Roll
Monsters
1
4 Deviate Venomwings
2
3 Deviate Raptors
3
1 Nightmare Ectoplasm, 2 Deviate Lurkers
4
2 Deviate Raptors, 1 Deviate Lurker
5
1 Deviate Raptor, 2 Deviate Venomwings
6
1 Nightmare Ectoplasm, 2 Deviate Venomwings
As Naralex descended deeper into his nightmare, a strange breed of beasts arose from beneath the Barrens into the Wailing Caverns. These deviate creatures have strange, otherworldly properties. Their very existence causes great pain to the earth. I believe that slaying them will greatly aid our work in healing the caverns. If you feel up to the task, slay as many as you can and bring me their scales, only perfect specimens will do. With enough of them, I may be able to use them to improve your armor against poison and decay. When the adventurers kill a Deviate Adder, Deviate Crocolisk, Deviate Lurker, Deviate Python, Deviate Raptor, or Deviate Venomwing they can make a DC12 Survival Check to s kin the beast, on a successful one they collect 1d4 Perfect Deviate Scales. For every 5 Perfect Deviate Scales the adventurers bring to Nalpak he can add the following effect to one set of armor: "While wearing this armor, the bearer may as a free action become resistant to poison and acid damage for one minute. This effect can be used once per day. Additionally, this armor is immune to corrosion from Nightmare Ectoplasms. " .
There is an herb in these caverns that holds untold power, . Perhaps you wish to help me collect it? It is a rare flower called Serpentbloom. I believe that in greater quantities it has the potential to prevent nightmares like Naralex's from ever occurring. Unfortunately, Serpentbloom can only be found in the darkest recesses of this place. Bring me any that you find and I can make you healing poultices to assist you in the caverns. Once per location, one adventurer can search for Serpentbloom by making a D12 Nature Check, finding 1d6 Serpentbloom on a successful one, half as much on a failed one. If any monsters are currently alive in the area, this roll is made with disadvantage. For every 3 Serpentbloom the adventurers bring to Nalpak he gives them a Serpentbloom Poultice *** Serpentbloom Poultice.*** A character who drinks the magical dark purple fluid in this vial regains 2d4 + 2 hit points and gains advantage on saving throws against poison for I hour. It confers no benefit to undead or constructs. Drinking or administering this poultice takes an action.
Naralex had a noble goal. Our great leader aspired to enter the Emerald Dream and help regrow these harsh lands back into the lush forest it once was. But something went terribly wrong. Naralex's trusted allies, the Druids of the Fang, turned on him! They seek not to heal the Barrens, but to dominate it. Adventurers, before we can awaken Naralex and restore balance to this vital place, you need to eradicate the Fanglords. Their influence has sunk too deeply. Speak to me further if you want to learn about each of the four fanglords.
Naralex sleeps again! Long ago, Naralex journeyed to this cavern with the honorable goal of entering the Emerald Dream and regrowing the Barrens into a lush forest. His focus waned and his thoughts became tainted by serpentine visions. Now, reptilian beasts seep from his dreams to the land. He must be awoken from the nightmare or he will be forever lost, and a great evil unleashed. Only after his corrupted servants, the fanglords, have been slain can I perform the awakening ritual. Speak with Ebru to learn more of the fanglords.
Scarletleaf, or Lady Anacondra as she calls herself now, is a powerful spellcaster. She maintains a powerful aura to protect herself in close combat. She maintains a telepathic connection with the other fanglords. I would suggest taking her down first to disrupt their communication. Lord Pythas, or Aryn as he was once known, is a skilled melee combatant. He traditionally wields two axes and strikes with lightning speed. Keep him at arm's length if you can as his axes will bite deeper than any serpent in these caverns. arlaxla has always been a talented shapeshifter. Mammals, birds, fish, you name hit he could learn to morph into it. More recently he has taken a liking to a form from which he takes his new name, a deadly cobra. Serpentis is the leader of the fanglords. He has now declared himself The Serpent King . He has always been ambitious, first seeking to be a shan'do or great teacher at an earlier age than any before him. This ambition, however, may have led to his current state. Be warned, he is a dangerous foe. These wounds you see are testament to that fact. "
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Delve deeper into the Wailing Caverns and defeat the four fanglords within. Return to the Disciples' Haven once the deed is complete so Muyoh can begin the awakening ritual to free Naralex from his nightmare.
Medium humanoid (night elf), chaotic evil
Armor Class 12 Hit Points 27 (5d8 + 5) Speed 30 ft. STR
DEX
CON
INT
WIS
CHA
10 (0) 14 (+2) 12 (+1) 12 (+1) 16 (+3) 11 (+0)
Damage Immunities poison Skills Nature +3, Perception +5 Senses passive Perception 15 Languages Druidic, Common, Elvish Challenge 1 (200 XP)
Spellcasting. Anacondra is a 3rd level spellcaster. Her spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It has the following spells prepared: Cantrips (at will): shocking grasp 1st level (3 slots): cure wounds, sleep
Thorns Aura. When Lady Anacondra or creatures friendly to and within 15 ft of her are hit with melee weapon or spell attacks, the attacker takes 2 (1d4) piercing damage.
Actions Quarterstaff. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage.
Large beast, unaligned
Armor Class 16 Hit Points 42 (5d10 + 15) Speed 20 ft., swim 20 ft. STR
DEX
CON
INT
WIS
CHA
16 (+3) 10 (+0) 16 (+3) 2 (-4) 10 (+0) 5 (-3)
Damage Immunities poison Senses passive Perception 10 Languages — Challenge 1 (100 XP)
Hold Breath. Kresh can hold its breath for 15 minutes.
Actions Crushing Bite Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage, and if the target is wearing nonmagical armor, its armor is partly crushed and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.
Medium humanoid (night elf), chaotic evil
Armor Class 13 Hit Points 32 (5d8 + 10) Speed 30 ft. STR
DEX
CON
INT
WIS
CHA
16 (+3) 11 (+0) 14 (+2) 12 (+1) 12 (+1) 11 (+0)
Damage Immunities poison Skills Nature +3, Perception +3 Senses passive Perception 13 Languages Druidic, Common, Elvish Challenge 1 (200 XP)
Spellcasting. Pythas is a 3rd level spellcaster. His spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). He has the following spells prepared: Cantrips (at will): shocking grasp 1st level (3 slots): cure wounds, sleep, thunder clap
Actions Multiattack. Pythas makes two melee attacks. Handaxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Roll
Monsters
1
1 Druid of the Fang, 1 Deviate Python
2
1 Druid of the Fang, 1 Deviate Adder
3
1 Druid of the Fang
4
1 Deviate Adder, 1 Deviate Python
5
2 Deviate Pythons
6
2 Deviate Adders
Medium humanoid (night elf), chaotic evil
Armor Class 13 Hit Points 27 (5d8 + 5) Speed 30 ft. STR
DEX
CON
INT
WIS
CHA
10 (0) 16 (+3) 12 (+1) 12 (+1) 12 (+1) 11 (+0)
Damage Immunities poison Skills Nature +3, Perception +3 Senses passive Perception 13 Languages Druidic, Common, Elvish Challenge 1 (200 XP)
Spellcasting. Cobrahn is a 3rd level spellcaster. His spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). He has the following spells prepared: Cantrips (at will): poison spray, shocking grasp 1st level (3 slots): cure wounds, sleep
Actions Multiattack (Wild Shape only). Cobrahn makes two melee attacks. Claw Weapon. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 3) slashing damage. Wild Shape (Recharges after a Short or Long Rest). Lord Cobrahn can use a bonus action to assume the shape of a Deviate Adder. It follows the Wild Shape rules for the Druid class.
Large beast, chaotic neutral
Armor Class 15 Hit Points 45 (6d10+ 12) Speed 40 ft. STR
DEX
CON
INT
WIS
CHA
18 (+4) 8 (-1) 15 (+2) 2 (-4) 12 (+1) 5 (-2)
Damage Immunities lightning, poison Senses passive Perception 11 Languages — Challenge 2 (200 XP)
Charge. If Skum moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
Actions Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 4) bludgeoning damage. Chained Bolt. Ranged Spell Attack: +4 to hit, range 30 ft., one target. 11 (2d10) lightning damage. If the closest creature to this target is within 15 feet of it, that creature takes 5 (1d10) lightning damage.
Roll
Monsters
1
1 Druid of the Fang, 2 Deviate Lashers
2
1 Nightmare Ectoplasm, 1 Druid of the Fang
3
5 Deviate Lashers
4
1 Druid of the Fang, 2 Deviate Lashers
5
2 Deviate Shamblers
6
1 Deviate Shambler, 3 Deviate Lashers
large plant, chaotic neutral
Armor Class 14 Hit Points 51 (6d10 + 18) Speed 20 ft. STR
DEX
CON
INT
WIS
CHA
18 (+4) 9 (-1) 16 (+3) 3 (-4) 12 (+1) 3 (-4)
Damage Immunities poison Damage Resistances bludgeoning, piercing Damage Vulnerabilities fire Senses passive Perception 11 Languages — Challenge 2 (200 XP)
Medium humanoid (night elf), chaotic evil
Armor Class 13 Hit Points 32 (5d8 + 10) Speed 30 ft. STR
DEX
CON
Actions INT
WIS
CHA
16 (+3) 11 (+0) 14 (+2) 12 (+1) 14 (+2) 11 (+0)
Damage Immunities poison Skills Nature +3, Perception +4 Senses passive Perception 14 Languages Druidic, Common, Elvish Challenge 1 (200 XP)
Spellcasting. Pythas is a 3rd level spellcaster. His spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). He has the following spells prepared: Cantrips (at will): shocking grasp 1st level (3 slots): cure wounds, sleep
Actions Battleaxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) slashing damage.
Slam. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) bludgeoning damage. Wild Regeneration (Recharge 5-6). Verdan the Everliving regains 4 (1d8) hit points. Until this effect is cancelled, Verdan regains 3 (1d6) hit points at the start of its turn. This effect is cancelled if it takes acid or fire damage. This action cannot be used if Verdan is currently under the effect of Wild Regeneration. Grasping Vines (Recharge 6). Grasping vines sprout from the ground in a 20 foot circle around Verdan the Everliving, turning the ground in the area into difficult terrain. Creatures in this area must succeed on a DC 13 Strength saving throw or be Restrained by the vines and take 3 (1d6) bludgeoning damage. A creature restrained by the vines can use its action to make a DC 13 Strength check. On a success, it frees itself.
Large humanoid (murloc), chaotic evil
Armor Class 14 Hit Points 45 (6d10 + 12) Speed 30 ft., swim 30 ft. STR
DEX
CON
INT
WIS
CHA
16 (+3) 10 (+0) 14 (+2) 8 (-1) 16 (+3) 11 (+0)
Damage Immunities acid, poison Senses passive Perception 13 Languages — Challenge 2 (400 XP)
Spellcasting. The murloc is a 4th level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It has the following spells prepared: Cantrips (at will): poison spray 1st level (3 slots): thunder wave 2nd level (2 slots): sleep (2nd level) 3rd level (2 slots): fear
Actions Nightmare Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage plus 3 (1d6) necrotic damage. Any creature hit by this attack has disadvantage on their next saving throw against a spell cast by Mutanus.
Component
Source
Belt of the Fang
Lady Anacondra
Footpads of the Fang
Lord Serpentis
Gloves of the Fang Leggings of the Fang Armor of the Fang
Druid of the Fang Lord Cobrahn Lord Pythas
Medium beast, chaotic neutral
Armor Class 14 Hit Points 11 (2d8 + 2) Speed 30 ft., swim 30 ft. STR
DEX
CON
INT
WIS
CHA
Small plant, chaotic neutral
10 (+0) 18 (+4) 13 (+1) 2 (-4) 14 (+2) 3 (-4)
Armor Class 10 Hit Points 9 (2d6 + 2) Speed 25 ft.,
Damage Immunities poison Senses blindsight 10 ft., passive Perception 12 Languages — Challenge 1/4 (50 XP)
STR
Actions
CON
INT
WIS
CHA
10 (+0) 14 (+2) 12 (+1) 2 (-4) 10 (+0) 1 (-5)
Poison Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 6 (1d4 + 4) piercing damage and the target must succeed on a DC 12 Constitution saving throw or become Poisoned and takes 3 (1d6) poison damage at the start of their turn. The saving throw may be repeated at the end of the target's turn. On a success, end this effect.
Armor Class 13 Hit Points 19 (3d10 + 3) Speed 20 ft., swim 30 ft. DEX
CON
Damage Immunities poison Damage Vulnerabilities fire Senses tremorsense 30 ft., passive Perception 10 Languages — Challenge 1/8 (25 XP)
Actions Vine Slash. All hostile targets within 5 ft. must make a DC 12 Dexterity saving throw, or take 4 (1d4 + 2) slashing damage.
Large beast, chaotic neutral
STR
DEX
Medium beast, chaotic neutral
INT
WIS
CHA
15 (+2) 10 (+0) 13 (+1) 2 (-4) 10 (+0) 5 (-3)
Senses passive Perception 10 Languages — Challenge 1/4 (100 XP)
Hold Breath. The crocolisk can hold its breath for 15 minutes.
Actions Crippling Bite Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage and the target must succeed on a DC 12 Constitution saving throw or become Poisoned, have their speed halved, and take 3 (1d6) poison damage at the start of their turn. The saving throw may be repeated at the end of the target's turn. On a success, end this effect.
Armor Class 13 Hit Points 16 (3d8 + 3) Speed swim 40 ft. STR
DEX
CON
INT
WIS
CHA
15 (+2) 10 (+0) 12 (+1) 2 (-4) 10 (+0) 5 (-3)
Damage Immunities poison Senses passive Perception 10 Languages — Challenge 1/2 (100 XP)
Hold Breath. The lurker can hold its breath for 1 hour.
Actions Bite Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage,
Medium beast, chaotic neutral
Medium plant, chaotic neutral
Armor Class 13 Hit Points 13 (2d8 + 4) Speed 30 ft., swim 30 ft.
Armor Class 13 Hit Points 32 (5d8 + 10) Speed 25 ft.
STR
DEX
CON
INT
WIS
CHA
15 (+2) 14 (+2) 14 (+2) 2 (-4) 14 (+2) 3 (-4)
Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Constrict. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) bludgeoning damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained and the python can not constrict another target.
Medium beast, chaotic neutral
Armor Class 14 Hit Points 13 (3d8) Speed 50 ft. DEX
CON
INT
WIS
DEX
CON
INT
WIS
CHA
16 (+3) 9 (-1) 15 (+2) 3 (-4) 12 (+1) 3 (-4)
Damage Immunities poison Damage Resistances bludgeoning, piercing Damage Vulnerabilities fire Senses passive Perception 11 Languages — Challenge 1 (200 XP)
Damage Immunities poison Senses blindsight 10 ft., passive Perception 12 Languages — Challenge 1/4 (50 XP)
STR
STR
CHA
13 (+1) 17 (+3) 11 (+0) 7 (-2) 12 (+1) 4 (-4)
Damage Immunities poison Senses passive Perception 14 Languages — Challenge 1/2 (100 XP)
Pack Tactics. The raptor has advantage on attack rolls against a creature if at least one of the raptor's allies is within 5 feet of the creature and the ally isn't incapacitated. Pounce. If the raptor moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. On a success, the raptor may make one bite attack against it as a bonus action.
Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Actions Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) bludgeoning damage. Wild Regeneration (Recharge 5-6). The shambler regains 3 (1d6) hit points. Until this effect is cancelled, the shambler regains 2 (1d4) hit points at the start of its turn. This effect is cancelled if the shambler takes acid or fire damage. Until this effect ends, the shambler cannot use Wild Regeneration.
Medium beast, chaotic neutral
Medium ooze, chaotic neutral
Armor Class 13 Hit Points 11 (2d8 + 2) Speed 20 ft., fly 40 ft.
Armor Class 8 Hit Points 19 (3d8 + 6) Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
8 (-1) 14 (+2) 12 (+1) 2 (-4) 14 (+2) 3 (-4)
Damage Immunities poison Senses passive Perception 12 Languages — Challenge 1/4 (50 XP)
STR
DEX
CON
12 (+1)
6 (-2)
15 (+2)
INT
WIS
CHA
1 (-5) 6 (-2) 2 (-4)
Damage Immunities poison Damage Resistances acid, cold, fire Senses blindsight 60 ft. (blind beyond this radius) passive Perception 8 Languages — Challenge 1/2 (100 XP)
Actions Toxic Spit. Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 6 (1d8 + 2) poison damage.
Medium humanoid (night elf), chaotic neutral
Armor Class 11 Hit Points 22 (4d8 + 4) Speed 30 ft.
Amorphous. The ectoplasm can move through a space as narrow as 1 inch wide without squeezing Corrode Metal. Any nonmagical weapon made of metal that hits the ooze corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the ooze is destroyed after dealing damage. The ooze can eat through 2-inch-thick, nonmagical metal in 1 round.
Actions STR
DEX
CON
INT
WIS
CHA
10 (0) 14 (+2) 12 (+1) 12 (+1) 14 (+2) 11 (+0)
Damage Immunities poison Skills Nature +3, Perception +4 Senses passive Perception 14 Languages Druidic plus any two languages Challenge 1 (200 XP)
Spellcasting. The druid is a 3rd level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It has the following spells prepared: Cantrips (at will): shocking grasp 1st level (3 slots): cure wounds, sleep
Actions Claw Weapon. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage. Wild Shape (Recharges after a Short or Long Rest). The druid assumes the shape of a Deviate Adder. It follows the Wild Shape rules for the Druid class.
Pseudopod. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage plus 7 (2d6) acid damage, and if the target is wearing nonmagical metal armor, its armor is partly corroded and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.