TEXT: the allure of poison
  the allure of poison
  The allure of poison is a Dungeons & Dragons adventure designed for a group of four 
  or five players of 5th-level characters. This adventure is designed to be dropped in any 
  Dungeons & Dragons setting. The adventure should take 2-3 hours to complete.
  By Erik Horváth
  
  the allure of poison
  2
  Table of contents
  Section 
  Page
  Background and Synopsis 
   
   
   
   
   
   
  3
  Calm like pond water / Beginning  
   
   
   
   
  4
  Navo’s Home  
   
   
   
   
   
   
   
   
  5
  The Bath house, level 1  
   
   
   
   
   
   
  9
  The Bath house, level 2  
   
   
   
   
   
         12
  Final Development  
   
   
   
   
   
   
         15
  Appendix - Stat blocks  
   
   
   
   
   
         16 
      
  
  the allure of poison
  3
  placing the adventure
  This adventure is best used in between other 
  adventures. It can substitute for downtime or 
  provide additional challenge while the party is 
  on the road to their next destination.
  The adventure takes place at any road 
  outside of a town or village. Navo lives a 
  solitary life and the isolation of his home 
  should reflect this. 
  The adventure mildly refers to Sharess, a 
  deity from the forgotten realms. In case your 
  setting’s pantheon doesn’t include Sharess, 
  feel free to change some details in the 
  adventure.
  background
  • 
  Navo Purebrew is a master distiller who 
  recently discovered a new way of producing 
  a strong alcoholic beverage, a kind of 
  spirits, called Wassetian Strong. For this 
  procedure he needs the magical thermal 
  waters beneath his house. Two water 
  weirds help him guard these waters. Navo 
  has the priviledge of calling a water Genie, 
  named Wassetu the Pure, his friend. The 
  elementals were provided by Wassetu 
  under the condition Navo will continue to 
  produce the highest quality spirits bearing 
  the marid’s name.
  • 
  The two water weirds in Navo’s basement 
  accidentally mixed their elemental water 
  with the magical spirits Navo produced. 
  This drove the weirds insane and drunk 
  with the need of replacing all of their 
  elemental water with the spirits
  • 
  Navo’s basement with the barrels of spirits 
  is kept cool with an evocation rune that 
  produces cold. This rune was disrupted 
  by the water weirds, now it chills the room 
  to arctic temperatures. This extreme cold 
  and the magical energies lured some ice 
  mephits from the elemental plane. Now 
  the mephits and the elementals live in 
  symbiosis, as long as the storage room 
  stays cold.
  • 
  Unable to come to terms with the water 
  weirds, Navo was forced out of his home by 
  the water elemental,ice mephits and a few 
  Kuo-toa that serve the two water weirds. 
  • 
  Now the weirds want to absorb every single 
  barrel of spirits that is to be found in the 
  basement.
  synopsis
  • 
  Navo is a Calishite human in his late 
  years. His head is completely bald but he 
  sports a fancy looking white beard with 
  a twirled mustache. Navo speaks in a 
  somewhat posh manner and likes to keep 
  things simple. He likes to keep his own 
  secrets.
  • 
  Navo is waiting outside until someone 
  capable comes his way. He only had time 
  to bring along a bottle of Wessetian strong, 
  which he finishes when the party comes 
  his way, and his bow, because in the worst 
  case he is ready to set the whole house on 
  fire with a flaming arrow.
  • 
  The party meets Navo Purebrew watching 
  his house from a safe distance. He is 
  reluctant to inform the party where he got 
  the elementals from.
  • 
  Another adventuring group offered their 
  aid to Navo, but they entered the house 
  more than an hour ago. Navo fears they 
  might be already dead.
  • 
  The party is asked to do the following 
  things:
  - retrieve an ornamented golden lamp
  - slay any elementals they meet, especially 
  Fluvis and Hasnia; the two water weirds in 
  the basement.
  - save the survivors from the previous 
  party, if any.
  • 
  The previous party consists of a cleric 
  named Liz Lightspire, a rogue named 
  Ranel Stormsilver and a fighter named 
  Alamun Roseguard.
  a word to the dm
  This adventure can be run with minimal 
  preparation but reading through the whole 
  document is strongly advised before running 
  the game. 
  Creatures mentioned in this adventure are 
  written in bold and can be found in the 
  Monster Manual. Some of them are also 
  clickable and are in the appendix of this 
  document for convenience
  Magic items are written in Italic and can be 
  found in the Player’s handbook or Dungeon 
  master’s guide.
  
  the allure of poison
  4
  calm like pond water
  The adventure begins when the party spots 
  Navo Purebrew (NG male Calishite noble) on 
  the side of the road they are travelling on. 
  Read the boxed text below when you’re ready 
  to start, or feel free to begin the adventure 
  with your own introduction. Navo is slightly 
  tipsy from the spirits he’s been drinking, so 
  perform his introduction adequately.
  WHAT NAVO KNOWS
  Navo is holding a bottle of Wassetian Strong, 
  his iconic alcoholic beverage. Navo is slightly 
  intoxicated from the spirits. He was forced 
  out of his own home by ice mephits and the 
  water elemental who turned against him on 
  command of the water weirds, Fluvis and 
  Hasnia. 
  Navo acquired the elemental creatures 
  through an agreement with a marid, a water 
  genie, called Wassetu the pure. Wassetu 
  originally planned on kidnapping Navo so he 
  could brew fantastic beverages for the genie, 
  but later decided Navo was more useful to him 
  if the human spread word of his excellency, 
  the genie, through naming his drink after 
  him. For this task, he was given two water 
  weirds who help him in the distilling process.
  After a recent accident with a barrel of 
  spiritss, the water weirds fused with the 
  beverage and went mad. Now all they crave is 
  more Wassetian strong so they can fuse all of 
  their elemental water with it. 
  Navo keeps the recipe only in his head and 
  he would rather die than to share it.
  WHAT NAVO SHARES
  Navo is very secretive about his connections 
  with the water genie. He only tells them the 
  following information:
  • 
  There are two “water monsters” in his 
  basement and a few other “ice demons” 
  running about in his house. The basement 
  can be accessed via a trap door in a stone 
  building next to his house. The elementals 
  must be slain. If asked about their origin, 
  Navo tells them they “just appeared”. If 
  pressed, a succesful DC 15 Charisma 
  (Persuation) check can convince him to 
  tell them they were a “gift from a powerful 
  friend”. He is only  willing to tell them 
  more after they give him the lamp.
  • 
  Navo alredy gave his keys from the 
  basement to previous adventurers, but 
  he has a spare in his bedroom in a 
  glass container with a centipede inside. 
  This centipede is Navo’s pet, Franz. 
  It’s aquarium contains the key to the 
  basement. He asks them to get the key 
  from the centipede without hurting him. 
  • 
  In his bathroom is an empty ornamental 
  lamp on a shelf, bring it back at all costs. 
  They can keep anything else they find in 
  the house as payment for their work.
  • 
  Another party of adventurers went in more 
  than an hour ago. Navo believes they all 
  died, but urges the party to look for them 
  nonetheless. If the party is not able to 
  come out in less than an hour, Navo will 
  assume they all died and will set his own 
  house on fire moonshine-drenched flaming 
  arrows. Navo is open to alternative ideas, 
  but this is his last resort.
  As you tread along the road to your next 
  destination of choice, the otherwise boring 
  journey is interrupted by a curious scene. 
  Ahead of you, just a stone’s throw away, 
  sits a figure on an old wooden bench in a 
  seemingly uncomfortable position. It’s a 
  brown skinned man clutching a curiously 
  labelled bottle in his left hand, from which 
  he takes regulas sips, and a bow in his right 
  hand. Once you walk closer, it seems like 
  his eyes are fixated on a house not far from 
  him. After a short while the man turns his 
  head in your direction. With a clumsy hand 
  gesture he beckons you to come closer. 
  Navo’s one hour ultimatum should ensure that the 
  players keep going forward and prevents long rests 
  between encounters. Feel free to leave it out if you 
  want to give your players more time to explore.
  
  the allure of poison
  5
  navo’s home
  Navo built his home next to a crumbling, 
  abandoned chapel (9) dedicated to Sharess, 
  deity of hedonism, festhalls and sensual 
  fulfillment. His house is impressive and the 
  chapel is now restored to it’s full glory. True to 
  Sharess’s portfolio, this chapel is actually the 
  main entrance to an underground bath house 
  system, where her worshippers pursued the 
  pleasures of life.
  Now the chapel serves as a workshop and 
  also a place of worship for Navo. The baths 
  underneath the chapel serve as storage areas, 
  fermenting and distilling stations and home to 
  the elementals. Nevertheless Navo renovated 
  the bath house out of respect for the deity.
  All locations mentioned in this part of the 
  adventure are keyed to MAP 1 on page6.
  GENERAL FEATURES
  The house is elevated on a wooden base with 
  slim brick walls. Low wooden fence encircles 
  the back yard where the chapel is located.
  Ceilings. Each room is 10 feet high with flat 
  ceilings. The chapel’s interior is 15 feet high 
  with a cupola.
  Doors. All doors are made of wood with iron 
  handles, hinges, and built-in locks and are 
  unlocked unless the text states otherwise.
  Light. Each room is lit with wall mounted 
  ornamented oil lamps that need to be refilled 
  every few hours. Each room contains 2 lamps 
  and each is worth 3 gp.
  Floors. Each room in the house has wooden 
  floors covered with carpets. The chapel’s floor 
  is roughly-hewn cobblestone.
  1. FRONT YARD 
  A dirt road leads from Navo’s bench to the 
  main entrance. There is nothing unusual out 
  here, but the window has soft frost on the 
  inside. The door handle is uncomfortably cold, 
  but not dangerous. Peeking inside trough the 
  window or the door to see area 2 is possible.
  Slightly to the east from the main entrance, 
  about 30 feet, starts the small wooden fence 
  that surrounds the backyard. Getting to the 
  fence requires someone to remove the thicked 
  that covers the area outside of the fence. This 
  thicked also grants advantage on stealth rolls 
  if used to hide in. Once close to the fence, the 
  backyard (8) is visible.
  2. GUEST ROOM
  The east part of this room is the entrance 
  area, adorned with the pelt of a huge bear. 
  The west part is where the guests are seated. 
  Here a cold fireplace, some comfortable 
  furniture and a few empty bookshelves fill the 
  room.
  Signs of battle
  The room shows obvious signs of battle. The 
  previous party fought and defeated an Ice 
  mephit here, and one of them got injured 
  by the mephit’s Death burst ability. Tiny ice 
  shards cover the floor and blood is sprayed 
  across the southern wall of the entrance area.
   A succesful DC 10 Intelligence 
  (investigation) roll reveals that a small icy 
  explosion left frost marks in a circular 
  shape on the floor, and the shards are sharp 
  enough to injure somebody standing near the 
  explosion.
  Treasure
  The bear pelt is worth 10 gp and weighs 3 lbs.
  There is a bronze ornamented teapot in the 
  guest room worth 5 gp.
  3. CORRIDOR
  This L shaped corridor has 6 oil lamps 
  hanging on the walls. Doors lead to area 4, 5 
  and 8 from here. There is very light snow on 
  the floor. At the end is a small table with a 
  tiny stone statue in the shape of magnificent 
  person with a fish head. The statue is 
  worthless.
  Just as the corridor forks to the east, four 
  medium sized icycles block the way.The icy 
  stalagmites are actually four Ice mephits who 
  wanted to break off the statue, but got tired in 
  trying. They are aware of the party but remain 
  hidden using their false appearance until a 
  chance to ambush them arises. They fight to 
  the death, cackling and laughing as they do.
  As you approach the house a cold breeze 
  touches your skin. You see the main entrance, 
  a slightly elevated wooden base with a little 
  empty terrace. Looking around, you spot a 
  backyard with a low wooden fence around it 
  hidden behind a thicket. You also see a small 
  building further in the yard with a different 
  architecture to the main house. 
  
  the allure of poison
  6
  map 1
  4. BEDROOM
  A very busy looking and untidy room that 
  serves as a place to sleep and a place to 
  work. Research documents about distilling 
  techniques, vegetables and spices litter the 
  floor and the desk in the south-west corner. 
  On a shelf on the southern wall are several 
  experimental brews laid out labelled by 
  seemingly random names (see Experimental 
  brews). Any character who succeds on a DC 
  12 Wisdom (perception) or an Intelligence 
  (investigation) roll finds the notes describing 
  the brews with the right names. 
  In the north-east corner is a table with 
  a sizeable glass container on it. A giant 
  centipede is twirled around a bronze key. 
  The name Franz is written on the lid of the 
  container. Getting the key requires either 
  killing the critter and risking getting stung, 
  or snatching the key with a succesful DC 15 
  Dexterity (sleight of hands) roll. On a fail, the 
  centipede can use it’s reaction as an attack 
  of opportunity with advantage. The giant 
  centipede cannot be surprised. There also 
  may be other creative ways to get the key from 
  Franz.
  Treasure
  Underneath one of the pillows on the bed is 
  a small pouch containing 12 sp. Underneath 
  the bed is another pouch containing 20 sp.
  5. BATHROOM
  This small room has a tiny dim window on 
  the southern wall, big enough only for a small 
  sized creature. There is only a bath tub, a few 
  copper tubings with faucets and a shelf with 
  nothing but dust on it. In one place the dust 
  was swept recently. Liz Lightspire took the oil 
  lamp with her. She is now in area D5 (map 3)
  6. LOUNGE
  This room is distinctively well decorated.
  Almost the entirety of the eastern wall is made 
  up of two huge glass panels. This provides a
  Experimental brews
  Ozan - A very tasty rum that makes anybody able 
  to sing. Gives advantage on Charisma (performance) 
  rolls relying on singing. Single use.
  Arkadaş - An aromatic moonshine that, when gifted, 
  makes the recipient more friendly. Replicates the 
  Charm person spell effect. DC 11; Single use.
  Düşman - A bitter tasting brew that, when spewed 
  trough a flame or torch, replicates the fire version of 
  the dragonborn’s breath weapon. DC 11; Single use.
  
  the allure of poison
  7
  pleasant view to the outside garden (8). A 
  sliding glass door on the southern wall, which 
  leads to the porch, is shattered and swung 
  open.
  Temperature. The air in this room is very 
  chilly. Water vapor is noticable as the player 
  characters exhale air.
  Voices. Vicious, almost child like cackles 
  can be heard from the door on the western 
  wall that leads to area 7. 
  Statue. A statue of a beautiful, voluptuous 
  woman with the head of a cat stands in the 
  north-eastern corner of the room. A succesful 
  DC 10 Intelligence (religion) check reveals that 
  this is Sharess, deity of hedonism, festhalls 
  and sensual fulfillment.
  Signs of battle
  Another icy explosion can be found in the 
  center of this room, completely identical to the 
  one found in area 2. This time, much more 
  red blood is spilled over the walls and floors. 
  It is obvious that a bloody body was dragged 
  along the floor into area 7.
  Treasure
  Two paintings of nude women enjoying wine 
  hangs on the northern wall. One painting of 
  an old bearded man sitting on a rock hangs 
  on the southern wall. Each painting is worth 
  50 gp as art pieces. 
  A +1 scimitar with an ornamented scabbard 
  lays on display on one of the shelves. The 
  other shelf holds 3 bottles of Wassetian 
  Strong, each worth 17 gp.
  7. KITCHEN
  This area consist of the kitchen itself, with 
  wooden worktables, a simple oven and a 
  basin with a copper tap above it, and a larder 
  in the southern end of the room. There is 
  no door between the two areas. There are 5 
  Ice mephit in the room and a jar of Swarm 
  of Poisonous Snakes in the larder. These 
  enemies are positioned differently depending 
  on the manner in which the party arrives. 
  This area also contains the body of Alamun 
  Roseguard.
  • 
  Stealth. If the party deliberately keeps 
  quiet or at least not very loud in area 
  6, they find the mephits laughing and 
  imitating human cries for help. It is 
  possible to surprise the mephits this way. 
  As they enter, the mephits are cutting and 
  goring a human fighter named Alamun 
  Roseguard in the basin, which is now filled 
  with blood. The jar of snakes remains in 
  the larder sealed, but if a fight breaks 
  out, one of the mephyts rushes back and 
  breaks the jar as an action. The snakes 
  ignore the mephits.
  • 
  Spells blazin’. If the mephits could hear 
  loud noises coming from area 6 they 
  prepare an ambush. All mephits move 
  to the larder and leave Alamun’s body 
  in the basin, dead, but still intact. Once 
  any character opens the door, one of the 
  mephits casts Fog Cloud while another one 
  opens the jar of snakes in the kitchen. The 
  mephits don’t leave their hiding place until 
  they must, rather they throw random junk 
  from the larder at the players for 1 damage 
  each and use their Frost breath ability.
  Read or paraphrase the boxed text aloud 
  to the player characters if they chose this 
  approach.
  Treasure
  The kitchen contains nothing of value, but 
  Alamun’s body can be looted, however this 
  act will be questioned later in the adventure. 
  Alamun carries 24 sp and wears a Ring Of 
  Protection that resembles two arms hugging 
  each other. This ring was given to him by his 
  mother and his companions will ask for it at 
  the end of the adventure.
  The pantry contains four healing potions and 
  enough rations to refill their supplies.
  8. BACKYARD
  It is possible to enter this area through area 
  3, 7 or 1. The yard is mostly empty, save for 
  the outhouse and an old well. The walkways 
  As you set foot in the next cold room, you find 
  yourself in a small, humble kitchen. You see 
  a workbench, an oven and a wooden basin, 
  containing the motionless body of a male 
  human. As you take a second look, you meet 
  the gaze of five pairs of cold eyes, hiding in 
  the darkness of a small room you just now 
  notice. Each pair of eyes betrays a smug smirk 
  underneath, as if they have been waiting for 
  you. Before you know it, the room fills up with 
  thick fog and maniacal laughter, followed with 
  a dozen hissing sounds.
  
  the allure of poison
  8
  are covered in soft snow. Small icy footprints 
  can be seen all over the place. There are no 
  monsters in the immediate vicinity.
  Outhouse. This small wooden cabin 
  contains no magical secrets. There is, 
  however, someone occupying it. The rogue 
  Ranel Stormsilver (NE Spy) is hiding here 
  from the Ice mephits. He is seriously 
  wounded and has only 1 hp left. He leaves the 
  outhouse only if he is promised a safe way out 
  from the area. Ranel can help pick the lock on 
  the grating in the well.
  Well. This stone well is dry and covered with 
  a wooden lid. Underneath the lid is an iron 
  grate with a big hardy lock ( Lockpicking DC 
  20). When opened, the well leads down to 
  area B6 and D5. Near area B5 is a small dent 
  in the wall from which Wassetian strong is 
  poured in short intervals. The well ends where 
  the ceiling of the last room of the bathouse 
  begins. Thick iron rods run trough the walls 
  which are impossible to bend. Players at the 
  bottom can peek into area D5. The well can 
  be climbed with a succesful DC 12 Strength 
  (Athletics) check.
  9. CHAPEL OF SHARESS
  A small chapel, once dedicated to Sharess, 
  now serves as a storage room for fermented 
  and labelled barrels of Wassetian strong. 
  Four barrels of labelled Wassetian strong are 
  placed on wooden racks. Each of the barrels 
  are uncorked and their contents spilled on 
  the ground. A strong stench of alcohol lingers 
  in the air. Next to the southern most barrel 
  stands a small ice statue - the dead body of 
  an ice mephit. Most of its body was crushed, 
  but otherwise not disturbed. The northern 
  and southern alcoves are fitted with tool 
  racks, wooden workbenches and half done 
  barrels. In the middle of the room stand 5 
  empty barrels.
  Statue. The statue of Sharess in the eastern 
  end of the room has been restored to its 
  former glory. Small offerings of fresh flowers 
  adore the statue even now, revealing that Navo 
  is a man of faith. Under the statue lays a
  trapdoor that reveals a staircase leading to 
  area B1. This door always locks automatically 
  from the inside when shut. 
  Enemies. Two Ochre Jellies lurk in this 
  room. The jellies absorbed most of the 
  alcoholic beverage, making them vulnerable to 
  fire damage, but remember that many things 
  in the environment are also flammable. One 
  of them hides in the shadow of the ceiling 
  immediately above the door that leads to area 
  8, and the second one is lodged in between 
  the five empty barrels in the middle of the 
  room. The first ochre jelly waits until the last 
  person enters the room and closes the door, 
  then tries to surprise his victim. The second 
  joins the fight in the second round of combat, 
  or if the barrels get disturbed in any way. The 
  Oozes have no sense of self preservation, so 
  they fight to the death. 
  Treasure
  Two catseye gemstones are socketed into the 
  statue’s eyes, each worth 100 gp. 
  Development
  With the key from Franz the centipede, the 
  players can now open the trapdoor. The lock 
  can still be opened with a succesful DC 15 
  Agility (thieve’s tools) check, if they haven’t got 
  the key. From now on the feeling of cold gets 
  stronger, as the source of the ice mephits is 
  near. 
  Players who peek trough the bottom of the 
  well can see a frog like creature sleeping next 
  to a huge vessel, into which Wassetian strong 
  is being poured from the opening in the well 
  (see map 4). The beverage then cascades 
  down to an enormous pool of clean water. 
  Sometimes small waves emerge on the surface 
  of the pool. The creature is a Kuo-toa.
  If the Kuo-toa awakens, he starts 
  worshipping something in the room. If he 
  spots the players, he curses at them in 
  undercommon and storms off. If this occurs, 
  one of the scenarios will be differently set in a 
  later part of the adventure.
  Alternative enemy placement
  Consider the Oozes as if they had used their Split 
  ability. Now there are 4 medium sized Ochre jellies 
  with half of their Hit points, rounded down. Each jelly 
  is hiding in one of the empty barrels, searching for 
  remaining drops of that sweet spirits. This way you 
  can foreshadow the Oozes with drops of yellow goo on 
  the floor and ceiling.
  The unbearably strong smell of alcohol mixed 
  with something vile hits your nose as you step 
  inside the chapel. You see four empty barrels 
  right next to you, and the smashed pieces of 
  an ice creature pushed into the ground. The 
  stench of decay lingers still in the air.
  
  the allure of poison
  9
  map 2
  The Bath house
  The Bath house, level 1
  These baths were the jewel of an estate 
  that belonged to a wealthy nobleman. The 
  nobleman dedicated these baths to Sharess 
  and, as the deity would have it, he held the 
  most hedonistic events every time he got the 
  chance. 
  One day his estate was raided and burned 
  to the ground. The baths remained in poor 
  condition until Navo bought the place and 
  renovated it almost completely. Navo is no 
  stranger to festivities and he aims to use the 
  bath’s full potential one day, just like the 
  nobleman did before him.
  All locations mentioned in this part of the 
  adventure are keyed to MAP 2 & 3 on pages 9 
  and 12.
  GENERAL FEATURES
  The baths are in an impeccable shape. Every 
  room was renovated by Navo, unless the text 
  says otherwise.
  Ceilings. Each room is 15 feet high with flat 
  ceilings. 
  Doors. With two exceptions, every area is 
  
  the allure of poison
  10
  divided with thick red curtains hanged on 
  iron bars. 
  Walls. The walls are artfully covered with 
  hematite tiles. This mineral lends semi 
  reflective brown and red colors, giving each 
  room a feeling of luxury.
  Light. Each room is brightly lit with 
  decorative wall mounted cylindrical oil lamps 
  that need to be refilled every few hours. Each 
  room contains 2 lamps and each is worth 3 
  gp.
  Floors. The stone is smoothed and warm to 
  naked touch.
  Steam. Some rooms are directly connected 
  to hot thermal water, which produces steam. 
  Each character in such a room wearing heavy 
  or otherwise thick armor must succeed on a 
  DC 10 Constitution saving throw for every 10 
  minutes spent in steam, or suffer one point of 
  exhaustion.
  B1. CORNUCOPIA ROOM
  Upon entering this room, read or paraphrase 
  the boxed text.
  B2. REFORMED LOUNGE
  This room was the lounge, where the bath 
  goers socialized. Now devoid of any expensive 
  furniture, this room serves as the main 
  distilling station. In the northern end of the 
  room is the station itself, consisting of copper 
  cilinders of various sizes, stove, burners and 
  beakers. Next to the station are work benches 
  with barrels awaiting repair or tools used 
  during distillation.
  Any character proficient with  the Brewers 
  kit can finish the distilling process, which was 
  paused not too long ago. This yields enough 
  Wassetian strong to fill up one barrel.
  The pool in the middle of the room contains 
  clean and suprisingly cold drinking water. 
  This water is pumped and used in the 
  distilling proces.
  Treasure
  A component pouch can be found on the 
  southern workbench, worth 25gp.
  B3. FERMENTATION ROOM
  This room contains a huge wooden container 
  with a lid on. This lid has numerous gadgets 
  sticking out of it. A funny smell is emanating 
  from the container. Mash is fermenting here.
  B4. BARREL STORAGE
  This room stores empty barrels. There are 
  nine barrels that can be used right away. 
  B5. TASTING ROOM
  This room still regains its luxorious look. 
  Expensive furniture and a big table fill this 
  room. Many different non magical beverages 
  are put on the shelf on the southern wall.
  A silver pitcher with four silver cups are 
  presented neatly on the table. The pitcher 
  holds enough red liquid to fill four cups.
  If the players have not disabled the frost rune 
  in area B6 yet, add:
  Statue. Copper tubes draw thermal water 
  and run it trough the cornucopia, which 
  the statue is holding. The expression on the 
  statue’s face shows a dishonest smile. The 
  etched text in the base of the fountain reads: 
  “Abundance fills the empty heart” in common.
  Instrument. The tunes are produced by an 
  enchanted lyre standing in the southern end 
  of the room. Players with the ability to detect 
  magic sense an aura of enchantment on the 
  item. Moving the lyre ends the enchantment.
  The gentle sound of flowing water mixed 
  with soft tunes from a lyre calm the mind. 
  Before you stands a statue of a woman 
  pouring water from a horn shaped vessel 
  into the fountain she is standing in. The water 
  cascades down into a stream, carrying fruits 
  and flower petals into an opening in the wall. 
  There is a writing etched into the fountain 
  behind the small waterfall from the horn.
  But even the warmth of this room cannot hide 
  the stinging cold that seems to originate from 
  within the bath house.
  
  the allure of poison
  11
  The red liquid is an experimental “potion” 
  of healing. It smells of berries and tastes 
  delicious. Any character who drinks a whole 
  cup restores 1d4+4 hp. When tasted, the 
  healing benefit is revealed trough feelings of 
  re-energization.
  Treasure
  The beverages on the shelf sell for 10 gp each. 
  The silver pitcher is worth 5 gp.
  B6. COOLING CELLAR
  This is where the piercing cold originates. 
  This room is a makeshift storage for barrels 
  that need cooling. Two dozens of barrels filled 
  with Wassetian strong are put away here. 
  Some barrels in the western end of the room 
  are smashed. Their contents, however, are not 
  spilled on the ground. Two Kuo-toa Whips 
  and one Kuo-toa Monitor were ordered by the 
  water weirds to destroy barrels of Wassetian 
  strong, then pour its contents down the crack 
  in the western wall. This crack leads directly 
  to the room where the two Water weirds 
  reside. The Kuo-toa are allies to the Water 
  weirds because, in their twisted minds, the 
  elementals are gods. 
  Doors. The door to this room is made from 
  solid metal. It is unlocked, but frozen shut. 
  Opening the door requires a succesful DC 
  10 Strength (Athletics) check. The handle 
  of the door is cold enough to cause pain, 
  but not damage to hp. A succesful Wisdom 
  (perception) check that relies on hearing 
  reveals scurrying noises of a dozen tiny feet, 
  scratching and some squeaks. Then after 
  a while the sound of wood breaking can be 
  heard.
  Enemies. Two Kuo-toa whips and one Kuo-
  toa Monitor are hiding in the nort-western 
  corner of the room. They wait for the players 
  to come closer before they attack. The Kuo-toa 
  are unorganized and fight until the Monitor 
  dies. The last Kuo-toa whip to survive pleads 
  for his life in undercommon.
  Unwelcome guests. A Swarm of rats lead 
  by a Rat with a brown stripe on it’s back are 
  in hiding in the south-eastern corner of the 
  room. The rats are about to steal and carry 
  one of the barrels out of this room down to 
  Level 2, area B4. The Brown striped rat is a 
  transformed Druid named Puyat the dirty. 
  Puyat lives in the secret room at level 2. He 
  occasionally steals food and a barrel of 
  Wassetian strong from Navo. He befriended 
  the other rats with the alcohol he stole. Puyat 
  is a drunk. He has no interest in anything 
  else than some food and more booze. He tries 
  to avoid fights if possible, and if encountered, 
  will surrender after losing half his hitpoints.
  The only useful information Puyat can give 
  the players is the location of the secret room 
  and the elemental roaming the halls.
  The rat commando should wait in hiding 
  when the players first arrive. Wait for a 
  suitable moment of chaos, perhaps when the 
  two groups face each other in battle, and have 
  the rats scurry away with the barrel. Describe 
  one of the barrels just walking out the doors 
  in the middle of the battle. If the characters 
  fail to notice the rats before this happens (and 
  probably will fail) drop a few hints on rodent 
  activity. Maybe the barrel that just left the 
  room had a few rat tails sticking out under it.
  Glyph. Navo ordered a wizard to put up a 
  glyph that cools the room. This rune, however, 
  was disturbed by the elementals. Now the 
  rune covered the whole room in frost. This 
  frost is very comfortable for the ice mephits, 
  and is now tha main spawning point for 
  them. The rune can be dispelled, or the stone 
  block broken to pieces on which the glyph 
  is inscribed upon. The stone block has an 
  AC of 5 and 20 hp (Immune to cutting and 
  slashing). It takes a few hours for the room to 
  completely defrost, so you can still use this 
  location to spawn in more Ice mephits if you 
  would like to increase the challenge of the 
  adventure.
  B7. CHANGING ROOMS
  This room is full of coat hangers, empty 
  chests and lockers. In each locker are a set 
  of bath robes for each creature sizes. Water 
  soaked towels hang on driers and lots of 
  empty waterskins are put out. If a character 
  fills up a waterskin with cold water from the 
  pool in area B2 and decides to continue in 
  heavy armor, this gives advantage on the 
  Constitution rolls for the hot steam.
  Steam. Hot steam emanating from area D1 
  fills the room. Steam penalties apply.
  
  the allure of poison
  12
  The Bath house, level 2
  The second level of the Bath house is the 
  actual baths. The walls are often disrupted 
  by copper tubes that transport hot thermal 
  water. A central valve for these tubes can be 
  found down here. 
  After renovating the place, Navo had 
  little time to enjoy it’s luxuries. The water 
  elemental Vapora was summoned here by 
  Wassetu the Pure to guard the two water 
  weirds, Fluvis and Hasnia, who aided Navo in 
  the distilling process. 
  GENERAL FEATURES
  The walls, doors, floors, lights and steam are 
  all the same as in level 1 of the bath house.
  Ceilings. Each room is 20 feet high with a 
  dome shaped ceiling.
  Water elemental. Vapora the water 
  elemental slowly patrols areas D2, D3 and D5. 
  D1. FOREROOM
  The stairs from area B7 lead down here. This 
  tiny foreroom is full of slippers and other light 
  footwear. 
  Noises. Because the areas are separated 
  only by curtains, sounds travel from one area 
  to another. If any character deliberately takes 
  an action to listen (no roll required), they can
  hear the sounds of dripping water, muffled 
  waterflow and, if Vapora is in the room, the 
  surging and crashing sounds of a water jet. 
  Peeking trough the curtains is possible with a 
  succesful DC 10 Dexterity (stealth) check.
  When the players arrive Vapora should be 
  in area D2. Let the players decide whether 
  they want to confront Vapora here and now, or 
  wait a few minutes until the elemental leaves 
  the room. One patrol cycle takes around 10 
  minutes. Remember to vaguely keep track of 
  ingame time and also apply possible Steam 
  penalties.
  Steam. Hot steam fills this room. 
  D2. THE GRAND POOL
  As the light from the ornamental oil lamps hit 
  the surface of the pool, warm dancing lights 
  hit the hematite tiled walls. This lends a sense 
  of tranquillity to the room. The pool is 6 feet 
  deep, filled with warm thermal water. In the 
  north-eastern corner of the room is a small 
  area secluded with wooden screens. These 
  screens provide enough concealment to give 
  advantage on stealth rolls. Two bushes mark 
  the beginning and the end of a 25 feet long 
  mural on the northern wall.
  Statue. Two medium sized bushes flank 
  this statue of a muscular man holding a huge 
  pitcher. Small symbols of water droplets are 
  etched into the base of the statue. Examining
  map 3
  The Bath house
  
  the allure of poison
  13
  the statue reveals that the base is separate 
  and can be rotated. Rotating the base shuts 
  off the flow of water. Doing so reduces the 
  sounds of flowing water, and within a moment 
  or two the steam dissipates.
  The statue provides full cover and both the 
  statue and the bushed provide advantage on 
  stealth rolls.
  Mural. This mural depicts dancing halflings 
  in the woods around a lake that produces 
  steam. In the middle a winking halfling with a 
  smug smile can be seen holding his finger in 
  front of his mouth, as if hushing someone.
  Secret door. A succesful DC 10 Intelligence 
  (Investigation) or Wisdom (Perception) roll 
  reveals that the smiling halfling hides a secret 
  door that leads to area D4.
  Steam. Hot steam fills this room until the 
  thermal water is shut off with the rotating 
  statue.
  Enemies. Vapora the Water elemental 
  patrols these rooms. If encountered here, 
  use the pool itself as an advantage for the 
  elemental, as he can drift on the surface of 
  the water easily and even attempt to drown 
  players in it. (Review Suffocating on page 183. 
  Phb.)
  After the second round of combat, a Kuo-toa 
  appears from area D3 and joins the fight. He 
  prefers to keep his distance and throw spears 
  from a distance. When Vapora is slain, or the 
  Kuo-toa loses half of it’s hit points, it retreats 
  to area D3.
  Treasure
  Scattered on the table in the north-eastern 
  corner are 17 gold pieces and a +1 dagger, 
  and 300 sp lie at the bottom of the pool.
  D3. POOL’S CLOSED
  This smaller room was often times reserved 
  for private use, but now it became the resting 
  place of the Kuo-toa that seek to serve their 
  new “gods”. The walls are sticky and a foul 
  stench of rotting fish lingers in the air. The 
  Kua-toas are in the process of transforming 
  the bath into a spawning pool.
  Lights. All lamps have been shattered. The 
  room is completely dark.
  Enemies. One Kuo-toa Monitor and six 
  Kuo-toas are hard at work here. They are 
  defensive and avoid fights unless provoked. 
  They communicate their defensive position 
  trough sounds and gestures.
  If any character descended the well in area 
  8 (ground level) and managed to wake or 
  otherwise provoke the sleeping Kuo-toa, every 
  single enemy in this room hides underwater. 
  When the player characters enter the room 
  and get close to the pool, each Kuo-toa 
  attempts to hit every character with a net. 
  They repeat this until all characters are 
  restrained. If all fails, the Kuo-toa make their 
  last stand here. 
  If the Kuo-toa manage to capture every 
  character, they are brought to area D5, still 
  restrained. If this occurs, skip to page 14 and 
  continue the adventure from the “Alternative 
  setup” section.
  If the player characters encounter Vapora 
  here, the Kuo-toas join the fight whether they 
  are hiding or not. 
  Treasure
  A dozen small gems decorate the Kuo-toan 
  architecture that was about to be constructed. 
  Each gem is worth 50 gp. 
  D4. SECRET ROOM
  This part of the complex was never renovated 
  because Navo had no idea of it’s existence. 
  Puyat the dirty calls this small secluded 
  area home. Everything of value was already 
  collected and sold by Puyat. But Puyat 
  respects the work Navo has done, so he 
  would never steal from the renovated parts 
  of the baths, except the occasional barrel of 
  spirits. If Puyat and his rats stole the barrel 
  succesfully, he can be found here sleeping.
  Puyat and his trained rats managed to carve 
  a small tunnel that leads outside of the Bath 
  house, deep into the woods next to Navo’s 
  house. 
  Players may find this entrance in the first 
  part of the adventure at your discretion.
  
  the allure of poison
  14
  D5. CEREMONIAL CHAMBER
  The biggest room of the bath house was the 
  main place of Sharess’s reverence. Now this 
  room serves as the hideout of the two Water 
  weirds, Fluvis and Hasnia. 
  The eastern walls of this room have not yet 
  been renovated, hence they are covered with 
  wooden screens.
  In the alcove on the western side of the room 
  is a basin that collects anything poured down 
  the well, or the cooling room (area 8 and B6). 
  This basin is on an elevated platform, and a 
  Kuo-toa is sleeping here next to the basin.
  Pool. The pool is 50 feet deep.
  Doors. The door to this room is a sturdy 
  wooden door with iron reinforcements. The 
  door is unlocked.
  Enemies. If Vapora is present in the room, 
  he joins the water weirds in combat.
  Read or paraphrase the boxed text below.
  The drowning woman is Liz Lightspire, the 
  cleric from the previous party. She is being 
  pulled down by one of the water weirds. 
  The chances to save Liz from certain death 
  are almost impossibly thin. Give your players 
  a few seconds to come up with a creative way 
  of saving Liz. Just simply running towards her 
  is not enough. If the players fail to act, add 
  the following.
  Roleplaying as Fluvis & Hasnia
  Fluvis and Hasnia have absorbed too much 
  Wassetian strong and are beyond redemption. 
  For them, acquiring enough spirits to replace 
  the whole pool with it is the only thing that 
  matters. They understand only aquan, but 
  cannot speak. Communication with them is 
  possible trough gestures and impressions. 
  The water weirds are noble and intelligent 
  creatures, but the corruption of alcohol 
  should leave it’s mark on their personalities.
  Their obsession is their “noble” goal and 
  they view everybody as hostile. They attack 
  as soon as they get the chance and will only 
  consider a truce when a gift is presented (like 
  a barrel of Wassetian strong), or an otherwise 
  strong enough reason for them not to attack 
  emerges.
  Remember these things:
  • 
  They use the water to be invisible and 
  pull characters in, then attempting to 
  drown them.
  • 
  Using their Constrict ability, they try 
  to drag victims down 50 feet under the 
  water, and either continue to grapple 
  them, or letting them go and swim back 
  to attack another target. 
  • 
  Remember the rules about suffocation 
  and the swimspeed of characters.
  • 
  Attacking the weirds under water 
  is possible, but are done so with 
  disadvantage.
  • 
  Fluvis resembles the form of a shark, 
  while Hasnia takes on the watery 
  appearance of a beautiful female elf.
  The Kuo-toa joins the fight too, but uses 
  only it’s bite ability. He is ready to die for his 
  “gods”.
  Treasure
  The basin that collects the liquids is actually 
  a Bowl of Commanding Water Elementals. A 
  small chest can be found at the bottom of the 
  pool, containing 50 pp. 
  Before you opens up a room of huge 
  proportions. A few rays of sunlight penetrate 
  trough a hole in the ceiling in the opposite 
  end of the room. Below the hole is a huge 
  bowl, from which a few drops of liquid just 
  fell into the water. Potted bushes and plants 
  liven up the already beautiful tilework. A huge 
  and seemingly bottomless pool dominates 
  this room in the center. Four small but solid 
  platforms poke just above the water surface. 
  The room is unsettingly calm. Nothing 
  disturbes the surface of the water ... except 
  for a few bubbles in one place. But the 
  bubbles slowly multiply. A blonde haired 
  woman breaks trough the water with the 
  most desperate gasp for air you have ever 
  heard. She turns to face you, but pure horror 
  mutes her tongue.
  Two pillars of moving water rise next to the 
  woman, one of them crashing down on her 
  just as soon as it appeared. The blonde haired 
  woman disappears amidst a final cry for help.
  Lives at cost
  Not letting the party save Liz easily right at the 
  beginning may add valuable tension to your game.
  After the party defeated the two water weirds, the 
  uncounscious body of Liz can be found floating on 
  the surface of the water. She can still be saved, if she 
  succeeds on three death saving throws. Players can 
  grant her advantage with a succesful DC 10 Wisdom 
  (medicine) check.
  
  the allure of poison
  15
  Alternative setup
  The players are bound and brought in the 
  chamber. Read the original two boxed texts, 
  but without any pause. The Kuo-toas laugh as 
  Liz disappears in the water. After this, Hasnia 
  emerges and seemingly walks towards the 
  characters, while Fluvis circles in the water 
  like a shark. Hasnia gestures to the Kuo-toan
  captors to bring the bound players to the edge 
  of the pool. Once done so, the Kuo-toas leave 
  the room. Both Hasnia and Fluvis target one 
  bound player character randomly and try to 
  drag them in the water and drown them. If the 
  characters fail to set themselves free and fight 
  back in time, they are sure to meet their end 
  here. If vapora is alive at this point he stands 
  guard until one of the characters escape and 
  then joins the fight. 
  Such is the life of adventurers.
  Final development
  With the two water weirds slain the remaining 
  Kuo-toa flee trough the secret tunnel in area 
  D4. 
  If Vapora is still alive, he is now neutral 
  towards the characters and will disappear 
  after one hour. 
  Liz Lightspire can be saved with a little luck. 
  If she survives, she thanks the adventurers 
  and offers her gratitude and services in the 
  future. She uses the Priest stat block. Liz 
  has the empty lamp on her person and asks 
  the party if she can deliver this item, as she 
  was tasked with it. Liz also asks about her 
  companions. She asks the party if they have 
  seen the fighter Alamun and his ring. If Liz 
  learns that a player stole the ring, she is 
  disappointed, but lets the thing slide.
  After a few hours the first level of the bath 
  house should warm up, giving no reason for 
  the ice mephits to spawn here anymore.
  If Puyat is alive, but his identity is not 
  hidden, he approaches the party to humbly 
  ask to not tell Navo anything about him. If 
  Navo learns of Puyat, he values his honor of 
  not stealing anything else. He tries to find him 
  and befriend him, even offering him a job.
  Navo is not concerned with any collateral 
  damage the parties might have done. After all, 
  everything can be fixed. If the Kuo-toas and 
  ice mephits have not been driven out, Navo 
  might request the parties to get rid of them, 
  but he has nothing to give in return. 
  After Navo recieves news about the dead 
  Water weirds and he gets his lamp back, he 
  is more willing to tell more about his past to 
  curious characters, but will not dive into any 
  details on his own.
  
  the allure of poison
  16
  Appendix
  monster stat blocks
  Priest
  Medium humanoid (any race), any aligment
  Armor Class 13 (chain shirt)
  Hit Points 27 (5d8+5)
  Speed 25ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  10(+0) 
  10(+0) 
  12(+1) 
  13(+1) 
  16(+3) 
  13(+1)
  Skills Medicine +7, Persuasion +3, Religion +4
  Senses passive Perception 13
  Languages any two languages
  Challenge 2 (450 XP) 
  Divine Eminence. As a bonus action, the priest can 
  expend a spell slot to cause its melee weapon attacks 
  to magically deal an extra 10 (3d6) radiant damage to 
  a target on a hit. This benefit lasts until the end of the 
  turn . If the priest expends a spell slot of 2nd level or 
  higher, the extra damage increases by 1d6 for each 
  level above 1st.
  Spellcasting. The priest is a 5th-level spellcaster. Its
  spellcasting ability is Wisdom (spell save DC 13 , +5 to
  hit with spell attacks). The priest has the following 
  cleric spells prepared:
  Can trips (at will): fight, sacred flame , thaumaturgy
  1st level (4 slots): cure wounds, guiding bolt, sanctuary
  2nd level (3 slots): lesser restoration,
  spiritual weapon
  3rd level (2 slots): dispel magic, spirit guardians 
  Actions
  Mace. Melee Weapon Attack: +2 to hit, reach 5 ft., one 
  target. Hit: 3 (1d6)bludgeoning damage .
  Water Elemental
  Large elemental, neutral
  Armor Class 14
  Hit Points 114 (12d10 +48)
  Speed 30 ft., swim 90 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  18(+4) 
  14(+2) 
  18(+4) 
  5(-3) 
  10(+0) 
  8(-1)
  Damage Resistances acid; bludgeoning, piercing, and 
  slashing from nonmagical weapons
  Damage Immunities poison
  Condition Immunities exhaustion, grappled, 
  paralyzed, petrified, poisoned, prone, restrained, 
  unconscious
  Senses darkvision 60 ft., passive perception 10
  Languages Aquan
  Challenge 5 (1,800 XP) 
  Water Form. The elemental can enter a hostile 
  creature’s space and stop there. It can move through 
  a space as narrow as 1 inch wide without squeezing.
  Freeze. If the elemental takes cold damage, it 
  partially freezes; its speed is reduced by 20 feet until 
  the end of its next turn. 
  Actions
  Multiattack. The elemental makes two slam attacks.
  Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target.Hit: 13 (2d8 + 4) bludgeoning damage.
  Whelm (Recharge 4-6). Each creature in the 
  elemental’s space must make a DC 15 Strength 
  saving throw. On a failure, a target takes 13 (2d8 + 4) 
  bludgeoning damage . If it is Large or smaller, it is 
  also grappled (escape DC 14). Until this grapple ends, 
  the target is restrained and unable to breathe unless 
  it can breathe water. If the saving throw is successful, 
  the target is pushed out of the elemental’s space. 
  The elemental can grapple one Large creature or 
  up to two Medium or smaller creatures at one time. 
  At the start of each of the elemental’s turns, each 
  target grappled by it takes 13 (2d8 + 4) bludgeoning 
  damage. A creature within 5 feet of the elemental can 
  pull a creature or object out of it by taking an action 
  to make a DC 14 Strength and succeeding. 
  
  the allure of poison
  17
  Water Weird
  Large elemental, neutral
  Armor Class 13
  Hit Points 58 (9d10+9)
  Speed 0 ft., swim 60 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  17(+3) 
  16(+3) 
  13(+1) 
  11(+0) 
  10(+0) 
  10(+0)
  Skills Medicine +7, Persuasion +3, Religion +4
  Senses passive Perception 13
  Languages any two languages
  Challenge 2 (450 XP) 
  Damage Resistances fire; bludgeoning, piercing, and 
  slashing from non magical weapons
  Damage Immunities poison
  Condition Immunities exhaustion, grappled, 
  paralyzed, poisoned, restrained, prone, unconscious
  Senses blindsight 30ft., passive Perception 10
  Languages understands Aquan but doesn’t speak
  Challenge 3 (700 XP)
  Actions
  Constrict. Melee Weapon Attack: +5 to hit, reach 10ft., 
  one creature. Hit: 13 (3d6 + 3) bludgeoning damage. 
  If the target is Medium or smaller, it is grappled 
  (escape DC 13) and pulled 5 feet toward the water 
  weird. Until this grapple ends, the target is restrained, 
  the water weird tries to drown it, and the water weird 
  can’t constrict another target. 
  Ice Mephit
  Small elemental, neutral evil
  Armor Class 11
  Hit Points 21 (6d6)
  Speed 30 ft., fly 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  7(-2) 
  13(+1) 
  10(+0) 
  9(-1) 
  11(+0) 
  12(+1)
  Skills Perception +2, Stealth +3
  Damage Vulnerabilities bludgeoning, fire
  Damage Immunities cold, poison
  Condition Immunities poisoned
  Senses darkvision 60ft., passive Perception 12
  Languages Aquan, Auran
  Challenge 1/2 (100 XP) 
  Death Burst. When the mephit dies, it explodes in 
  a burst of jagged ice. Each creature within 5 feet of 
  it must make a DC 10 Dexterity saving throw, taking 
  4 (1d8) slashing damage on a failed save, or half as 
  much damage on a successful one.
  False Appearance. While the mephit remains 
  motionless, it is indistinguishable from an ordinary 
  shard of ice.
  Innate Spellcasting (1/Day). The mephit can innately 
  cast fog cloud, requiring no material components. Its 
  innate spellcasting ability is Charisma. 
  Actions
  Claws. Melee Weapon Attack: +3 to hit, reach 5 ft. , 
  one creature. Hit: 3 (1d4 + 1) slashing damage plus 2 
  (1d4) cold damage.
  Frost Breath (Recharge 6). The mephit exhales a 15-
  foot cone of cold air. Each creature in that area must 
  succeed on a DC 10 Dexterity saving throw, taking 5 
  (2d4) cold damage on a failed save, or half as much 
  damage on a successful one. 
  
  the allure of poison
  18
  Kuo-toa
  Medium humanoid (ko-toa), neutral evil
  Armor Class 13 (natural armor, shield)
  Hit Points 18 (4d8)
  Speed 30 ft., swim 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  13(+1) 
  10(+0) 
  11(+0) 
  11(+0) 
  10(+0) 
  8(-1)
  Skills Perception +4
  Senses darkvision 120 ft. , passive Perception 14
  Languages Undercommon
  Challenge 1/4 (50 XP) 
  Amphibious. The kuo-toa can breathe air and water.
  Otherworldly Perception. The kuo-toa can sense the 
  presence of any creature within 30 feet of it that is invisible 
  or on the Ethereal Plane. It can pinpoint such a creature 
  that is moving.
  Slippery. The kuo-toa has advantage on ability checks and 
  saving throws made to escape a grapple.
  Sunlight Sensitivity. While in sunlight, the kuo-toa has 
  disadvantage on attack rolls, as well as on Wisdom 
  (Perception) checks that rely on sight. 
  Actions
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft. , one target 
  Hit: 3 (1d4 + 1) piercing damage.
  Spear. Melee or Ranged Weapon Attack: +3 t0 hit, reach 
  5 ft. or range 20f60 ft., one target. Hit: 4 (1d6 + 1) piercing 
  damage, or 5 (1d8 + 1) piercing damage if used with two 
  hands to make a melee attack.
  Net. Ranged Weapon Attack: +3 to hit, range Sf15 ft., one 
  Large or smaller creature. Hit: The target is restrained. A 
  creature can use its action to make a DC 10 Strength check 
  to free itself or another creature in a net, ending the effect 
  on a success. Dealing 5 slashing damage to the net (AC 10) 
  frees the target without harming it and destroys the net. 
  Reactions
  Sticky Shield. When a creature misses the kuo-toa with a 
  melee weapon attack, the kuo-toa uses its sticky shield to 
  catch the weapon. The attacker must succeed on a DC 11 
  Strength saving throw, or the weapon becomes stuck to the 
  kuo-toa’s shield. If the weapon’s wielder can’t or won’t let 
  go of the weapon, the wielder is grappled while the weapon 
  is stuck. While stuck, the weapon can’t be used. A creature 
  can pull the weapon free by taking an action to make a DC 
  11 Strength check and succeeding.
  Kuo-toa Whip
  Medium humanoid (ko-toa), neutral evil
  Armor Class 11 (natural armor)
  Hit Points 65 (10d8 + 20)
  Speed 30 ft., swim 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  14(+2) 
  10(+0) 
  14(+2) 
  12(+1) 
  14(+2) 
  11(+0)
  Skills Perception +6, Religion +4
  Senses darkvision 120 ft. , passive Perception 16
  Languages Undercommon
  Challenge 1 (200 XP)
  Amphibious. The kuo-toa can breathe air and water.
  Otherworldly Perception. The kuo-toa can sense the 
  presence of any creature within 30 feet of it that is invisible 
  or on the Ethereal Plane. It can pinpoint such a creature 
  that is moving.
  Slippery. The kuo-toa has advantage on ability checks and 
  saving throws made to escape a grapple.
  Sunlight Sensitivity. While in sunlight, the kuo-toa has 
  disadvantage on attack rolls, as well as on Wisdom 
  (Perception) checks that rely on sight. 
  Spellcasting. The kuo-toa is a 2nd-level spellcaster. Its
  spellcasting ability is Wisdom (spell save DC 12, +4 to hit 
  with spell attacks). The kuo-toa has the following cleric 
  spells prepared:
  Cantrips (at will): sacred flame, thaumaturgy
  1st level (3 slots): bane, shield of faith
  Actions
  Multiattack. The kuo-toa makes two attacks: one with its 
  bite and one with its pincer staff.
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
  Hit: 4 (ld4 + 2) piercing damage.
  Pincer Staff. Melee Weapon Attack: +4 to hit, reach 10ft., 
  one target. Hit: 5 (1 d6 + 2) piercing damage. If the target is 
  a Medium or smaller creature, it is grappled (escape DC 14).
  Until this grapple ends, the kuo-toa can’t use its pincer staff 
  on another target. 
  Variant: Kuo-toa Monitor
  A kuo-toa monitor has a challenge rating of 3 (700 XP). 
  It has the same statistics as a kuo-toa whip except 
  that it adds its Wisdom modifier to its Armor Class (AC 
  13), loses the Spellcaster trait, and replaces the whip’s 
  action options with, the following action options.
  Multiattack. The kuo-toa makes one bite attack and 
  two unarmed strikes.
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 4 (ld4 + 2) piercing damage.
  Unarmed Strike. Melee Weapon Attack: +6 to hit, 
  reach 5 ft., one target. Hit: 5 (l d6 + 2) bludgeon ing 
  damage plus 3 (ld6) lightning damage, and the target 
  can’t take reactions until
  the end of the kuo-toa’s next turn. 
  
  the allure of poison
  19
  Ochre Jelly
  Large ooze, unaligned
  Armor Class 8
  Hit Points 45 (6d10 +12)
  Speed 10 ft., climb 10 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  15(+2) 
  6(-2) 
  14(+2) 
  2(-4) 
  6(-0) 
  1(-5)
  Damage Resistances acid
  Damage Immunities lightning, slashing
  Condition Immunities blinded, charmed, deafened, 
  exhaustion, frightened, prone
  Senses blindsight 60ft. (blind beyond this radius), passive 
  Perception 8
  Languages -
  Challenge 2 (450 XP)
  Amorphous. The jelly can move through a space as narrow 
  as 1 inch wide without squeezing.
  Spider Climb. The jelly can climb difficult surfaces, including
  upside down on ceilings, without needing to make an
  ability check
  Actions
  Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 9 (2d6 + 2) bludgeoning damage plus 3 (ld6) 
  acid damage. 
  Reactions
  Split. When a jelly that is Medium or larger is subjected to 
  lightning or slashing damage, it splits into two new jellies 
  if it has at least 10 hit points. Each new jelly has hit points 
  equal to half the original jelly’s, rounded down. New jellies 
  are one size smaller than the original jelly
  Swarm of Poisonous Snakes
  Medium swarm of tiny beasts, unaligned
  Armor Class 14
  Hit Points 36 (8d8)
  Speed 30 ft., swim 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  8(-1) 
  18(+4) 
  11(+0) 
  1(-5) 
  10(+0) 
  3(-4)
  Damage Resistances bludgeoning, piercing, slashing
  Condition Immunities charmed, frightened, paralyzed , 
  petrified, prone, restrained, stunned
  Senses blindsight 10ft., passive Perception 10
  Languages -
  Challenge 2 (450 XP) 
  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 snake. The swarm can’t 
  regain hit points or gain temporary hit points.
  Actions
  Bites. Melee Weapon Attack: +6 to hit, reach 0 ft., one 
  creature in the swarm’s space. Hit: 7 (2d6) piercing damage, 
  or 3 (1d6) piercing damage if the swarm has half of its hit 
  points or fewer. The target must make a DC 10 Constitution 
  saving throw, taking 14 (4d6) poison damage on a failed 
  save, or half as much damage on a successful one. 
  
  the allure of poison
  20
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, 
  Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective logos are trade-
  marks of Wizards of the Coast in the USA and other countries.
  This work contains material that is under copyright by Wizards of the Coast. Such material is used with permission under the 
  Community Content Agreement for Dungeon Master Guild.
  All other original material in this work is copyright 2020 by Erik Horváth and published under the Community Content Agreement for 
  Dungeon Master Guild.
  Credits & Contacts
  Artwork and writing by Erik Horváth
  All fictional assets such as creature names are 
  the property of Wizards of the Coast.
  Contact me:
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/The Allure of Poison.pdf