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Chapel on the Cliffs

Companion Booklet
APL 2
Scaling the Adventure Page 28 - Skeleton Guardians
When determining how quickly skeletons arrive
When running the adventure for a group of 2nd
at the chapel by night, use the table below.
level characters, you should apply the following
changes. Number of Skeletons Die Size
90 to 116 d10
Page 9 - Skeleton Patrols
60 to 89 d8
When determining the size of the skeleton
patrols and how quickly the reinforcements 30 to 59 d6
arrive, use the table below. Less than 30 d4
Number of Skeletons Die Size
Page 32 - Reinforcements
90 to 116 d10 When rolling for reinforcements during a siege
60 to 89 d8 scene, use the table below.
30 to 59 d6 d20 Result
Less than 30 d4 1-5 Six skeletons drop out of the chase.
Something bad happened to them:
Page 11 - Wandering Ghouls other undead trampled them, they
The PCs encounter two ghouls instead of three. got stuck in a bush, they broke a leg
or it fell off, etc. Permanently remove
Page 15 - B2. The Hideout these undead from your pool of
The PCs encounter one ghast instead of two. reinforcements.
Page 17 - The Bay at Night 6-10 The skeletons keep up with the PCs
The PCs encounter four claws of the deep but none of them manage to catch up.
instead of five. 11-15 If any of the characters didn’t move at
least 45 feet away from the horde of
Page 20 - Random Encounters skeletons chasing them since the end
When the PCs are exploring the march, use the of the last turn, one of the skeletons
table below for random encounters. catches up with the PCs (as if you had
rolled 16-20; see below). If the entire
d20 Random Encounter party moved at least 45 feet from the
1-2 2d4 stirges horde, nothing happens.
3-4 1d2 giant toads 16-20 One of the undead catches up with
5 1 will-o’-wisps the PCs and becomes active. New
6 or higher Nothing skeletons appear 3d6 x 5 feet away
from the characters, typically behind
Page 22 - C1. Hall of Heroes them, but some of the undead might
The PCs encounter one will-o’-wisp instead of have tried to cut the PCs off and
two. appear in front of them or on the sides.

2
Page 32 - Escaping with the Idol Ghast
Use the table below when determining the size of Medium undead, chaotic evil
the patrol the PCs encounter. Armor Class 13
HP 36 (8d8)
Number of Skeletons Die Size Speed 30 ft.
90 to 116 d10
STR DEX CON INT WIS CHA
60 to 89 d8 16 (+3) 17 (+3) 10 (+0) 11 (+0) 10 (+0) 8 (−1)
30 to 59 d6 Damage Resistance necrotic
Less than 30 d4 Damage Immunities poison
Condition Immunities charmed, exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 10
Page 33 - Sieges Languages Common
There are only two skeletons at each door Challenge 2 (450 XP)
instead of three.
Stench. Any creature that starts its turn within 5 feet of
the ghast must succeed on a DC 10 Constitution saving
Monster Statistics throw or be poisoned until the start of its next turn. On
a successful saving throw, the creature is immune to the
When running the adventure for a group of 2nd ghast’s Stench for 24 hours.
level characters, you should use the monster Turning Defiance. The ghast and any ghouls within 30 feet
statistics below. Note that some creatures are of it have advantage on saving throws against effects that
weaker than in the original adventure. turn undead.

Actions
Ghoul Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one
Medium undead, chaotic evil creature. Hit: 12 (2d8 + 3) piercing damage.
Armor Class 12 Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one
HP 22 (5d8) target. Hit: 10 (2d6 + 3) slashing damage. If the target is a
Speed 30 ft. creature other than an undead, it must succeed on a DC 10
STR DEX CON INT WIS CHA Constitution saving throw or be paralyzed for 1 minute. The
13 (+1) 15 (+2) 10 (+0) 7 (−2) 10 (+0) 6 (−2) target can repeat the saving throw at the end of each of its
turns, ending the effect on itself on a success.
Damage Immunities poison
Condition Immunities charmed, exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 10
Languages Common
Challenge 1 (200 XP)

Actions
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one
creature. Hit: 9 (2d6 + 2) piercing damage.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 7 (2d4 + 2) slashing damage. If the target is a
creature other than an elf or undead, it must succeed on
a DC 10 Constitution saving throw or be paralyzed for 1
minute. The target can repeat the saving throw at the end of
each of its turns, ending the effect on itself on a success.

3
Swarm of Bats Aina
Medium swarm of Tiny beasts, unaligned Medium fey, neutral good
Armor Class 12 Armor Class 12
HP 22 (5d8) Hit Points 54 (12d8)
Speed 0 ft., fly 30 ft. Speed 30 ft., swim 40 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
5 (−3) 15 (+2) 10 (+0) 2 (−4) 12 (+1) 4 (−3) 10 (+0) 14 (+2) 11 (+0) 14 (+2) 15 (+2) 18 (+4)
Damage Resistances bludgeoning, piercing, slashing Skills Perception +4, Stealth +4
Condition Immunities charmed, frightened, grappled, Senses darkvision 60 ft., passive Perception 14
paralyzed, petrified, prone, restrained, stunned Languages Aquan, Common, Sylvan
Senses blindsight 60 ft., passive Perception 11 Challenge 2 (450 XP)
Languages —
Challenge 1/4 (50 XP) Amphibious. Aina can breathe air and water.

Echolocation. The swarm can’t use its blindsight while Innate Spellcasting. Aina can innately cast the following
deafened. spells, requiring only verbal components:

Keen Hearing. The swarm has advantage on Wisdom At-will: control water, create water, water breathing
(Perception) checks that rely on hearing. Swarm. The 2/day: augury
swarm can occupy another creature’s space and vice versa,
and the swarm can move through any opening large enough ACTIONS
for a Tiny bat. The swarm can’t regain hit points or gain Freezing Touch. Melee Spell Attack: +6 to hit, reach 5 ft.,
temporary hit points. one target. Hit: 14 (4d6) cold damage.
Swarm. The swarm can occupy another creature’s space
and vice versa, and the swarm can move through any
opening large enough for a Tiny bat. The swarm can’t regain Stirge
hit points or gain temporary hit points. Tiny beast, unaligned
Armor Class 14 (natural armor)
Actions HP 2 (1d4)
Bites. Melee Weapon Attack: +4 to hit, reach 0 ft., one Speed 10 ft., fly 40 ft.
creature in the swarm’s space. Hit: 5 (2d4) piercing damage,
or 2 (1d4) piercing damage if the swarm has half of its hit STR DEX CON INT WIS CHA
points or fewer. 4 (−3) 16 (+3) 11 (+0) 2 (−4) 8 (−1) 6 (−2)
Senses darkvision 60 ft., passive Perception 9
Claw of the Deep Languages —
Challenge 1/8 (25 XP)
Medium undead, chaotic evil
Armor Class 12 Actions
Hit Points 26 (4d8 + 8)
Blood Drain. Melee Weapon Attack: +5 to hit, reach 5 ft.,
Speed 30 ft., swim 40 ft.
one creature. Hit: 5 (1d4 + 3) piercing damage, and the
STR DEX CON INT WIS CHA stirge attaches to the target. While attached, the stirge
15 (+2) 14 (+2) 15 (+2) 6 (-2) 8 (-1) 5 (-3) doesn’t attack. Instead, at the start of each of the stirge’s
turns, the target loses 5 (1d4 + 3) hit points due to blood
Damage Vulnerabilities bludgeoning loss.
Damage Immunities poison The stirge can detach itself by spending 5 feet of its
Condition Immunities exhaustion, poisoned movement. It does so after it drains 10 hit points of blood
Senses darkvision 60 ft., passive Perception 9 from the target or the target dies. A creature, including the
Languages understands Common but can’t speak target, can use its action to detach the stirge.
Challenge 1/2 (100 XP)

ACTIONS
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 7 (2d4 + 2) slashing damage, and the target
is grappled (escape DC 12). Until this grapple ends, the
creature is restrained, and the claw of the deep can’t use its
claws attack against another target.
Drown. The claw of the deep makes an attack with its claws
against a grappled creature. If the attack hits, the target and
the claw of the deep sink 30 feet. If the target is holding its
breath, it also runs out of air and begins to choke (see the
“Suffocating” rules in the SRD).

4
Consume Life. As a bonus action, the will-o’-wisp can target
Giant Toad one creature it can see within 5 feet of it that has 0 hit
Large beast, unaligned
points and is still alive. The target must succeed on a DC 10
Armor Class 11 Constitution saving throw against this magic or die. If the
HP 39 (6d10 + 6) target dies, the will-o’-wisp regains 10 (3d6) hit points.
Speed 20 ft., swim 40 ft.
Ephemeral. The will-o’-wisp can’t wear or carry anything.
STR DEX CON INT WIS CHA Incorporeal Movement. The will-o’-wisp can move through
15 (+2) 13 (+1) 13 (+1) 2 (−4) 10 (+0) 3 (−4) other creatures and objects as if they were difficult terrain.
It takes 5 (1d10) force damage if it ends its turn inside an
Senses darkvision 30 ft., passive Perception 10
object.
Languages —
Challenge 1 (200 XP) Variable Illumination. The will-o’-wisp sheds bright light in
a 5- to 20-foot radius and dim light for an additional number
Amphibious. The toad can breathe air and water. Standing of feet equal to the chosen radius. The will-o’-wisp can alter
Leap. The toad’s long jump is up to 20 feet and its high the radius as a bonus action.
jump is up to 10 feet, with or without a running start.
Actions
Actions
Shock. Melee Spell Attack: +4 to hit, reach 5 ft., one
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. creature. Hit: 9 (2d8) lightning damage.
Hit: 7 (1d10 + 2) piercing damage plus 5 (1d10) poison
Invisibility. The will-o’-wisp and its light magically become
damage, and the target is grappled (escape DC 13). Until
invisible until it attacks or uses its Consume Life, or until its
this grapple ends, the target is restrained, and the toad can’t
concentration ends (as if concentrating on a spell).
bite another target.
Swallow. The toad makes one bite attack against a Medium
or smaller target it is grappling. If the attack hits, the target Richard the Zombie
is swallowed, and the grapple ends. The swallowed target Medium undead, neutral
is blinded and restrained, it has total cover against attacks Armor Class 8
and other effects outside the toad, and it takes 10 (3d6) acid HP 22 (3d8 + 9)
damage at the start of each of the toad’s turns. The toad can Speed 20 ft.
have only one target swallowed at a time. If the toad dies,
a swallowed creature is no longer restrained by it and can STR DEX CON INT WIS CHA
escape from the corpse using 5 feet of movement, exiting 13 (+1) 6 (−2) 16 (+3) 10 (+0) 10 (+0) 5 (−3)
prone.
Saving Throws Wis +2
Damage Immunities poison
Will-o’-Wisp Condition Immunities poisoned
Tiny undead, chaotic evil Senses darkvision 60 ft., passive Perception 8
Languages Common
Armor Class 19
Challenge 1/4 (50 XP)
HP 22 (9d4)
Speed 0 ft., fly 50 ft. (hover) Undead Fortitude. If damage reduces the zombie to 0 hit
STR DEX CON INT WIS CHA points, it must make a Constitution saving throw with a DC
1 (−5) 28 (+9) 10 (+0) 13 (+1) 14 (+2) 11 (+0) of 5 + the damage taken, unless the damage is radiant or
from a critical hit. On a success, the zombie drops to 1 hit
Damage Immunities lightning, poison point instead.
Damage Resistances acid, cold, fire, necrotic, thunder;
bludgeoning, piercing, and slashing from nonmagical Actions
attacks
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one
Condition Immunities exhaustion, grappled, paralyzed,
target. Hit: 4 (1d6 + 1) bludgeoning damage.
poisoned, prone, restrained, unconscious
Senses darkvision 120 ft., passive Perception 12
Languages the languages it knew in life
Challenge 2 (450 XP)

5
Wight Brother Morton
Medium undead, neutral evil Medium humanoid, chaotic evil
Armor Class 14 (studded leather) Armor Class 13 (natural)
HP 45 (6d8 + 18) Hit Points 75 (10d8 + 30)
Speed 30 ft. Speed 30 ft., swim 50 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 16 (+3) 10 (+0) 13 (+1) 15 (+2) 20 (+5) 8 (-1) 16 (+3) 10 (+0) 10 (+0) 16 (+3)
Skills Perception +3, Stealth +4 Condition Immunities exhaustion
Damage Resistances necrotic; bludgeoning, piercing, and Senses darkvision 60 ft., passive Perception 10
slashing from nonmagical attacks that aren’t silvered Languages Understands common but can’t speak
Damage Immunities poison Challenge 3 (700 XP)
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 13 Amphibious. Brother Morton can breathe air and water.
Languages the languages it knew in life
Challenge 3 (700 XP) ACTIONS
Sunlight Sensitivity. While in sunlight, the wight has Multiattack. Brother Morton can make two attacks: one
disadvantage on attack rolls, as well as on Wisdom with his bite, one with his claws.
(Perception) checks that rely on sight. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 8 (1d6 + 5) piercing damage.
Actions Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Multiattack. The wight makes two longsword attacks or target. Hit: 10 (2d4 + 5) slashing damage.
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.,
Skeleton
one creature. Hit: 5 (1d6 + 2) necrotic damage. The target Medium undead, lawful evil
must succeed on a DC 13 Constitution saving throw or its Armor Class 13 (armor scraps)
hit point maximum is reduced by an amount equal to the Hit Points 13 (2d8 + 4)
damage taken. This reduction lasts until the target finishes Speed 30 ft.
a long rest. The target dies if this effect reduces its hit point
maximum to 0. STR DEX CON INT WIS CHA
A humanoid slain by this attack rises 24 hours later as a 10 (+0) 14 (+2) 15 (+2) 6 (−2) 8 (−1) 5 (−3)
zombie under the wight’s control, unless the humanoid is Damage Vulnerabilities bludgeoning
restored to life or its body is destroyed. The wight can have Damage Immunities poison
no more than twelve zombies under its control at one time. Condition Immunities exhaustion, poisoned
Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., Senses darkvision 60 ft., passive Perception 9
one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) Languages understands all languages it knew in life but
slashing damage if used with two hands. can’t speak
Challenge 1/4 (50 XP)
Longbow. Ranged Weapon Attack: +4 to hit, range 150/600
ft., one target. Hit: 6 (1d8 + 2) piercing damage.
ACTIONS
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 5 (1d6 + 2) piercing damage.

6
APL 3
Stench. Any creature that starts its turn within 5 feet of
Scaling the Adventure the ghast must succeed on a DC 10 Constitution saving
The adventure is optimized for a group of four throw or be poisoned until the start of its next turn. On
a successful saving throw, the creature is immune to the
3rd level characters. You can use the module as ghast’s Stench for 24 hours.
written with PCs of this level.
Turning Defiance. The ghast and any ghouls within 30 feet
of it have advantage on saving throws against effects that
turn undead.
Monster Statistics
When running the adventure for a group of 3rd Actions
level characters, you should use the monster Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one
statistics below. creature. Hit: 12 (2d8 + 3) piercing damage.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 10 (2d6 + 3) slashing damage. If the target is a
Ghoul creature other than an undead, it must succeed on a DC 10
Medium undead, chaotic evil
Constitution saving throw or be paralyzed for 1 minute. The
Armor Class 12 target can repeat the saving throw at the end of each of its
HP 22 (5d8) turns, ending the effect on itself on a success.
Speed 30 ft.
STR DEX CON INT WIS CHA Swarm of Bats
13 (+1) 15 (+2) 10 (+0) 7 (−2) 10 (+0) 6 (−2) Medium swarm of Tiny beasts, unaligned
Damage Immunities poison Armor Class 12
Condition Immunities charmed, exhaustion, poisoned HP 22 (5d8)
Senses darkvision 60 ft., passive Perception 10 Speed 0 ft., fly 30 ft.
Languages Common
STR DEX CON INT WIS CHA
Challenge 1 (200 XP)
5 (−3) 15 (+2) 10 (+0) 2 (−4) 12 (+1) 4 (−3)
Actions Damage Resistances bludgeoning, piercing, slashing
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one Condition Immunities charmed, frightened, grappled,
creature. Hit: 9 (2d6 + 2) piercing damage. paralyzed, petrified, prone, restrained, stunned
Senses blindsight 60 ft., passive Perception 11
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one Languages —
target. Hit: 7 (2d4 + 2) slashing damage. If the target is a Challenge 1/4 (50 XP)
creature other than an elf or undead, it must succeed on
a DC 10 Constitution saving throw or be paralyzed for 1 Echolocation. The swarm can’t use its blindsight while
minute. The target can repeat the saving throw at the end of deafened.
each of its turns, ending the effect on itself on a success.
Keen Hearing. The swarm has advantage on Wisdom
(Perception) checks that rely on hearing. Swarm. The
Ghast swarm can occupy another creature’s space and vice versa,
Medium undead, chaotic evil and the swarm can move through any opening large enough
for a Tiny bat. The swarm can’t regain hit points or gain
Armor Class 13 temporary hit points.
HP 36 (8d8)
Speed 30 ft. Swarm. The swarm can occupy another creature’s space
and vice versa, and the swarm can move through any
STR DEX CON INT WIS CHA opening large enough for a Tiny bat. The swarm can’t regain
16 (+3) 17 (+3) 10 (+0) 11 (+0) 10 (+0) 8 (−1) hit points or gain temporary hit points.
Damage Resistance necrotic Actions
Damage Immunities poison
Bites. Melee Weapon Attack: +4 to hit, reach 0 ft., one
Condition Immunities charmed, exhaustion, poisoned
creature in the swarm’s space. Hit: 5 (2d4) piercing damage,
Senses darkvision 60 ft., passive Perception 10
or 2 (1d4) piercing damage if the swarm has half of its hit
Languages Common
points or fewer.
Challenge 2 (450 XP)

7
Claw of the Deep Stirge
Medium undead, chaotic evil Tiny beast, unaligned
Armor Class 12 Armor Class 14 (natural armor)
Hit Points 26 (4d8 + 8) HP 2 (1d4)
Speed 30 ft., swim 40 ft. Speed 10 ft., fly 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 15 (+2) 6 (-2) 8 (-1) 5 (-3) 4 (−3) 16 (+3) 11 (+0) 2 (−4) 8 (−1) 6 (−2)

Damage Vulnerabilities bludgeoning Senses darkvision 60 ft., passive Perception 9


Damage Immunities poison Languages —
Condition Immunities exhaustion, poisoned Challenge 1/8 (25 XP)
Senses darkvision 60 ft., passive Perception 9
Languages understands Common but can’t speak Actions
Challenge 1/2 (100 XP) Blood Drain. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one creature. Hit: 5 (1d4 + 3) piercing damage, and the
ACTIONS stirge attaches to the target. While attached, the stirge
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one doesn’t attack. Instead, at the start of each of the stirge’s
target. Hit: 7 (2d4 + 2) slashing damage, and the target turns, the target loses 5 (1d4 + 3) hit points due to blood
is grappled (escape DC 12). Until this grapple ends, the loss.
creature is restrained, and the claw of the deep can’t use its The stirge can detach itself by spending 5 feet of its
claws attack against another target. movement. It does so after it drains 10 hit points of blood
from the target or the target dies. A creature, including the
Drown. The claw of the deep makes an attack with its claws target, can use its action to detach the stirge.
against a grappled creature. If the attack hits, the target and
the claw of the deep sink 30 feet. If the target is holding its
breath, it also runs out of air and begins to choke (see the Giant Toad
“Suffocating” rules in the SRD). Large beast, unaligned
Armor Class 11
Aina HP 39 (6d10 + 6)
Speed 20 ft., swim 40 ft.
Medium fey, neutral good
Armor Class 12 STR DEX CON INT WIS CHA
Hit Points 54 (12d8) 15 (+2) 13 (+1) 13 (+1) 2 (−4) 10 (+0) 3 (−4)
Speed 30 ft., swim 40 ft.
Senses darkvision 30 ft., passive Perception 10
STR DEX CON INT WIS CHA Languages —
10 (+0) 14 (+2) 11 (+0) 14 (+2) 15 (+2) 18 (+4) Challenge 1 (200 XP)

Skills Perception +4, Stealth +4 Amphibious. The toad can breathe air and water. Standing
Senses darkvision 60 ft., passive Perception 14 Leap. The toad’s long jump is up to 20 feet and its high
Languages Aquan, Common, Sylvan jump is up to 10 feet, with or without a running start.
Challenge 2 (450 XP)
Actions
Amphibious. Aina can breathe air and water.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Innate Spellcasting. Aina can innately cast the following Hit: 7 (1d10 + 2) piercing damage plus 5 (1d10) poison
spells, requiring only verbal components: damage, and the target is grappled (escape DC 13). Until
At-will: control water, create water, water breathing this grapple ends, the target is restrained, and the toad can’t
bite another target.
2/day: augury
Swallow. The toad makes one bite attack against a Medium
ACTIONS or smaller target it is grappling. If the attack hits, the target
is swallowed, and the grapple ends. The swallowed target
Freezing Touch. Melee Spell Attack: +6 to hit, reach 5 ft.,
is blinded and restrained, it has total cover against attacks
one target. Hit: 14 (4d6) cold damage.
and other effects outside the toad, and it takes 10 (3d6) acid
damage at the start of each of the toad’s turns. The toad can
have only one target swallowed at a time. If the toad dies,
a swallowed creature is no longer restrained by it and can
escape from the corpse using 5 feet of movement, exiting
prone.

8
Undead Fortitude. If damage reduces the zombie to 0 hit
Will-o’-Wisp points, it must make a Constitution saving throw with a DC
Tiny undead, chaotic evil
of 5 + the damage taken, unless the damage is radiant or
Armor Class 19 from a critical hit. On a success, the zombie drops to 1 hit
HP 22 (9d4) point instead.
Speed 0 ft., fly 50 ft. (hover)
Actions
STR DEX CON INT WIS CHA
1 (−5) 28 (+9) 10 (+0) 13 (+1) 14 (+2) 11 (+0) Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 4 (1d6 + 1) bludgeoning damage.
Damage Immunities lightning, poison
Damage Resistances acid, cold, fire, necrotic, thunder;
bludgeoning, piercing, and slashing from nonmagical Wight
attacks Medium undead, neutral evil
Condition Immunities exhaustion, grappled, paralyzed,
Armor Class 14 (studded leather)
poisoned, prone, restrained, unconscious
HP 45 (6d8 + 18)
Senses darkvision 120 ft., passive Perception 12
Speed 30 ft.
Languages the languages it knew in life
Challenge 2 (450 XP) STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 16 (+3) 10 (+0) 13 (+1) 15 (+2)
Consume Life. As a bonus action, the will-o’-wisp can target
one creature it can see within 5 feet of it that has 0 hit Skills Perception +3, Stealth +4
points and is still alive. The target must succeed on a DC 10 Damage Resistances necrotic; bludgeoning, piercing, and
Constitution saving throw against this magic or die. If the slashing from nonmagical attacks that aren’t silvered
target dies, the will-o’-wisp regains 10 (3d6) hit points. Damage Immunities poison
Condition Immunities exhaustion, poisoned
Ephemeral. The will-o’-wisp can’t wear or carry anything.
Senses darkvision 60 ft., passive Perception 13
Incorporeal Movement. The will-o’-wisp can move through Languages the languages it knew in life
other creatures and objects as if they were difficult terrain. Challenge 3 (700 XP)
It takes 5 (1d10) force damage if it ends its turn inside an
object. Sunlight Sensitivity. While in sunlight, the wight has
disadvantage on attack rolls, as well as on Wisdom
Variable Illumination. The will-o’-wisp sheds bright light in
(Perception) checks that rely on sight.
a 5- to 20-foot radius and dim light for an additional number
of feet equal to the chosen radius. The will-o’-wisp can alter
the radius as a bonus action.
Actions
Multiattack. The wight makes two longsword attacks or
Actions two longbow attacks. It can use its Life Drain in place of one
longsword attack.
Shock. Melee Spell Attack: +4 to hit, reach 5 ft., one
creature. Hit: 9 (2d8) lightning damage. Life Drain. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one creature. Hit: 5 (1d6 + 2) necrotic damage. The target
Invisibility. The will-o’-wisp and its light magically become
must succeed on a DC 13 Constitution saving throw or its
invisible until it attacks or uses its Consume Life, or until its
hit point maximum is reduced by an amount equal to the
concentration ends (as if concentrating on a spell).
damage taken. This reduction lasts until the target finishes
a long rest. The target dies if this effect reduces its hit point
Richard the Zombie maximum to 0.
Medium undead, neutral A humanoid slain by this attack rises 24 hours later as a
zombie under the wight’s control, unless the humanoid is
Armor Class 8 restored to life or its body is destroyed. The wight can have
HP 22 (3d8 + 9) no more than twelve zombies under its control at one time.
Speed 20 ft.
Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft.,
STR DEX CON INT WIS CHA one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2)
13 (+1) 6 (−2) 16 (+3) 10 (+0) 10 (+0) 5 (−3) slashing damage if used with two hands.
Saving Throws Wis +2 Longbow. Ranged Weapon Attack: +4 to hit, range 150/600
Damage Immunities poison ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 8
Languages Common
Challenge 1/4 (50 XP)

9
Brother Morton
Medium humanoid, chaotic evil
Armor Class 14 (natural)
Hit Points 97 (13d8 + 39)
Speed 30 ft., swim 50 ft.
STR DEX CON INT WIS CHA
20 (+5) 8 (-1) 16 (+3) 10 (+0) 10 (+0) 16 (+3)
Condition Immunities exhaustion
Senses darkvision 60 ft., passive Perception 10
Languages Understands common but can’t speak
Challenge 4 (1,100 XP)

Amphibious. Brother Morton can breathe air and water.

ACTIONS
Multiattack. Brother Morton can make two attacks: one
with his bite, one with his claws.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 8 (1d6 + 5) piercing damage.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 10 (2d4 + 5) slashing damage.

Skeleton
Medium undead, lawful evil
Armor Class 13 (armor scraps)
Hit Points 13 (2d8 + 4)
Speed 30 ft.
STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 15 (+2) 6 (−2) 8 (−1) 5 (−3)
Damage Vulnerabilities bludgeoning
Damage Immunities poison
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 9
Languages understands all languages it knew in life but
can’t speak
Challenge 1/4 (50 XP)

ACTIONS
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 5 (1d6 + 2) piercing damage.

10
APL 4
Scaling the Adventure Number of Skeletons Die Size
When running the adventure for a group of 4th 90 to 116 d12+1
level characters, you should apply the following 60 to 89 d12
changes. 30 to 59 d10
Less than 30 d8
Page 9 - Skeleton Patrols
When determining the size of the skeleton
Page 32 - Reinforcements
patrols and how quickly the reinforcements
When rolling for reinforcements during a siege
arrive, use the table below.
scene, use the table below.
Number of Skeletons Die Size
d20 Result
90 to 116 d12+1
1-5 Two skeletons drop out of the chase.
60 to 89 d12 Something bad happened to them:
30 to 59 d10 other undead trampled them, they
Less than 30 d8 got stuck in a bush, they broke a leg
or it fell off, etc. Permanently remove
Page 11 - Wandering Ghouls these undead from your pool of
The PCs encounter two ghouls and a ghast reinforcements.
instead of three ghouls. 6-10 The skeletons keep up with the PCs
but none of them manage to catch up.
Page 12 - A1. The Lighthouse 11-15 If any of the characters didn’t move at
The PCs encounter three swarms of bats least 45 feet away from the horde of
instead of two. skeletons chasing them since the end
of the last turn, one of the skeletons
Page 17 - The Bay at Night catches up with the PCs (as if you had
The PCs encounter eight claws of the deep rolled 16-20; see below). If the entire
instead of five. party moved at least 45 feet from the
horde, nothing happens.
Page 20 - Random Encounters
When the PCs are exploring the march, use the 16-20 One of the undead catches up with
table below for random encounters. the PCs and becomes active. New
skeletons appear 3d6 x 5 feet away
d20 Random Encounter from the characters, typically behind
1-2 2d4 + 4 stirges them, but some of the undead might
have tried to cut the PCs off and
3-4 1d4 + 1 giant toads
appear in front of them or on the sides.
5 1d2 will-o’-wisps
6 or higher Nothing Page 32 - Escaping with the Idol
Use the table below when determining the size of
Page 23 - Burial chamber the patrol the PCs encounter.
The PCs encounter a barrow wight (see Number of Skeletons Die Size
statistics below) instead of a wight. The wight
90 to 116 d12+1
also deals 10 (3d6) poison damage instead of 7
(2d6) with its poisonous flasks. 60 to 89 d12
30 to 59 d10
Page 28 - Skeleton Guardians Less than 30 d8
When determining how quickly skeletons arrive
at the chapel by night, use the table below.

11
Stench. Any creature that starts its turn within 5 feet of
Page 33 - Sieges the ghast must succeed on a DC 10 Constitution saving
When determining the size and the number of throw or be poisoned until the start of its next turn. On
access points in a house, use the table below a successful saving throw, the creature is immune to the
instead. ghast’s Stench for 24 hours.
Turning Defiance. The ghast and any ghouls within 30 feet
d20 Dimensions Access Points of it have advantage on saving throws against effects that
turn undead.
1-4 20 feet x 30 feet 1 door, 3 windows
5-16 25 feet x 40 feet 1 door, 4 windows Actions
17-20 25 feet x 40 feet 1 door, 5 windows Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one
creature. Hit: 12 (2d8 + 3) piercing damage.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Monster Statistics target. Hit: 10 (2d6 + 3) slashing damage. If the target is a
creature other than an undead, it must succeed on a DC 10
When running the adventure for a group of 4th Constitution saving throw or be paralyzed for 1 minute. The
level characters, you should use the monster target can repeat the saving throw at the end of each of its
statistics below. Note that some creatures are turns, ending the effect on itself on a success.
stronger than in the original adventure.
Swarm of Bats
Ghoul Medium swarm of Tiny beasts, unaligned
Medium undead, chaotic evil Armor Class 12
Armor Class 12 HP 22 (5d8)
HP 22 (5d8) Speed 0 ft., fly 30 ft.
Speed 30 ft. STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA 5 (−3) 15 (+2) 10 (+0) 2 (−4) 12 (+1) 4 (−3)
13 (+1) 15 (+2) 10 (+0) 7 (−2) 10 (+0) 6 (−2) Damage Resistances bludgeoning, piercing, slashing
Damage Immunities poison Condition Immunities charmed, frightened, grappled,
Condition Immunities charmed, exhaustion, poisoned paralyzed, petrified, prone, restrained, stunned
Senses darkvision 60 ft., passive Perception 10 Senses blindsight 60 ft., passive Perception 11
Languages Common Languages —
Challenge 1 (200 XP) Challenge 1/4 (50 XP)

Echolocation. The swarm can’t use its blindsight while


Actions deafened.
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one
Keen Hearing. The swarm has advantage on Wisdom
creature. Hit: 9 (2d6 + 2) piercing damage.
(Perception) checks that rely on hearing. Swarm. The
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one swarm can occupy another creature’s space and vice versa,
target. Hit: 7 (2d4 + 2) slashing damage. If the target is a and the swarm can move through any opening large enough
creature other than an elf or undead, it must succeed on for a Tiny bat. The swarm can’t regain hit points or gain
a DC 10 Constitution saving throw or be paralyzed for 1 temporary hit points.
minute. The target can repeat the saving throw at the end of
Swarm. The swarm can occupy another creature’s space
each of its turns, ending the effect on itself on a success.
and vice versa, and the swarm can move through any
opening large enough for a Tiny bat. The swarm can’t regain
Ghast hit points or gain temporary hit points.
Medium undead, chaotic evil Actions
Armor Class 13 Bites. Melee Weapon Attack: +4 to hit, reach 0 ft., one
HP 36 (8d8) creature in the swarm’s space. Hit: 5 (2d4) piercing damage,
Speed 30 ft. or 2 (1d4) piercing damage if the swarm has half of its hit
STR DEX CON INT WIS CHA points or fewer.
16 (+3) 17 (+3) 10 (+0) 11 (+0) 10 (+0) 8 (−1)
Damage Resistance necrotic
Damage Immunities poison
Condition Immunities charmed, exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 10
Languages Common
Challenge 2 (450 XP)

12
Claw of the Deep Stirge
Medium undead, chaotic evil Tiny beast, unaligned
Armor Class 12 Armor Class 14 (natural armor)
Hit Points 26 (4d8 + 8) HP 2 (1d4)
Speed 30 ft., swim 40 ft. Speed 10 ft., fly 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 15 (+2) 6 (-2) 8 (-1) 5 (-3) 4 (−3) 16 (+3) 11 (+0) 2 (−4) 8 (−1) 6 (−2)

Damage Vulnerabilities bludgeoning Senses darkvision 60 ft., passive Perception 9


Damage Immunities poison Languages —
Condition Immunities exhaustion, poisoned Challenge 1/8 (25 XP)
Senses darkvision 60 ft., passive Perception 9
Languages understands Common but can’t speak Actions
Challenge 1/2 (100 XP) Blood Drain. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one creature. Hit: 5 (1d4 + 3) piercing damage, and the
ACTIONS stirge attaches to the target. While attached, the stirge
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one doesn’t attack. Instead, at the start of each of the stirge’s
target. Hit: 7 (2d4 + 2) slashing damage, and the target turns, the target loses 5 (1d4 + 3) hit points due to blood
is grappled (escape DC 12). Until this grapple ends, the loss.
creature is restrained, and the claw of the deep can’t use its The stirge can detach itself by spending 5 feet of its
claws attack against another target. movement. It does so after it drains 10 hit points of blood
from the target or the target dies. A creature, including the
Drown. The claw of the deep makes an attack with its claws target, can use its action to detach the stirge.
against a grappled creature. If the attack hits, the target and
the claw of the deep sink 30 feet. If the target is holding its
breath, it also runs out of air and begins to choke (see the Giant Toad
“Suffocating” rules in the SRD). Large beast, unaligned
Armor Class 11
Aina HP 39 (6d10 + 6)
Speed 20 ft., swim 40 ft.
Medium fey, neutral good
Armor Class 13 STR DEX CON INT WIS CHA
Hit Points 82 (15d8 + 15) 15 (+2) 13 (+1) 13 (+1) 2 (−4) 10 (+0) 3 (−4)
Speed 30 ft., swim 40 ft.
Senses darkvision 30 ft., passive Perception 10
STR DEX CON INT WIS CHA Languages —
10 (+0) 17 (+3) 12 (+1) 14 (+2) 15 (+2) 18 (+4) Challenge 1 (200 XP)

Skills Perception +4, Stealth +5 Amphibious. The toad can breathe air and water. Standing
Senses darkvision 60 ft., passive Perception 14 Leap. The toad’s long jump is up to 20 feet and its high
Languages Aquan, Common, Sylvan jump is up to 10 feet, with or without a running start.
Challenge 3 (700 XP)
Actions
Amphibious. Aina can breathe air and water.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Innate Spellcasting. Aina can innately cast the following Hit: 7 (1d10 + 2) piercing damage plus 5 (1d10) poison
spells, requiring only verbal components: damage, and the target is grappled (escape DC 13). Until
At-will: control water, create water, water breathing this grapple ends, the target is restrained, and the toad can’t
bite another target.
2/day: augury
Swallow. The toad makes one bite attack against a Medium
ACTIONS or smaller target it is grappling. If the attack hits, the target
is swallowed, and the grapple ends. The swallowed target
Freezing Touch. Melee Spell Attack: +6 to hit, reach 5 ft.,
is blinded and restrained, it has total cover against attacks
one target. Hit: 24 (7d6) cold damage.
and other effects outside the toad, and it takes 10 (3d6) acid
damage at the start of each of the toad’s turns. The toad can
have only one target swallowed at a time. If the toad dies,
a swallowed creature is no longer restrained by it and can
escape from the corpse using 5 feet of movement, exiting
prone.

13
Undead Fortitude. If damage reduces the zombie to 0 hit
Will-o’-Wisp points, it must make a Constitution saving throw with a DC
Tiny undead, chaotic evil
of 5 + the damage taken, unless the damage is radiant or
Armor Class 19 from a critical hit. On a success, the zombie drops to 1 hit
HP 22 (9d4) point instead.
Speed 0 ft., fly 50 ft. (hover)
Actions
STR DEX CON INT WIS CHA
1 (−5) 28 (+9) 10 (+0) 13 (+1) 14 (+2) 11 (+0) Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 4 (1d6 + 1) bludgeoning damage.
Damage Immunities lightning, poison
Damage Resistances acid, cold, fire, necrotic, thunder;
bludgeoning, piercing, and slashing from nonmagical Barrow Wight
attacks Medium undead, neutral evil
Condition Immunities exhaustion, grappled, paralyzed,
Armor Class 14 (studded leather)
poisoned, prone, restrained, unconscious
HP 60 (8d8 + 24)
Senses darkvision 120 ft., passive Perception 12
Speed 30 ft.
Languages the languages it knew in life
Challenge 2 (450 XP) STR DEX CON INT WIS CHA
17 (+3) 14 (+2) 16 (+3) 10 (+0) 13 (+1) 15 (+2)
Consume Life. As a bonus action, the will-o’-wisp can target
one creature it can see within 5 feet of it that has 0 hit Skills Perception +3, Stealth +4
points and is still alive. The target must succeed on a DC 10 Damage Resistances necrotic; bludgeoning, piercing, and
Constitution saving throw against this magic or die. If the slashing from nonmagical attacks that aren’t silvered
target dies, the will-o’-wisp regains 10 (3d6) hit points. Damage Immunities poison
Condition Immunities exhaustion, poisoned
Ephemeral. The will-o’-wisp can’t wear or carry anything.
Senses darkvision 60 ft., passive Perception 13
Incorporeal Movement. The will-o’-wisp can move through Languages the languages it knew in life
other creatures and objects as if they were difficult terrain. Challenge 4 (1,100 XP)
It takes 5 (1d10) force damage if it ends its turn inside an
object. Brute. A melee or ranged weapon deals an extra die of its
damage when the barrow wight hits with it (included in the
Variable Illumination. The will-o’-wisp sheds bright light in
attack).
a 5- to 20-foot radius and dim light for an additional number
of feet equal to the chosen radius. The will-o’-wisp can alter Sunlight Sensitivity. While in sunlight, the barrow wight
the radius as a bonus action. has disadvantage on attack rolls, as well as on Wisdom
(Perception) checks that rely on sight.
Actions
Shock. Melee Spell Attack: +4 to hit, reach 5 ft., one
Actions
creature. Hit: 9 (2d8) lightning damage. Multiattack. The barrow wight makes two longsword
attacks or two longbow attacks. It can use its Life Drain in
Invisibility. The will-o’-wisp and its light magically become
place of one longsword attack.
invisible until it attacks or uses its Consume Life, or until its
concentration ends (as if concentrating on a spell). Life Drain. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one creature. Hit: 10 (2d6 + 3) necrotic damage. The target
must succeed on a DC 13 Constitution saving throw or its
Richard the Zombie hit point maximum is reduced by an amount equal to the
Medium undead, neutral damage taken. This reduction lasts until the target finishes
Armor Class 8 a long rest. The target dies if this effect reduces its hit point
HP 22 (3d8 + 9) maximum to 0.
Speed 20 ft. A humanoid slain by this attack rises 24 hours later as a
zombie under the wight’s control, unless the humanoid is
STR DEX CON INT WIS CHA restored to life or its body is destroyed. The wight can have
13 (+1) 6 (−2) 16 (+3) 10 (+0) 10 (+0) 5 (−3) no more than twelve zombies under its control at one time.
Saving Throws Wis +2 Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Damage Immunities poison target. Hit: 12 (2d8 + 3) slashing damage, or 14 (2d10 + 3)
Condition Immunities poisoned slashing damage if used with two hands.
Senses darkvision 60 ft., passive Perception 8 Longbow. Ranged Weapon Attack: +4 to hit, range 150/600
Languages Common ft., one target. Hit: 11 (2d8 + 2) piercing damage.
Challenge 1/4 (50 XP)

14
Brother Morton
Medium humanoid, chaotic evil
Armor Class 14 (natural)
Hit Points 105 (14d8 + 42)
Speed 30 ft., swim 50 ft.
STR DEX CON INT WIS CHA
20 (+5) 8 (-1) 16 (+3) 10 (+0) 10 (+0) 16 (+3)
Condition Immunities exhaustion
Senses darkvision 60 ft., passive Perception 10
Languages Understands common but can’t speak
Challenge 4 (1,100 XP)

Amphibious. Brother Morton can breathe air and water.

ACTIONS
Multiattack. Brother Morton can make two attacks: one
with his bite, one with his claws.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 10 (1d10 + 5) piercing damage.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 12 (2d6 + 5) slashing damage.

Skeleton
Medium undead, lawful evil
Armor Class 13 (armor scraps)
Hit Points 13 (2d8 + 4)
Speed 30 ft.
STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 15 (+2) 6 (−2) 8 (−1) 5 (−3)
Damage Vulnerabilities bludgeoning
Damage Immunities poison
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 9
Languages understands all languages it knew in life but
can’t speak
Challenge 1/4 (50 XP)

ACTIONS
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 5 (1d6 + 2) piercing damage.

15
APL 5
Scaling the Adventure Interrogating the Townsfolk
When running the adventure for a group of 5th After the PCs defeat one of the dread
level characters, you should apply the following skeletons, they can interrogate the corpse
changes. with a speak with dead spell and learn the
following:
Skeletons †† The curse hit Kennmouth with no prior
Replace all skeletons with dread skeletons. warning, and had no obvious cause.
†† On the night the curse fell, strange lights
Page 9 - Skeleton Patrols came out of the chapel windows. Shortly
When determining the size of the dread skeleton after, a horde of skeletons attacked the
patrols and how quickly the reinforcements village.
arrive, use the table below. †† Nobody knows what caused the curse.

Number of Skeletons Die Size Note that the townsfolk only know what
90 to 116 d10 they knew when they were alive. They don’t
remember anything that happened during the
60 to 89 d8
nightly patrols.
30 to 59 d6
Less than 30 d4
Page 22 - C1. Hall of Heroes
Page 11 - Wandering Ghouls The PCs encounter three will-o’-wisp instead of
The PCs encounter three ghasts instead of three two.
ghouls.
Page 23 - Burial chamber
Page 12 - A1. The Lighthouse The PCs encounter a barrow wight (see
The PCs encounter two swarms of vampire statistics below) instead of a wight. The wight
bats instead of two swarms of bats. also deals 14 (4d6) poison damage instead of 7
(2d6) with its poisonous flasks.
Page 13 - A3. The Smithy
The PCs encounter a dread ghast instead of a Page 28 - Skeleton Guardians
ghast. When determining how quickly the dread
skeletons arrive at the chapel by night, use the
Page 15 - B2. The Hideout table below.
The PCs encounter two dread ghasts instead of
two ghasts. Number of Skeletons Die Size
90 to 116 d10
Page 17 - The Bay at Night 60 to 89 d8
The PCs encounter seven claws of the deep
instead of five. 30 to 59 d6
Less than 30 d4
Page 20 - Random Encounters
When the PCs are exploring the march, use the
table below for random encounters.
d20 Random Encounter
1-2 2d8 + 4 stirges
3-4 2d4 giant toads
5 1d3 + 1 will-o’-wisps
6 or higher Nothing

16
Page 32 - Reinforcements Monster Statistics
When rolling for reinforcements during a siege
When running the adventure for a group of 5th
scene, use the table below.
level characters, you should use the monster
d20 Result statistics below. Note that some creatures are
1-5 Four dread skeletons drop out of the stronger than in the original adventure.
chase. Something bad happened to
them: other undead trampled them, Ghast
they got stuck in a bush, they broke Medium undead, chaotic evil
a leg or it fell off, etc. Permanently Armor Class 13
remove these undead from your pool HP 36 (8d8)
Speed 30 ft.
of reinforcements.
6-10 The skeletons keep up with the PCs STR DEX CON INT WIS CHA
16 (+3) 17 (+3) 10 (+0) 11 (+0) 10 (+0) 8 (−1)
but none of them manage to catch up.
11-15 If any of the characters didn’t move Damage Resistance necrotic
Damage Immunities poison
at least 45 feet away from the horde Condition Immunities charmed, exhaustion, poisoned
of skeletons chasing them since the Senses darkvision 60 ft., passive Perception 10
end of the last turn, one of the dread Languages Common
skeletons catches up with the PCs (as Challenge 2 (450 XP)
if you had rolled 16-20; see below). If Stench. Any creature that starts its turn within 5 feet of
the entire party moved at least 45 feet the ghast must succeed on a DC 10 Constitution saving
from the horde, nothing happens. throw or be poisoned until the start of its next turn. On
a successful saving throw, the creature is immune to the
16-20 One of the undead catches up with ghast’s Stench for 24 hours.
the PCs and becomes active. New
Turning Defiance. The ghast and any ghouls within 30 feet
dread skeletons appear 3d6 x 5 feet of it have advantage on saving throws against effects that
away from the characters, typically turn undead.
behind them, but some of the undead
might have tried to cut the PCs off and Actions
appear in front of them or on the sides. Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one
creature. Hit: 12 (2d8 + 3) piercing damage.
Page 32 - Escaping with the Idol Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Use the table below when determining the size of target. Hit: 10 (2d6 + 3) slashing damage. If the target is a
creature other than an undead, it must succeed on a DC 10
the patrol the PCs encounter. Constitution saving throw or be paralyzed for 1 minute. The
Number of Skeletons Die Size target can repeat the saving throw at the end of each of its
turns, ending the effect on itself on a success.
90 to 116 d10
60 to 89 d8
30 to 59 d6
Less than 30 d4

Page 33 - Sieges
There are only two dread skeletons at each door
instead of three.

17
Swarm. The swarm can occupy another creature’s space
Dread Ghast and vice versa, and the swarm can move through any
Medium undead, chaotic evil
opening large enough for a Tiny bat. The swarm can’t regain
Armor Class 14 (natural) hit points or gain temporary hit points.
HP 91 (14d8 + 28)
Speed 30 ft. Actions
Bites. Melee Weapon Attack: +5 to hit, reach 0 ft., one
STR DEX CON INT WIS CHA
creature in the swarm’s space. Hit: 11 (2d10) piercing
16 (+3) 17 (+3) 14 (+2) 11 (+0) 10 (+0) 8 (−1)
damage, and the swarm attaches to the target. While
Damage Resistance necrotic attached, the swarm doesn’t attack. Instead, at the start of
Damage Immunities poison each of the swarm’s turns, the target loses 11 (2d10) hit
Condition Immunities charmed, exhaustion, poisoned points due to blood loss. If the swarm has half of its hit
Senses darkvision 60 ft., passive Perception 10 points or fewer, its bites attack and the blood loss deal 5
Languages Common (1d10) damage instead of 11 (2d10) damage.
Challenge 4 (1,100 XP) The swarm can detach itself by spending 5 feet of its
movement. It does so after it drains 10 hit points of blood
Stench. Any creature that starts its turn within 5 feet of the from the target or the target dies.
dread ghast must succeed on a DC 12 Constitution saving
throw or be poisoned until the start of its next turn. On
a successful saving throw, the creature is immune to the Claw of the Deep
ghast’s Stench for 24 hours. Medium undead, chaotic evil
Turning Defiance. The dread ghast and any ghasts and Armor Class 13 (natural)
ghouls within 30 feet of it have advantage on saving throws Hit Points 44 (8d8 + 16)
against effects that turn undead. Speed 30 ft., swim 40 ft.
STR DEX CON INT WIS CHA
Actions
16 (+3) 14 (+2) 15 (+2) 6 (-2) 8 (-1) 5 (-3)
Multiattack. The dread ghast can make two attacks: one
with its bite, one with its claws. Damage Vulnerabilities bludgeoning
Damage Immunities poison
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Condition Immunities exhaustion, poisoned
creature. Hit: 15 (2d12 + 3) piercing damage.
Senses darkvision 60 ft., passive Perception 9
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one Languages understands Common but can’t speak
target. Hit: 12 (2d8 + 3) slashing damage. If the target is a Challenge 1 (200 XP)
creature other than an undead, it must succeed on a DC 10
Constitution saving throw or be paralyzed for 1 minute. The ACTIONS
target can repeat the saving throw at the end of each of its
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one
turns, ending the effect on itself on a success.
target. Hit: 10 (2d6 + 3) slashing damage, and the target
is grappled (escape DC 13). Until this grapple ends, the
Swarm of Vampire Bats creature is restrained, and the claw of the deep can’t use its
Medium swarm of Tiny beasts, unaligned claws attack against another target.

Armor Class 13 Drown. The claw of the deep makes an attack with its claws
HP 44 (10d8) against a grappled creature. If the attack hits, the target and
Speed 0 ft., fly 30 ft. the claw of the deep sink 30 feet. If the target is holding its
breath, it also runs out of air and begins to choke (see the
STR DEX CON INT WIS CHA “Suffocating” rules in the SRD).
5 (−3) 17 (+3) 10 (+0) 2 (−4) 12 (+1) 4 (−3)
Damage Resistances bludgeoning, piercing, slashing
Condition Immunities charmed, frightened, grappled,
paralyzed, petrified, prone, restrained, stunned
Senses blindsight 60 ft., passive Perception 11
Languages —
Challenge 2 (450 XP)

Echolocation. The swarm can’t use its blindsight while


deafened.
Keen Hearing. The swarm has advantage on Wisdom
(Perception) checks that rely on hearing. Swarm. The
swarm can occupy another creature’s space and vice versa,
and the swarm can move through any opening large enough
for a Tiny bat. The swarm can’t regain hit points or gain
temporary hit points.

18
Amphibious. The toad can breathe air and water. Standing
Aina Leap. The toad’s long jump is up to 20 feet and its high
Medium fey, neutral good jump is up to 10 feet, with or without a running start.
Armor Class 14
Hit Points 93 (17d8 + 17) Actions
Speed 30 ft., swim 40 ft. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
STR DEX CON INT WIS CHA Hit: 7 (1d10 + 2) piercing damage plus 5 (1d10) poison
10 (+0) 18 (+4) 12 (+1) 14 (+2) 15 (+2) 20 (+5) damage, and the target is grappled (escape DC 13). Until
this grapple ends, the target is restrained, and the toad can’t
Skills Perception +4, Stealth +6 bite another target.
Senses darkvision 60 ft., passive Perception 14 Swallow. The toad makes one bite attack against a Medium
Languages Aquan, Common, Sylvan or smaller target it is grappling. If the attack hits, the target
Challenge 4 (1,100 XP) is swallowed, and the grapple ends. The swallowed target
is blinded and restrained, it has total cover against attacks
Amphibious. Aina can breathe air and water.
and other effects outside the toad, and it takes 10 (3d6) acid
Innate Spellcasting. Aina can innately cast the following damage at the start of each of the toad’s turns. The toad can
spells, requiring only verbal components: have only one target swallowed at a time. If the toad dies,
At-will: control water, create water, water breathing a swallowed creature is no longer restrained by it and can
escape from the corpse using 5 feet of movement, exiting
2/day: augury
prone.
ACTIONS
Freezing Touch. Melee Spell Attack: +7 to hit, reach 5 ft., Will-o’-Wisp
one target. Hit: 28 (8d6) cold damage. Tiny undead, chaotic evil
Armor Class 19
HP 22 (9d4)
Stirge Speed 0 ft., fly 50 ft. (hover)
Tiny beast, unaligned
Armor Class 14 (natural armor) STR DEX CON INT WIS CHA
HP 2 (1d4) 1 (−5) 28 (+9) 10 (+0) 13 (+1) 14 (+2) 11 (+0)
Speed 10 ft., fly 40 ft. Damage Immunities lightning, poison
STR DEX CON INT WIS CHA Damage Resistances acid, cold, fire, necrotic, thunder;
4 (−3) 16 (+3) 11 (+0) 2 (−4) 8 (−1) 6 (−2) bludgeoning, piercing, and slashing from nonmagical
attacks
Senses darkvision 60 ft., passive Perception 9 Condition Immunities exhaustion, grappled, paralyzed,
Languages — poisoned, prone, restrained, unconscious
Challenge 1/8 (25 XP) Senses darkvision 120 ft., passive Perception 12
Languages the languages it knew in life
Actions Challenge 2 (450 XP)
Blood Drain. Melee Weapon Attack: +5 to hit, reach 5 ft., Consume Life. As a bonus action, the will-o’-wisp can target
one creature. Hit: 5 (1d4 + 3) piercing damage, and the one creature it can see within 5 feet of it that has 0 hit
stirge attaches to the target. While attached, the stirge points and is still alive. The target must succeed on a DC 10
doesn’t attack. Instead, at the start of each of the stirge’s Constitution saving throw against this magic or die. If the
turns, the target loses 5 (1d4 + 3) hit points due to blood target dies, the will-o’-wisp regains 10 (3d6) hit points.
loss.
The stirge can detach itself by spending 5 feet of its Ephemeral. The will-o’-wisp can’t wear or carry anything.
movement. It does so after it drains 10 hit points of blood Incorporeal Movement. The will-o’-wisp can move through
from the target or the target dies. A creature, including the other creatures and objects as if they were difficult terrain.
target, can use its action to detach the stirge. It takes 5 (1d10) force damage if it ends its turn inside an
object.
Giant Toad Variable Illumination. The will-o’-wisp sheds bright light in
Large beast, unaligned a 5- to 20-foot radius and dim light for an additional number
of feet equal to the chosen radius. The will-o’-wisp can alter
Armor Class 11
the radius as a bonus action.
HP 39 (6d10 + 6)
Speed 20 ft., swim 40 ft.
Actions
STR DEX CON INT WIS CHA Shock. Melee Spell Attack: +4 to hit, reach 5 ft., one
15 (+2) 13 (+1) 13 (+1) 2 (−4) 10 (+0) 3 (−4) creature. Hit: 9 (2d8) lightning damage.
Senses darkvision 30 ft., passive Perception 10 Invisibility. The will-o’-wisp and its light magically become
Languages — invisible until it attacks or uses its Consume Life, or until its
Challenge 1 (200 XP) concentration ends (as if concentrating on a spell).

19
A humanoid slain by this attack rises 24 hours later as a
Richard the Zombie zombie under the wight’s control, unless the humanoid is
Medium undead, neutral
restored to life or its body is destroyed. The wight can have
Armor Class 8 no more than twelve zombies under its control at one time.
HP 22 (3d8 + 9)
Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Speed 20 ft.
target. Hit: 13 (2d8 + 4) slashing damage, or 15 (2d10 + 4)
STR DEX CON INT WIS CHA slashing damage if used with two hands.
13 (+1) 6 (−2) 16 (+3) 10 (+0) 10 (+0) 5 (−3) Longbow. Ranged Weapon Attack: +6 to hit, range 150/600
ft., one target. Hit: 12 (2d8 + 3) piercing damage.
Saving Throws Wis +2
Damage Immunities poison
Condition Immunities poisoned Brother Morton
Senses darkvision 60 ft., passive Perception 8
Languages Common Medium humanoid, chaotic evil
Challenge 1/4 (50 XP) Armor Class 15 (natural)
Hit Points 120 (16d8 + 48)
Undead Fortitude. If damage reduces the zombie to 0 hit Speed 30 ft., swim 50 ft.
points, it must make a Constitution saving throw with a DC
of 5 + the damage taken, unless the damage is radiant or STR DEX CON INT WIS CHA
from a critical hit. On a success, the zombie drops to 1 hit 20 (+5) 8 (-1) 16 (+3) 10 (+0) 10 (+0) 16 (+3)
point instead.
Condition Immunities exhaustion
Senses darkvision 60 ft., passive Perception 10
Actions Languages Understands common but can’t speak
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one Challenge 5 (1,800 XP)
target. Hit: 4 (1d6 + 1) bludgeoning damage.
Amphibious. Brother Morton can breathe air and water.

Barrow Wight ACTIONS


Medium undead, neutral evil
Multiattack. Brother Morton can make three attacks: one
Armor Class 15 (studded leather) with his bite, two with his claws.
HP 75 (10d8 + 30)
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Speed 30 ft.
Hit: 10 (1d10 + 5) piercing damage.
STR DEX CON INT WIS CHA Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one
19 (+4) 16 (+3) 16 (+3) 10 (+0) 13 (+1) 15 (+2) target. Hit: 9 (1d8 + 5) slashing damage.
Skills Perception +4, Stealth +5
Damage Resistances necrotic; bludgeoning, piercing, and
slashing from nonmagical attacks that aren’t silvered
Dread Skeleton
Damage Immunities poison Medium undead, lawful evil
Condition Immunities exhaustion, poisoned Armor Class 14 (armor scraps)
Senses darkvision 60 ft., passive Perception 14 Hit Points 19 (3d8 + 6)
Languages the languages it knew in life Speed 30 ft.
Challenge 5 (1,800 XP)
STR DEX CON INT WIS CHA
Brute. A melee or ranged weapon deals an extra die of its 10 (+0) 16 (+3) 15 (+2) 6 (−2) 8 (−1) 5 (−3)
damage when the barrow wight hits with it (included in the
Damage Vulnerabilities bludgeoning
attack).
Damage Immunities poison
Sunlight Sensitivity. While in sunlight, the barrow wight Condition Immunities exhaustion, poisoned
has disadvantage on attack rolls, as well as on Wisdom Senses darkvision 60 ft., passive Perception 9
(Perception) checks that rely on sight. Languages understands all languages it knew in life but
can’t speak
Actions Challenge 1/2 (100 XP)
Multiattack. The barrow wight makes two longsword
attacks or two longbow attacks. It can use its Life Drain in ACTIONS
place of one longsword attack. Multiattack. The dread skeleton makes two claw attacks.
Life Drain. Melee Weapon Attack: +7 to hit, reach 5 ft., Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one
one creature. Hit: 11 (2d6 + 4) necrotic damage. The target target. Hit: 5 (1d4 + 3) piercing damage.
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.

20
APL 6
Scaling the Adventure Interrogating the Townsfolk
When running the adventure for a group of 6th After the PCs defeat one of the dread
level characters, you should apply the following skeletons, they can interrogate the corpse
changes. with a speak with dead spell and learn the
following:
Skeletons †† The curse hit Kennmouth with no prior
Replace all skeletons with dread skeletons. warning, and had no obvious cause.
†† On the night the curse fell, strange lights
Page 11 - Wandering Ghouls came out of the chapel windows. Shortly
The PCs encounter two ghasts and one dread after, a horde of skeletons attacked the
ghast instead of three ghouls. village.
†† Nobody knows what caused the curse.
Page 12 - A1. The Lighthouse
The PCs encounter three swarms of vampire Note that the townsfolk only know what
bats instead of two swarms of bats. they knew when they were alive. They don’t
remember anything that happened during the
Page 13 - A3. The Smithy nightly patrols.
The PCs encounter a dread ghast instead of a
ghast.
Page 32 - Reinforcements
Page 15 - B2. The Hideout When rolling for reinforcements during a siege
The PCs encounter two dread ghasts instead of scene, use the table below.
two ghasts. d20 Result
1-5 Three dread skeletons drop out of the
Page 17 - The Bay at Night chase. Something bad happened to
The PCs encounter eight claws of the deep
them: other undead trampled them,
instead of five.
they got stuck in a bush, they broke
a leg or it fell off, etc. Permanently
Page 20 - Random Encounters
remove these undead from your pool
When the PCs are exploring the march, use the
of reinforcements.
table below for random encounters.
6-10 The skeletons keep up with the PCs
d20 Random Encounter but none of them manage to catch up.
1-2 2d12 + 4 stirges 11-15 If any of the characters didn’t move
3-4 2d6 giant toads at least 45 feet away from the horde
5 1d4 + 1 will-o’-wisps of skeletons chasing them since the
end of the last turn, one of the dread
6 or higher Nothing
skeletons catches up with the PCs (as
if you had rolled 16-20; see below). If
Page 22 - C1. Hall of Heroes the entire party moved at least 45 feet
The PCs encounter four will-o’-wisp instead of
from the horde, nothing happens.
two.
16-20 One of the undead catches up with
Page 23 - Burial chamber the PCs and becomes active. New
The PCs encounter a barrow wight (see dread skeletons appear 3d6 x 5 feet
statistics below) instead of a wight. The wight away from the characters, typically
also deals 17 (5d6) poison damage instead of 7 behind them, but some of the undead
(2d6) with its poisonous flasks. might have tried to cut the PCs off and
appear in front of them or on the sides.

21
Monster Statistics Dread Ghast
Medium undead, chaotic evil
When running the adventure for a group of 6th
Armor Class 14 (natural)
level characters, you should use the monster HP 91 (14d8 + 28)
statistics below. Note that some creatures are Speed 30 ft.
stronger than in the original adventure. STR DEX CON INT WIS CHA
16 (+3) 17 (+3) 14 (+2) 11 (+0) 10 (+0) 8 (−1)
Ghast Damage Resistance necrotic
Medium undead, chaotic evil Damage Immunities poison
Armor Class 13 Condition Immunities charmed, exhaustion, poisoned
HP 36 (8d8) Senses darkvision 60 ft., passive Perception 10
Speed 30 ft. Languages Common
Challenge 4 (1,100 XP)
STR DEX CON INT WIS CHA
16 (+3) 17 (+3) 10 (+0) 11 (+0) 10 (+0) 8 (−1) Stench. Any creature that starts its turn within 5 feet of the
dread ghast must succeed on a DC 12 Constitution saving
Damage Resistance necrotic
throw or be poisoned until the start of its next turn. On
Damage Immunities poison
a successful saving throw, the creature is immune to the
Condition Immunities charmed, exhaustion, poisoned
ghast’s Stench for 24 hours.
Senses darkvision 60 ft., passive Perception 10
Languages Common Turning Defiance. The dread ghast and any ghasts and
Challenge 2 (450 XP) ghouls within 30 feet of it have advantage on saving throws
against effects that turn undead.
Stench. Any creature that starts its turn within 5 feet of
the ghast must succeed on a DC 10 Constitution saving Actions
throw or be poisoned until the start of its next turn. On
Multiattack. The dread ghast can make two attacks: one
a successful saving throw, the creature is immune to the
with its bite, one with its claws.
ghast’s Stench for 24 hours.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Turning Defiance. The ghast and any ghouls within 30 feet
creature. Hit: 15 (2d12 + 3) piercing damage.
of it have advantage on saving throws against effects that
turn undead. Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 12 (2d8 + 3) slashing damage. If the target is a
Actions creature other than an undead, it must succeed on a DC 10
Constitution saving throw or be paralyzed for 1 minute. The
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target can repeat the saving throw at the end of each of its
creature. Hit: 12 (2d8 + 3) piercing damage.
turns, ending the effect on itself on a success.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 10 (2d6 + 3) slashing damage. If the target is a
creature other than an undead, it must succeed on a DC 10
Constitution saving throw or be paralyzed for 1 minute. The
target can repeat the saving throw at the end of each of its
turns, ending the effect on itself on a success.

22
Swarm of Vampire Bats Claw of the Deep
Medium swarm of Tiny beasts, unaligned Medium undead, chaotic evil
Armor Class 13 Armor Class 13 (natural)
HP 44 (10d8) Hit Points 44 (8d8 + 16)
Speed 0 ft., fly 30 ft. Speed 30 ft., swim 40 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
5 (−3) 17 (+3) 10 (+0) 2 (−4) 12 (+1) 4 (−3) 16 (+3) 14 (+2) 15 (+2) 6 (-2) 8 (-1) 5 (-3)
Damage Resistances bludgeoning, piercing, slashing Damage Vulnerabilities bludgeoning
Condition Immunities charmed, frightened, grappled, Damage Immunities poison
paralyzed, petrified, prone, restrained, stunned Condition Immunities exhaustion, poisoned
Senses blindsight 60 ft., passive Perception 11 Senses darkvision 60 ft., passive Perception 9
Languages — Languages understands Common but can’t speak
Challenge 2 (450 XP) Challenge 1 (200 XP)
Echolocation. The swarm can’t use its blindsight while
ACTIONS
deafened.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Keen Hearing. The swarm has advantage on Wisdom
target. Hit: 10 (2d6 + 3) slashing damage, and the target
(Perception) checks that rely on hearing. Swarm. The
is grappled (escape DC 13). Until this grapple ends, the
swarm can occupy another creature’s space and vice versa,
creature is restrained, and the claw of the deep can’t use its
and the swarm can move through any opening large enough
claws attack against another target.
for a Tiny bat. The swarm can’t regain hit points or gain
temporary hit points. Drown. The claw of the deep makes an attack with its claws
against a grappled creature. If the attack hits, the target and
Swarm. The swarm can occupy another creature’s space
the claw of the deep sink 30 feet. If the target is holding its
and vice versa, and the swarm can move through any
breath, it also runs out of air and begins to choke (see the
opening large enough for a Tiny bat. The swarm can’t regain
“Suffocating” rules in the SRD).
hit points or gain temporary hit points.
Actions
Aina
Bites. Melee Weapon Attack: +5 to hit, reach 0 ft., one Medium fey, neutral good
creature in the swarm’s space. Hit: 11 (2d10) piercing
damage, and the swarm attaches to the target. While Armor Class 14
attached, the swarm doesn’t attack. Instead, at the start of Hit Points 130 (20d8 + 40)
each of the swarm’s turns, the target loses 11 (2d10) hit Speed 30 ft., swim 40 ft.
points due to blood loss. If the swarm has half of its hit
STR DEX CON INT WIS CHA
points or fewer, its bites attack and the blood loss deal 5
10 (+0) 18 (+4) 14 (+2) 14 (+2) 15 (+2) 20 (+5)
(1d10) damage instead of 11 (2d10) damage.
The swarm can detach itself by spending 5 feet of its Skills Perception +5, Stealth +7
movement. It does so after it drains 10 hit points of blood Senses darkvision 60 ft., passive Perception 15
from the target or the target dies. Languages Aquan, Common, Sylvan
Challenge 5 (1,800 XP)

Amphibious. Aina can breathe air and water.


Innate Spellcasting. Aina can innately cast the following
spells, requiring only verbal components:
At-will: control water, create water, water breathing
2/day: augury

ACTIONS
Freezing Touch. Melee Spell Attack: +8 to hit, reach 5 ft.,
one target. Hit: 31 (9d6) cold damage.

23
Stirge Will-o’-Wisp
Tiny beast, unaligned Tiny undead, chaotic evil
Armor Class 14 (natural armor) Armor Class 19
HP 2 (1d4) HP 22 (9d4)
Speed 10 ft., fly 40 ft. Speed 0 ft., fly 50 ft. (hover)
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
4 (−3) 16 (+3) 11 (+0) 2 (−4) 8 (−1) 6 (−2) 1 (−5) 28 (+9) 10 (+0) 13 (+1) 14 (+2) 11 (+0)
Senses darkvision 60 ft., passive Perception 9 Damage Immunities lightning, poison
Languages — Damage Resistances acid, cold, fire, necrotic, thunder;
Challenge 1/8 (25 XP) bludgeoning, piercing, and slashing from nonmagical
attacks
Actions Condition Immunities exhaustion, grappled, paralyzed,
poisoned, prone, restrained, unconscious
Blood Drain. Melee Weapon Attack: +5 to hit, reach 5 ft.,
Senses darkvision 120 ft., passive Perception 12
one creature. Hit: 5 (1d4 + 3) piercing damage, and the
Languages the languages it knew in life
stirge attaches to the target. While attached, the stirge
Challenge 2 (450 XP)
doesn’t attack. Instead, at the start of each of the stirge’s
turns, the target loses 5 (1d4 + 3) hit points due to blood Consume Life. As a bonus action, the will-o’-wisp can target
loss. one creature it can see within 5 feet of it that has 0 hit
The stirge can detach itself by spending 5 feet of its points and is still alive. The target must succeed on a DC 10
movement. It does so after it drains 10 hit points of blood Constitution saving throw against this magic or die. If the
from the target or the target dies. A creature, including the target dies, the will-o’-wisp regains 10 (3d6) hit points.
target, can use its action to detach the stirge.
Ephemeral. The will-o’-wisp can’t wear or carry anything.
Incorporeal Movement. The will-o’-wisp can move through
Giant Toad other creatures and objects as if they were difficult terrain.
Large beast, unaligned It takes 5 (1d10) force damage if it ends its turn inside an
Armor Class 11 object.
HP 39 (6d10 + 6) Variable Illumination. The will-o’-wisp sheds bright light in
Speed 20 ft., swim 40 ft. a 5- to 20-foot radius and dim light for an additional number
STR DEX CON INT WIS CHA of feet equal to the chosen radius. The will-o’-wisp can alter
15 (+2) 13 (+1) 13 (+1) 2 (−4) 10 (+0) 3 (−4) the radius as a bonus action.

Senses darkvision 30 ft., passive Perception 10 Actions


Languages —
Shock. Melee Spell Attack: +4 to hit, reach 5 ft., one
Challenge 1 (200 XP)
creature. Hit: 9 (2d8) lightning damage.
Amphibious. The toad can breathe air and water. Standing Invisibility. The will-o’-wisp and its light magically become
Leap. The toad’s long jump is up to 20 feet and its high invisible until it attacks or uses its Consume Life, or until its
jump is up to 10 feet, with or without a running start. concentration ends (as if concentrating on a spell).

Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 7 (1d10 + 2) piercing damage plus 5 (1d10) poison
damage, and the target is grappled (escape DC 13). Until
this grapple ends, the target is restrained, and the toad can’t
bite another target.
Swallow. The toad makes one bite attack against a Medium
or smaller target it is grappling. If the attack hits, the target
is swallowed, and the grapple ends. The swallowed target
is blinded and restrained, it has total cover against attacks
and other effects outside the toad, and it takes 10 (3d6) acid
damage at the start of each of the toad’s turns. The toad can
have only one target swallowed at a time. If the toad dies,
a swallowed creature is no longer restrained by it and can
escape from the corpse using 5 feet of movement, exiting
prone.

24
A humanoid slain by this attack rises 24 hours later as a
Richard the Zombie zombie under the wight’s control, unless the humanoid is
Medium undead, neutral
restored to life or its body is destroyed. The wight can have
Armor Class 8 no more than twelve zombies under its control at one time.
HP 22 (3d8 + 9)
Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Speed 20 ft.
target. Hit: 13 (2d8 + 4) slashing damage, or 15 (2d10 + 4)
STR DEX CON INT WIS CHA slashing damage if used with two hands.
13 (+1) 6 (−2) 16 (+3) 10 (+0) 10 (+0) 5 (−3) Longbow. Ranged Weapon Attack: +7 to hit, range 150/600
ft., one target. Hit: 13 (2d8 + 4) piercing damage.
Saving Throws Wis +2
Damage Immunities poison
Condition Immunities poisoned Brother Morton
Senses darkvision 60 ft., passive Perception 8
Languages Common Medium humanoid, chaotic evil
Challenge 1/4 (50 XP) Armor Class 16 (natural)
Hit Points 150 (20d8 + 60)
Undead Fortitude. If damage reduces the zombie to 0 hit Speed 30 ft., swim 50 ft.
points, it must make a Constitution saving throw with a DC
of 5 + the damage taken, unless the damage is radiant or STR DEX CON INT WIS CHA
from a critical hit. On a success, the zombie drops to 1 hit 20 (+5) 8 (-1) 16 (+3) 10 (+0) 10 (+0) 16 (+3)
point instead.
Condition Immunities exhaustion
Senses darkvision 60 ft., passive Perception 10
Actions Languages Understands common but can’t speak
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one Challenge 6 (2,300 XP)
target. Hit: 4 (1d6 + 1) bludgeoning damage.
Amphibious. Brother Morton can breathe air and water.

Barrow Wight ACTIONS


Medium undead, neutral evil
Multiattack. Brother Morton can make three attacks: one
Armor Class 16 (studded leather) with his bite, two with his claws.
HP 105 (14d8 + 42)
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Speed 30 ft.
Hit: 14 (2d8 + 5) piercing damage.
STR DEX CON INT WIS CHA Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one
19 (+4) 18 (+4) 16 (+3) 10 (+0) 13 (+1) 15 (+2) target. Hit: 10 (1d10 + 5) slashing damage.
Skills Perception +4, Stealth +6
Damage Resistances necrotic; bludgeoning, piercing, and
slashing from nonmagical attacks that aren’t silvered
Dread Skeleton
Damage Immunities poison Medium undead, lawful evil
Condition Immunities exhaustion, poisoned Armor Class 14 (armor scraps)
Senses darkvision 60 ft., passive Perception 14 Hit Points 19 (3d8 + 6)
Languages the languages it knew in life Speed 30 ft.
Challenge 6 (2,300 XP)
STR DEX CON INT WIS CHA
Brute. A melee or ranged weapon deals an extra die of its 10 (+0) 16 (+3) 15 (+2) 6 (−2) 8 (−1) 5 (−3)
damage when the barrow wight hits with it (included in the
Damage Vulnerabilities bludgeoning
attack).
Damage Immunities poison
Sunlight Sensitivity. While in sunlight, the barrow wight Condition Immunities exhaustion, poisoned
has disadvantage on attack rolls, as well as on Wisdom Senses darkvision 60 ft., passive Perception 9
(Perception) checks that rely on sight. Languages understands all languages it knew in life but
can’t speak
Actions Challenge 1/2 (100 XP)
Multiattack. The barrow wight makes two longsword
attacks or two longbow attacks. It can use its Life Drain in ACTIONS
place of one longsword attack. Multiattack. The dread skeleton makes two claw attacks.
Life Drain. Melee Weapon Attack: +7 to hit, reach 5 ft., Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one
one creature. Hit: 11 (2d6 + 4) necrotic damage. The target target. Hit: 5 (1d4 + 3) piercing damage.
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.

25

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