Arcana +3, Deception +4, Perception +4, Stealth +3 Skills Arcana +5
Senses darkvision 60 ft., passive Perception 14 Senses darkvision 60 ft., passive Perception 11
Languages Common, Draconic, Sylvan Languages Common, Goblin
Challenge 3 (700 XP) Proficiency Bonus +2 Challenge 4 (1,100 XP) Proficiency Bonus +2
Amphibious. The hag can breathe air and water. Army Arcana. When the hobgoblin casts a spell that causes
damage or that forces other creatures to make a saving throw,
Mimicry. The hag can mimic animal sounds and Humanoid
it can choose itself and any number of allies to be immune to
voices. A creature that hears the sounds can tell they are
the damage caused by the spell and to succeed on the required
imitations with a successful DC 14 Wisdom (Insight) check.
saving throw.
Actions Actions
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:
Multiattack. The hobgoblin makes two Quarterstaff or
13 (2d8 + 4) slashing damage.
Devastating Bolt attacks.
Illusory Appearance. The hag covers herself and anything she is
Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5 ft., one
wearing or carrying with a magical illusion that makes her look
target. Hit: 4 (1d6 + 1) bludgeoning damage, or 5 (1d8 + 1)
like another creature of her general size and Humanoid shape.
bludgeoning damage if used with two hands, plus 13 (3d8)
The illusion ends if the hag takes a bonus action to end it or
force damage.
if she dies.
The changes wrought by this effect fail to hold up to physical Devastating Bolt. Ranged Spell Attack: +5 to hit, range 60 ft.,
inspection. For example, the hag could appear to have smooth one target. Hit: 21 (4d8 + 3) force damage, and the target is
skin, but someone touching her would feel her rough flesh. knocked prone.
Otherwise, a creature must take an action to visually inspect the
Spellcasting. The hobgoblin casts one of the following spells,
illusion and succeed on a DC 20 Intelligence (Investigation) check
using Intelligence as the spellcasting ability (spell save DC 13):
to discern that the hag is disguised.
At will: mage hand, prestidigitation
Invisible Passage. The hag magically turns invisible until she 2/day each: fireball, fly, fog cloud, gust of wind, lightning bolt
attacks or casts a spell, or until her concentration ends (as if
concentrating on a spell). While invisible, she leaves no physical
evidence of her passage, so she can be tracked only by magic. Any
equipment she wears or carries is invisible with her.
Spellcasting. The hag casts one of the following spells, requiring
no material components and using Charisma as the spellcasting
ability (spell save DC 12):
At will: dancing lights, minor illusion, vicious mockery
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 3 (−4) 18 (+4) 17 (+3) 14 (+2) 12 (+1) 18 (+4) 14 (+2) 15 (+2) 9 (−1) 12 (+1) 6 (−2)
Saving Throws Con +8, Int +7, Wis +6, Cha +5 Skills Deception +2, Perception +5
Condition Immunities charmed, exhaustion, frightened, Senses darkvision 60 ft., passive Perception 15
paralyzed, poisoned Languages Abyssal, Gnoll
Senses darkvision 120 ft., passive Perception 12 Challenge 3 (700 XP) Proficiency Bonus +2
Languages any languages it knew in life
Challenge 9 (5,000 XP) Proficiency Bonus +4
Mimicry. The leucrotta can mimic Beast sounds and Humanoid
voices. A creature that hears the sounds can tell they are
Jiangshi Weaknesses. The jiangshi has the following flaws: imitations only with a successful DC 14 Wisdom (Insight) check.
Fear of Its Own Reflection. If the jiangshi sees its own reflection, Stench. Any creature other than a leucrotta or gnoll that starts
it immediately uses its reaction, if available, to move as far away its turn within 5 feet of the leucrotta must succeed on a DC 12
from the reflection as possible. Constitution saving throw or be poisoned until the start of the
Susceptible to Holy Symbols. While the jiangshi is wearing or creature’s next turn. On a successful saving throw, the creature is
touching a holy symbol, it automatically fails saving throws immune to the Stench of all leucrottas for 1 hour.
against effects that turn Undead.
Unusual Nature. The jiangshi doesn’t require air. Actions
Actions Multiattack. The leucrotta makes one Bite attack and one
Hooves attack.
Multiattack. The jiangshi makes three Slam attacks and uses
Consume Energy. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8
(1d8 + 4) piercing damage. If the leucrotta scores a critical hit, it
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: rolls the damage dice three times, instead of twice.
13 (2d8 + 4) bludgeoning damage.
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Consume Energy. The jiangshi draws energy from a creature Hit: 11 (2d6 + 4) bludgeoning damage.
it can see within 30 feet of it. The target must make a DC 16
Constitution saving throw, taking 18 (4d8) necrotic damage Bonus Actions
on a failed save, or half as much damage on a successful one.
Kicking Retreat. Immediately after the leucrotta makes a Hooves
The jiangshi regains hit points equal to the amount of necrotic
attack, it takes the Disengage action.
damage dealt. After regaining hit points from this action, the
jiangshi gains the following benefits for 7 days: its walking speed
increases to 40 feet, and it gains a flying speed equal to its
walking speed and can hover.
A Humanoid slain by this necrotic damage rises as a wight at
the end of the jiangshi’s turn. The wight acts immediately after
the jiangshi in the initiative order. If this wight slays a Humanoid
with its Life Drain, the wight transforms into a jiangshi 5
days later.
Change Shape. The jiangshi polymorphs into a Beast, a
Humanoid, or an Undead that is Medium or Small or back into
its true form. Its statistics, other than its size, are the same in
each form. Any equipment it is wearing or carrying is absorbed or
borne by the new form (the jiangshi’s choice). It reverts to its true
form if it dies.
Armor Class 12 (15 with mage armor) Armor Class 16 (Unarmored Defense)
Hit Points 40 (9d8) Hit Points 60 (11d8 + 11)
Speed 30 ft. Speed 40 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
9 (−1) 14 (+2) 11 (+0) 17 (+3) 12 (+1) 11 (+0) 11 (+0) 17 (+3) 13 (+1) 11 (+0) 16 (+3) 10 (+0)
Saving Throws Int +6, Wis +4 Skills Acrobatics +5, Insight +5, Stealth +5
Skills Arcana +6, History +6 Senses passive Perception 13
Senses passive Perception 11 Languages any one language (usually Common)
Languages any four languages Challenge 3 (700 XP) Proficiency Bonus +2
Challenge 6 (2,300 XP) Proficiency Bonus +3
Unarmored Defense. While the adept is wearing no armor and
Spellcasting. The mage casts one of the following spells, using wielding no shield, its AC includes its Wisdom modifier.
Intelligence as the spellcasting ability (spell save DC 14, +6 to hit
with spell attacks): Actions
Cantrips (at will): fire bolt (2d10 damage), light, mage hand, Multiattack. The adept makes three Unarmed Strikes or five
prestidigitation Dart Attacks.
1st level (4 slots): detect magic, mage armor, magic missile, shield Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one
2nd level (3 slots): misty step, suggestion target. Hit: 7 (1d8 + 3) bludgeoning damage. Once per turn, the
3rd level (3 slots): counterspell, fireball, fly adept can cause one of the following additional effects (choose
4th level (3 slots): greater invisibility, ice storm one or roll a d4):
5th level (1 slot): cone of cold
1–2: Knock Down. The target must succeed on a DC 13 Dexterity
Actions saving throw or be knocked prone.
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or 3–4: Push. The target must succeed on a DC 13 Strength saving
range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. throw or be pushed up to 10 feet directly away from the adept.
Dart. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one
target. Hit: 5 (1d4 + 3) piercing damage.
Tambo
Apply these changes to the mage stat block: Reactions
Speed 30 ft., fly 30 ft. Deflect Missile. In response to being hit by a ranged weapon
Senses darkvision 60 ft. (from Linus’s darkvision), passive attack, the adept deflects the missile. The damage it takes from
Perception 11 the attack is reduced by 1d10 + 3. If the damage is reduced to 0,
the adept catches the missile if it is small enough to hold in one
hand and the adept has a hand free.
Tingting
Apply these changes to the martial arts adept stat block:
Speed 40 ft., fly 30 ft.
Senses darkvision 60 ft. (from Linus’s darkvision), passive
Perception 13
Special Equipment. Tingting is wearing and attuned to a +2
dragonhide belt.
Unarmed Strike. Increase the DCs to avoid being knocked
prone or pushed to DC 15.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
11 (+0) 18 (+4) 14 (+2) 11 (+0) 11 (+0) 12 (+1) 16 (+3) 8 (−1) 15 (+2) 6 (−2) 10 (+0) 12 (+1)
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 10 (+0) 14 (+2) 13 (+1) 15 (+2) 10 (+0) 6 (−2) 14 (+2) 13 (+1) 6 (−2) 10 (+0) 8 (−1)
Senses darkvision 120 ft., passive Perception 12 Skills Stealth +4 (+6 in dim light or darkness)
Languages — Damage Vulnerabilities radiant
Challenge 2 (450 XP) Proficiency Bonus +2 Damage Resistances acid, cold, fire, lightning, thunder;
bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities necrotic, poison
Distress Spores. When the myconid takes damage, all other Condition Immunities exhaustion, frightened, grappled,
myconids within 240 feet of it can sense its pain. paralyzed, petrified, poisoned, prone, restrained
Sun Sickness. While in sunlight, the myconid has disadvantage on Senses darkvision 60 ft., passive Perception 10
ability checks, attack rolls, and saving throws. The myconid dies if Languages —
it spends more than 1 hour in direct sunlight. Challenge 1/2 (100 XP) Proficiency Bonus +2
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 8 (−1) 16 (+3) 5 (−3) 10 (+0) 5 (−3) 16 (+3) 19 (+4) 15 (+2) 10 (+0) 14 (+2) 11 (+0)
Bonus Actions
Watery Stealth. If underwater, the slithering tracker takes the
Hide action, and it makes the Dexterity (Stealth) check with
advantage.
Armor Class 17 (leather armor, Suave Defense) Armor Class 15 (natural armor)
Hit Points 66 (12d8 + 12) Hit Points 138 (12d12 + 60)
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 12 (+1) 14 (+2) 11 (+0) 15 (+2) 23 (+6) 10 (+0) 20 (+5) 6 (−2) 10 (+0) 3 (−4)
Skills Acrobatics +8, Athletics +5, Persuasion +6 Condition Immunities blinded, deafened
Senses passive Perception 10 Senses blindsight 60 ft. (blind beyond this radius), passive
Languages any one language (usually Common) Perception 10
Challenge 3 (700 XP) Proficiency Bonus +2 Languages understands Common and Druidic but doesn’t speak
Challenge 7 (2,900 XP) Proficiency Bonus +3
Suave Defense. While the swashbuckler is wearing light
or no armor and wielding no shield, its AC includes its False Appearance. While the blight is motionless at the start
Charisma modifier. of combat, it has advantage on its initiative roll. Moreover, if a
creature hasn’t observed the blight move or act, that creature
Actions must succeed on a DC 18 Intelligence (Investigation) check to
Multiattack. The swashbuckler makes one Dagger attack and two discern that the blight is animate.
Rapier attacks. Siege Monster. The blight deals double damage to objects and
Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or structures.
range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage.
Actions
Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Multiattack. The blight makes one Branch attack and one
Hit: 8 (1d8 + 4) piercing damage.
Grasping Root attack.
Bonus Actions Branch. Melee Weapon Attack: +9 to hit, reach 15 ft., one target.
Lightfooted. The swashbuckler takes the Dash or Hit: 16 (3d6 + 6) bludgeoning damage.
Disengage action. Grasping Root. Melee Weapon Attack: +9 to hit, reach 15 ft., one
creature not grappled by the blight. Hit: The target is grappled
(escape DC 15). Until the grapple ends, the target takes 9 (1d6 +
6) bludgeoning damage at the start of each of its turns. The root
has AC 15 and can be severed by dealing 6 slashing damage or
more to it in one attack. Cutting the root doesn’t hurt the blight
but ends the grapple.
Bonus Actions
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature
grappled by the blight. Hit: 19 (3d8 + 6) piercing damage.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 18 (+4) 13 (+1) 14 (+2) 15 (+2) 15 (+2) 14 (+2) 16 (+3) 10 (+0) 13 (+1) 15 (+2)
Casting Time: 1 reaction, which you take when you take Casting Time: 1 action
acid, cold, fire, lightning, or thunder damage Range: 120 feet
Range: Self Components: V, S, M (a drop of water)
Components: S Duration: Instantaneous
Duration: 1 round You conjure up a wave of water that crashes down on an
The spell captures some of the incoming energy, lessening area within range. The area can be up to 30 feet long, up
its effect on you and storing it for your next melee attack. to 10 feet wide, and up to 10 feet tall. Each creature in that
You have resistance to the triggering damage type until area must make a Dexterity saving throw. On a failed save,
the start of your next turn. Also, the first time you hit with a creature takes 4d8 bludgeoning damage and is knocked
a melee attack on your next turn, the target takes an extra prone. On a successful save, a creature takes half as much
1d6 damage of the triggering type, and the spell ends. damage and isn't knocked prone. The water then spreads
At Higher Levels. When you cast this spell using a spell out across the ground in all directions, extinguishing
slot of 2nd level or higher, the extra damage increases by unprotected flames in its area and within 30 feet of it, and
1d6 for each slot level above 1st. then it vanishes.
Guardian of Nature
4th-Level Transformation