TEXT: BREAKING YÛLASH
  Part Five of the Yûlash Series
  The city of Yûlash is under siege. Can you and a small allied force break the siege, 
  save your allies, and discover who or what is behind the assault?
  A Four-Hour Adventure for 11th–16th Level Characters
             
  I
  R
  T
  THE ROLE
  INITIATIVE
  DAVID MORRIS and AL SPADER
  Adventure Designer
  Adventure Code: CCC-TRI-20 YUL1-5
  Optimized For: APL 13
  Version: 1.2
  Story Arc Coordinator: Al Spader
  Editor: Nick Walko, Ruth Jedlinsky
  Formatting and Layout: David Jedlinsky
  Organized Play: Chris Lindsay
  D&D Adventurers League Wizards Team: Adam Lee, Chris Lindsay, Mike Mearls, Matt Sernett
  D&D Adventurers League Administrators: Alan Patrick, Bill Benham, Travis Woodall, Claire Hoffman, Greg Marks,  
  Lysa Chen
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  property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained 
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  CCC-TRI-20 YUL1-5 Breaking Yûlash
  2
  Introduction
  Welcome to Breaking Yûlash, a D&D Adventurers 
  League™ adventure, part of the official D&D 
  Adventurers League™ organized play system and 
  The Role Initiative’s Yûlash series.
   This adventure takes place in the city of Yûlash 
  on the Moonsea in the Forgotten Realms campaign 
  setting.
   This adventure is designed for three to seven 
  11th–16th level characters and is optimized for 
  five characters with an average party level (APL) 
  of 13. Characters outside this level range cannot 
  participate in this adventure.
  Adjusting This Adventure
  This adventure provides suggestions in making 
  adjustments for smaller or larger groups, characters 
  of higher or lower levels, and characters that are 
  otherwise a bit more powerful than the adventure 
  is optimized for. You’re not bound to these adjust­
  ments; they’re here for your convenience.
   To figure out whether you should consider 
  adjusting the adventure, add up the total levels of all 
  the characters and divide the total by the number 
  of characters (rounding .5 or greater up; .4 or less 
  down). This is the group’s APL. To approximate 
  the party strength for the adventure, consult the 
  following table.
  Determining Party Strength
  Party Composition Party   
  Strength
  3-4 characters, APL less than  
  Very weak
  3-4 characters, APL equivalent  
  Weak
  3-4 characters, APL greater than  Average
  5 characters, APL less than  
  Weak
  5 characters, APL equivalent  
  Average
  5 characters, APL greater than  
  Strong
  6-7 characters, APL less than  
  Average
  6-7 characters, APL equivalent  
  Strong
  6-7 characters, APL greater than  Very strong
  Some encounters may include a sidebar that offers 
  suggestions for certain party strengths. If a partic­
  ular recommendation is not offered or appropriate 
  for your group, you don’t have to make adjustments.
  Before Play at the Table
  Before you start play, consider the following:
  • Read through the adventure, taking notes of 
  anything you’d like to highlight or remind yourself 
  of while running the adventure, such as a way 
  you’d like to portray an NPC or a tactic you’d like 
  to use in a combat. Familiarize yourself with the 
  adventure’s appendices and handouts.
  • Gather any resources you’d like to use to aid you 
  in running this adventure—such as note cards, a 
  DM screen, miniatures, and battlemaps.
  • Ask the players to provide you with relevant char­
  acter information, such as name, race, class, and 
  level; passive Wisdom (Perception), and anything 
  specified as notable by the adventure (such as 
  backgrounds, traits, flaws, etc.).
  Playing the Dungeon Master
  You have the most important role—facilitating the 
  enjoyment of the game for the players. You provide 
  the narrative and bring the words on these pages to 
  life.
   To facilitate this, keep in mind the following:
  You’re Empowered. Make decisions about how 
  the group interacts with the adventure; adjusting 
  or improvising is encouraged, so long as you 
  maintain the adventure’s spirit. This doesn’t allow 
  you to implement house rules or change those of 
  the Adventurers League, however; they should be 
  consistent in this regard.
   Challenge Your Players. Gauge the experience 
  level of your players (not the characters), try to feel 
  out (or ask) what they like in a game, and attempt to 
  deliver the experience they’re after. Everyone should 
  have the opportunity to shine.
   Keep the Adventure Moving. When the game 
  starts to get bogged down, feel free to provide hints 
  and clues to your players so they can attempt to 
  solve puzzles, engage in combat, and roleplay inter­
  actions without getting too frustrated over a lack 
  of information. This gives players “little victories” 
  for figuring out good choices from clues. Watch for 
  stalling—play loses momentum when this happens. 
  At the same time, make sure that the players 
  don’t finish too early; provide them with a full play 
  experience.
  
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  CCC-TRI-20 YUL1-5 Breaking Yûlash
  3
  Adventure Primer
  In the Ruins of Yûlash:
  “It was an alien place, as much inhuman as it was 
  ungodly. There was no life in this place. It was a 
  different world altogether. This world was dead.”
  —Angelo Tsanatelis, Origins
  Adventure Background
  The city of Yûlash sits atop a huge plateau over­
  looking the Moonsea. The city has long been 
  caught between the warring city states of Zhentil 
  Keep and Hillsfar. Recently, the citizens of the 
  city have been forced out and have settled nearby. 
  One of the small villages the citizens founded was 
  called Hilltop. When bizarre happenings were 
  reported in the town, some heroes discovered many 
  of the inhabitants had been replaced by kaorti 
  shapechangers—foul abominations from the Far 
  Realm that can take the shape of other creatures.
  After the shapechangers had been subverted, 
  the heroes found a mind flayer hive deep beneath 
  Yûlash where an elder brain opened a massive gate 
  to the Far Realm, releasing many aberrant threats 
  (including the shapechangers) into the surrounding 
  area .
  An ulitharid known as Szthezik, who was a 
  former servant of the elder brain, helped the party 
  defeat it and then disappeared.
  Since the hive was destroyed along with the 
  portal, the Hillsfar government and the Red Wizards 
  of Thay have united to rebuild the city and have set 
  up a base at the Hillsfar Fortress—an old dilapi­
  dated structure within the city’s walls.
   Zulkir T’zavik Sa’neer has brought a contingent of 
  Red Plumes beyond the city’s walls and have taken 
  up residence at Hillsfar Fortress. They were there 
  for just over a day when a horde of orcs and hill 
  giants led by Kaorti shapechangers started to lay 
  siege to the city.
   The shapechangers serve Azth­ul, an illithilich—a 
  mind flayer alhoon that has attained lichdom.
   The illithilich is looking for Szthezik, to prove he 
  deserves to take over the mind flayer hive beneath 
  the city. He will stop and nothing to see Szthezik 
  dead.
   First Lord Vuhm Yestral has gathered a contin­
  gent of Red Plumes, mercenaries, and Red Wizards 
  to assault Yûlash, break the siege, and to free the 
  plateau of evil for good.
   Meanwhile, the kaorti and illithilich have been 
  hard at work. The kaorti have been using their Far 
  Realm ooze to turn orcs, ogres, and even a dragon 
  into thralls. But worse, they’ve been taking the 
  shape of citizens and Red Plumes within Yûlash, 
  sowing discord and distrust.
   The illithilich has found its own weapon of mass 
  destruction: a zombified dragon turtle it plans to use 
  to wreck Yûlash once and for all along with his arch 
  enemy Szthezik.
   When the characters arrive as the First Lord’s 
  champions, they see the city is under attack yet 
  again, this time the blow may be fatal for the people 
  of Yûlash.
  Location and NPC Summary
  This adventure takes place in and around Yûlash, a fortress 
  town positioned between Zhentil Keep and Hillsfar.
  The following NPCs and locations feature prominently in 
  this adventure.
  Vuhm Yestral (Vyoom YES-tral). The First Lord of Hillsfar 
  has taken great interest in helping the city of Yûlash. With his 
  Red Plume soldiers, he has been intent on removing all evil 
  threats from the area surround the town.
   Zulkir Dar’lon Ma (DAR-lon MAH). A Red wizard that has 
  been helping with the Yûlash rebuilding efforts.
   Zulkir T’zavik Sa’neer (ZA-vick SA-neer). A Red Wizard 
  archmage who has led a small force into the city of Yûlash. 
  He is currently holed up in the city and is actually a Kaorti 
  shapechanger,
   Szthezik (ZITH-zick) An Ulitharid who used to be the hand 
  of the Elder Brain. He seeks to reclaim the mind flayer hive to 
  use it to establish trade routes in the Underdark.
   Azth-ul (AZ-ooth OOL). A mind flayer alhoon (arcane 
  wizard) that has attained lichdom.
   Knewt (NEWT). A young boy whose family was replaced by 
  shapechangers in the village of Hilltop.
  Adventure Overview
  The adventure is broken down into three parts:
   Introduction. The Defenders of Yûlash—15 
  Minutes. The party meets at the Red Plume outpost 
  a short ride from Yûlash. Here they learn about the 
  siege and Zulkir T’zavik Sa’neer.
   Part One. The Siege—75 Minutes. The charac­
  ters arrive at Yûlash in the first light of dawn, facing 
  a force of orcs and hill giants that barricade them 
  from approaching Yûlash. The characters must run 
  a gauntlet of attacks and survive to enter the gates 
  of Yûlash. Once inside, they will meet Zulkir T’zavik 
  Sa’neer and his Red Plume soldiers.
   Part Two. Defending Yûlash—90 Minutes. From 
  the lofty vantage point of the wall surrounding 
  Hillsfar Fortress, the characters identify important 
  targets within the besieged city. They then must 
  complete missions to cleanse the city. The final 
  encounter in the section will have Azth­ul, the 
  alhoon smash through the city. The mind flayer 
  commands a zombie dragon turtle and force of 
  undead minions.
   Part Three. Betrayal in the Darkness—60 
  Minutes. The characters are betrayed by T’zavik, 
  who attacks them in the Zhentarim tower. He is an 
  
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  CCC-TRI-20 YUL1-5 Breaking Yûlash
  4
  archmage and is protected by several champions 
  and an alhoon. Upon his death, he is revealed to be 
  a kaorti shapechanger.
  Adventure Hooks
   Faction Mission (Emerald Enclave). Lyria, a 
  halfling ranger and hunter for the Emerald Enclave, 
  wishes you to meet her at the Red Plume outpost 
  outside of Yûlash to help with breaking the siege.
   Faction Mission (Order of the Gauntlet). 
  Orithin, a half­orc priest that serves the Order of 
  the Gauntlet is especially fond of a historical site 
  in Yûlash. He wishes you to meet him at the Red 
  Plume outpost outside of Yûlash.
   Friends of the First Lord. If you have partici­
  pated in any of the Yûlash modules, The Fist Lord 
  has called on you directly to help him save a small 
  contingent of Red Plume soldier who are holed up 
  in the middle of a siege on the Yûlash plateau.
   Job Opportunities. Word has spread that First 
  Lord Yestral is looking for able bodied heroes to 
  help reclaim the city of Yûlash and then to help build 
  it anew. Anyone interested can meet him at the Red 
  Plume outpost just outside the city.
  
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  CCC-TRI-20 YUL1-5 Breaking Yûlash
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  Introduction. The Defenders of 
  Yûlash
  Estimated Duration: 15 minutes
  The adventurers are at the Red Plume garrison just 
  an hour’s ride outside Yûlash.
  You find yourselves in a wooden structure not 
  appointed for nobility, but one of war. The cool air 
  outside surrenders to the heavy weight of the humidity 
  that hits you as you enter. The smell confirms no one 
  has left this room for some time. 
   Wooden tables line the outside walls of the room 
  surrounded by stools. Parchment and inkwells adorn 
  the tables and men and women wearing the tabards of 
  Hillsfar stand around them planning out their various 
  strategies. 
   In the center of this command tent is a large table 
  holding a map of a city that has the shape of a war 
  shield. The shape is easy to recognize, its design can 
  be seen for at least a day’s ride away, the ruins of 
  Yûlash. 
   In stark contrast with the soldiers filling this tent, 
  a tall, bald man stands at the center table, his face 
  and head are covered in tattoos of flames and runes. 
  He watches the activity in the room calmly, his hands 
  resting in the sleeves of his red robe. 
   A tall woman standing near the center table notices 
  your arrival and turns her head back towards the group 
  who stands over the map, the red plume on her helmet 
  dancing as she turns. “First Lord, the adventurers have 
  arrived.”
  Allow the party to introduce themselves to each 
  other and the First Lord.
  The First Lord looks around the room and a wide grin 
  spans his face. “Friends of Hillsfar, welcome! I wish we 
  were meeting under better terms, but sadly we are not. 
  Three days ago, a contingent of Red Plumes—as well 
  as the Red Wizard T’zavik Sa’neer—scouted a base 
  within the walls of Yûlash. The base is being called 
  Hillsfar Fortress for now. Unfortunately for them, a 
  hoard of orcs, giants, and even undead have laid siege 
  to the city. 
   We must free our brothers in arms from this horrible 
  assault. Then, with our combined forces within the 
  city’s walls, we can destroy these attackers and save 
  our city!” Cheers erupt as everyone jumps into action.
  The First Lord calls your group off to the side and 
  tells you the following:
  You are going to be a strike team. The main force of the 
  army will assault the siege directly from the southwest 
  hopefully pulling most of the invading force that way. 
  I want you to come from the east. Head to the docks 
  that some are calling Newport and rush the city. You 
  must make it to Hillsfar Fortress and free the Zulkir 
  and the troops. 
   I will offer each of you 2,000 gp for freeing the for-
  tress and I’m sure there will be more if you can clean 
  up whatever mess there is inside the walls. 
   If you free them, you will have a hundred Red Plumes 
  that will assist you as much as possible, as well as 
  Zulkir Sa’neer. 
   You will bear the seal of the First Lord, after breaking 
  the siege and getting to the Zulkir, the party may speak 
  in the First Lord’s name and administer his justice as 
  they see fit.
  He will not admit it, but the First Lord obviously 
  expects betrayal from the Red Wizards. A success­
  ful DC 16 Wisdom (Insight) check conveys this 
  understanding to the party.
  If pressed about why Yûlash must be rebuilt, the 
  First Lord explains:
  • The city is located on the mouth of the River Tesh. 
  It could be an amazing hub of trade under the 
  proper management.
  • Also, tactically it is a great vantage to keep watch 
  over Zhentil Keep, as Hillsfar and Zhentil Keep 
  have been fighting over the control of Yûlash since 
  before the Spellplague.
  A successful DC 16 Wisdom (Insight) check reveals 
  that the First Lord wants something else from 
  Yûlash. Pressing him further on the matter shuts 
  down his conversation and forces his hand to offer 
  the contract.
  Faction Assignment: Order of the Gauntlet
  If there are any Order of the Gauntlet members in 
  the group, read them the following:
  You are approached by a half-orc priest of Ilmater who 
  introduces himself as Orinthin. “Hello, sworn brother. 
  In addition to being a healer for the Order, I also 
  have a fondness for history. Inside the walls of Yûlash 
  lies a famous tavern called the Wet Whistle. I know, 
  I know, how is a tavern important right? Well there 
  is something special about this one. You see, Yûlash 
  has been the center of many wars over the centuries 
  and yet this tavern has survived. It has been used as 
  a base of operations as well as a medicine facility in 
  those wars. Simply put, I want you to make sure it is 
  protected.” He hands you a golden sword. “Thrust 
  this into the ground in the center of the tavern and a 
  protective shield will surround it. The magic will take 
  some time to activate, and be sure to get out before it 
  does!” Thanks for everything, brother!
  
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  Faction Assignment: Emerald Enclave
  If there are any Emerald Enclave members in the 
  group, read them the following:
  You are approached by a Halfling ranger who 
  introduces herself as Lyria. “Hello, friend. The 
  Enclave appreciates you putting yourself at risk in this 
  endeavor. If you are successful, we have a favor to 
  ask of you. Beneath Yûlash is a temple to the dreaded 
  Moander. The entrance was somewhere in the city 
  marked by a hand with a mouth on it. With all the 
  chaos going on in the city, looting will soon follow if it 
  hasn’t started already. We would like you to go into the 
  temple and gather anything having to do with the cult, 
  especially magical artifacts and bring them to us. We 
  can’t risk people learning about the temple!”
  When the party is ready to continue, they set off to 
  break the siege!
  
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  CCC-TRI-20 YUL1-5 Breaking Yûlash
  7
  Part 1. The Siege
  Estimated Duration: 75 minutes
  The ruins of Yûlash are surrounded by a timber 
  wall reinforced with iron bands. Four timber towers 
  that reach 25 feet tall stand around the wall at its 
  cardinal sides. Several buildings stand outside the 
  wall—a barracks, kennel, and stable among them. 
  The wall was built to watch into the ruins, in order 
  to guard against anything coming up from the 
  tunnels beneath the city.
  General Features
  The siege has taken its toll on the walls, and there are 
  multiple points that can be used for entry.
   Terrain. Ruins litter the area inside Yûlash, and vegetation 
  grows sporadically throughout.
   Weather. The sky is clear and the cold northern air is biting 
  as usual
   Light. Within the ruins there are few light sources, mostly 
  from flaming tar or will o’ wisps.
   Smells and Sounds. The smell of blood and sweat fill the air 
  along with the sounds of combat.
  Attack!!
  The once great walls of Yûlash are in great need of 
  repair. There are holes throughout from previous 
  battles, and some places have collapsed completely. 
  In the past, the city itself must have been at least as 
  populated as Hillsfar, Phlan, or any other prominent 
  Moonsea city. 
   As you make your way closer, you see a tide of orcs 
  and hill giants march their way to meet the First Lord’s 
  army. A few stragglers stay behind, many of which 
  continue to attack the city’s walls. 
   Modifying your path to get around what is left of the 
  army, you see a cloud of dust rolling across the plain. It 
  quickly resolves into several enemies, charging straight 
  at you!
  Kaorti Thralls
  Creatures that have been turned into thralls of the kaorti 
  look no different than others of their kind, but they do the 
  bidding of the kaorti without question. Thralls use their same 
  statistics, but gain the following abilities:
   Thrall. The creature gains advantage on saving throws 
  against being charmed or frightened and is immune to 
  these conditions if a kaorti shapechanger is within 60’ of the 
  creature.
   Death Throes. When kaorti creatures die, their remains 
  secrete a gray sludge that covers the body and puddles 
  around it.
  A group of four hill giants, two orc shamans (these 
  use the hobgoblin devastator stat blocks), and 
  one mouth of Grolantor have noticed the party. 
  The enemies start 200 feet away from the party 
  when initiative is rolled. The monsters have been 
  corrupted by kaorti slime and are under control 
  of the mouth of Grolantor (which is really a kaorti 
  shapechanger).
  Orc Shaman (Hobgoblin Devastator)
  • Change creature type to Medium humanoid (orc)
  • Replace language: Goblin with Orc
  • Add: 
  Aggressive. As a bonus action, the orc can move up to its 
  speed toward a hostile creature it can see.
  Setting up the Encounter
  Very Weak
  • Hill Giant (2): AC 13, 105 hp, Init −1
  • Mouth of Grolantor: AC 13, 140 hp, Init +0
  • Orc Shaman (2): AC 15, 60 hp, Init +1
  Weak
  • Hill Giant (3): AC 13, 105 hp, Init −1
  • Mouth of Grolantor: AC 13, 140 hp, Init +0
  • Orc Shaman (2): AC 15, 60 hp, Init +1
  Average
  • Hill Giant (4): AC 13, 105 hp, Init −1
  • Mouth of Grolantor: AC 13, 140 hp, Init +0
  • Orc Shaman (2): AC 15, 60 hp, Init +1
  Strong
  • Hill Giant (2): AC 13, 140 hp, Init −1
  • Mouth of Grolantor: AC 13, 140 hp, Init +0
  • Orc Shaman (4): AC 15, 60 hp, Init +1
  Very Strong
  • Hill Giant (3): AC 13, 105 hp, Init −1
  • Mouth of Grolantor: AC 13, 140 hp, Init +5
  • Orc Shaman (3): AC 15, 60 hp, Init +1
  The hill giants and orc shamans attack in a coordi­
  nated effort. Anyone with a passive Insight of 17 or 
  higher may use their action to make an Intelligence 
  (Nature) check. On a success, that character notices 
  that the mouth of Grolantor appears to be directing 
  the others, which is contrary to how such a battle 
  would proceed. When the mouth of Grolantor is 
  defeated, it collapses into a puddle of black ichor.
  Kaorti Slime Vessels
  Each hill giant carries a stone vessel that they hurl 
  into melee (treat as a thrown rock ranged weapon 
  attack). When thrown, these vessels break open to 
  release a pool of kaorti slime. Each vessel creates 
  a circular pool of kaorti slime 20 feet in diameter 
  at the point of impact. This gray slime is difficult 
  terrain.
  
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  Kaorti Slime
  Creatures in the area when kaorti slime first appears must 
  make a DC 15 Dexterity saving throw or be restrained. A 
  target restrained by the slime can use an action to make a 
  DC 15 Strength or Dexterity check (target’s choice). On a 
  success, the creature is no longer restrained by the slime. 
  Other creatures can make a DC 15 Strength check to pull a 
  restrained creature out of the ooze, assuming they can reach 
  the creature without become restrained themselves.
   Creatures that begin their turn restrained by the slime take 
  7 (2d6) acid damage. In addition, nonmagical armor worn 
  by the creature is partly dissolved 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.
  Tricks of the Trade
  The kaorti slime and the gray sludge that appears out of dead 
  thralls look remarkably similar. While the gray sludge is 
  harmless, and the kaorti slime will not enthrall a character, 
  they don’t know that, and you are encouraged to play upon 
  any fears expressed by players whose characters have been 
  affected by the kaorti slime.
  Treasure
  The hill giant’s bags are filled with pieces of canon­
  ical red shingles as well as bits of bone, hair, and 
  other items of no value. The shamans have gems 
  worth 500 gp.
  Running the Gauntlet
  Once the characters defeat the attackers, they’ll 
  have to run through a narrow, dangerous path to 
  reach the Hillsfar Fortress and relative safety.
  To reflect the chaotic, brutal nature of running 
  through a literal horde of enemies, you’ll assault 
  your players with attacks from the horde as if the 
  horde was a dynamic trap.
  The party will have to traverse through the broken 
  old wall and to the gates of Hillsfar Fortress.
  As you make it to the walls of the city, five Red Plume 
  soldiers meet you and tell you they’ve been waiting for 
  you. One of them introduces himself as Commandant 
  Alexander Tyros, and tells you they are in charge of 
  getting you to Hillsfar Fortress. 
   Coming around a large ruined building, a crash of 
  sound hits you like a gust of wind. Between you and 
  Hillsfar’s gray stone fortress is a sea of raving orcs, 
  hobgoblins, and giants laying siege against the fort. 
   A small clearing stands between you and the horde. 
  Rubble and detritus are pilled haphazardly throughout 
  the courtyard. Near one side a lonely fountain stands, 
  its proud human centerpiece has lost its features to 
  time and the harshness of nature and streams of rust 
  colored paths lead down into the dry basin. 
   Upon seeing this, Commandant Tyros turns to you. 
  “Are you ready to run? I will send the signal, and the 
  soldiers will open a path for you. Zulkir T’zavik awaits 
  you inside.” Tyros pulls a scroll tube from their pack 
  and pulls the cap off one end. Pointing it into the air, 
  he twists the bottom of the tube and blue and red 
  sparkling light flies high above the battle below with a 
  high pitched whistle. Just as the light begins to descend 
  it explodes into a burst of color and sound. 
   In response to this festive display, a brief hush falls 
  over the scene, the screams and howls giving way to 
  the boom and pop of the signal. A bright ball of flame 
  the size of a boulder comes soaring from behind the 
  forts walls. Landing in front of the gate, it bursts open 
  leaving a burning tar and opening a treacherous path 
  between yourself and the defenders.
  Once the characters set off to the fortress, begin the 
  encounter with the trap. Players should roll initia­
  tive and act in order to drive closer to the objective.
  The Gauntlet
  Complex trap (level 11–16, dangerous threat)
  The characters must travel 300 feet to reach the 
  Hillsfar Fortress. Along the way they must contend 
  with the battlefield that lies between them and their 
  goal.
  Trigger. The gauntlet is triggered as soon as the 
  characters begin to make their way to the fortress.
  Initiative. The gauntlet goes on initiative counts 
  15, 10, and 5.
  Active Elements. The gauntlet contains a 
  haphazard pathway through the horde of monsters 
  to the fortress gates. The three elements include 
  an orc horde, defensive elements such as burning 
  pitch, and Kaorti slime puddles.
  Orc Horde (Initiative 15). The orc horde makes a 
  melee greataxe attack against each adventurer. 
  If characters are flying and within 120 feet 
  of the ground, instead make a ranged javelin 
  attack. 
  Greataxe. Melee Weapon Attack: +6 to hit, 
  reach 5 ft., one target. Hit: 10 (1d12 + 4) 
  slashing damage. 
  Javelin. Melee or Ranged Weapon Attack: +6 to 
  hit, reach 5 ft. or range 30/120 ft., one target. 
  Hit: 7 (1d6 + 4) piercing damage
  Burning Pitch (Initiative 10). Burning pitch is 
  spilled over the battlefield, creating burning, 
  difficult terrain. Every creature not flying must 
  succeed on a DC 15 Dexterity saving throw or 
  take 18 (4d8) fire damage. Creatures that are 
  flying must succeed on a DC 15 Constitution 
  saving throw or be blinded until the end of 
  their next turn. Flying creatures do not take fire 
  damage from the burning pitch.
  Kaorti Slime (Initiative 5). Creatures on the 
  ground must succeed on a DC 15 Dexterity 
  saving throw or the kaorti slime causes 7 (2d6) 
  
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  acid damage. In addition, nonmagical armor 
  worn by the creature is partly dissolved 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. Flying creatures 
  cannot be targeted by this element.
  Dynamic Elements. Creatures who do not move 
  on their turn, or who attack the orcs attract the 
  notice of the orc horde.
  Orc Horde. Any creature that stops or attacks 
  the orc horde takes an automatic 10 (1d12 + 4) 
  slashing damage from the orcs closing around 
  them. Flying creatures that stop or attack take 
  an automatic 7 (1d6 + 4) piercing damage from 
  a barrage of javelins. Creatures flying more than 
  120 feet above the battlefield can’t be damaged 
  in this way.
  Countermeasures. The orc horde and the 
  burning pitch can be thwarted by particular counter­
  measures. The kaorti slime is a constant threat.
  Orc Horde. If the characters fight the orc horde, 
  they can hinder the enemy. Treat the horde as 
  having AC 13 and 180 hp. Defeating the horde 
  stops the orc horde from acting on Initiative 15 
  during the rest of the gauntlet.
  Burning Pitch. The characters can stop the burn­
  ing pitch from activating on initiative 10 during 
  the gauntlet if they deal 50 hp of cold damage 
  targeting the pitch in a single round. If the pitch 
  is extinguished, it is deactivated for the duration 
  of the gauntlet.
  Tricks of the Trade
  Characters using dimension door, etherealness, or other spells 
  or abilities should get full advantage for doing so. Do not 
  punish them for using those hard-earned talents.
  Zulkir T’zavik Sa’neer
  When the characters reach the fortress, they’re 
  greeted by two Red Plume commanders. They lead 
  the characters to the roof. Here, the Zulkir marshals 
  his forces and prepares defenses for the fort.
  The great gates of the fortress close behind you as 
  black javelins thud into the stout doors. 
   Two soldiers wearing the gleaming helms of the Red 
  Plumes flank a tattooed human dressed in crimson 
  robes, his tattoos depict gates, demons, angels, and 
  strange shapes. 
   “Good work so far, adventurers. You’ve been 
  expected, and I see the First Lord has hired only the 
  best in the Moonsea.” The tattooed man walks forward, 
  tapping his ebony staff on the flagstones. “I am Zulkir 
  T’zavik Sa’neer, and you’ve arrived just in time.” 
   He takes you to the top of the wall and points his 
  staff at the blasted city scape. You see a massive 
  sinkhole, which has swallowed the heart of Yûlash. 
  Even as you watch, chunks of earth break away and 
  fall into the chasm. The red-robed Zulkir shouts, “The 
  city is falling, but with you here to aid, we shall save it 
  together!”
  What Zulkir T’zavik Sa’neer Knows
  T’zavik will answer the characters’ questions, but 
  time is of the essence. Before he takes questions, he 
  explains the following:
  “The giant sinkhole, called the Maw, opened in the 
  night and shortly after, the city was assaulted by the 
  orc tribe. The Maw has been filling with befouled 
  water. Undead hordes have been appearing from the 
  sinkhole and the timing of the orc horde cannot be a 
  coincidence. Red Plumes have uncovered agents within 
  the ruins feeding a foul gray substance to prisoners. 
  These unfortunate souls then seem to be under the 
  control of the horde. 
   It is rumored that the Zhentarim buried a weapon of 
  great power beneath their citadel on the other side of 
  the city. I will meet you at the citadel in ninety minutes. 
  Kill as much of this vermin as you can and if you get a 
  chance, figure out what is happening in The Maw.”
  When he’s done explaining what’s happened, the 
  Red Wizard answers questions about the following:
  • He will not reveal the Red Wizards’ ultimate plan, 
  saying they only wish to establish a critical trading 
  post in partnership with Hillsfar. A successful DC 
  18 Wisdom (Insight) check reveals he’s not lying, 
  but he’s not telling the whole truth either. This 
  same check result reveals he is afraid of what’s 
  happening in the Underdark.
  • Soldiers have seen undead rising from their 
  fallen comrades, no doubt under the control of a 
  powerful necromancer. There seems to be no way 
  to break this domination.
  • The Red Plumes can’t spare men to help the 
  characters, it is taking everything they have to 
  hold position.
  • If the characters would like to take a short rest, 
  this will be their only opportunity as there will be 
  nonstop action in the war­torn city.
  
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  Part 2. Defending Yûlash
  Estimated Duration: 90 minutes
  In this part, the characters make their way through 
  Yûlash to reach the old Zhentarim citadel on the 
  other side of the city. Along the way, the party can 
  have multiple different encounters. These encoun­
  ters DO NOT need to be run in the order they are 
  written or even at all if you don’t want to use them!
  If there are Emerald Enclave or Order of the 
  Gauntlet members in the party, be sure to run their 
  encounters! Once you have run encounters for 
  an hour (real time), proceed to encounter 7, “The 
  Maw.”
  Know your table! If your players enjoy combat, 
  then by all means run all the combat encounters 
  first! The same goes for roleplaying and exploring!
  Encounter 1. A Familiar Face (Roleplay)
  The clang of metal subsides in the distance and 
  is replaced by screams and sobbing. As you turn 
  the corner, you see an overturned wagon that has 
  ignited in flames. It sounds like a child is trapped 
  inside and can’t get out!
  The characters notice several things without 
  needing to make any checks:
  • The fire spread from the timbers of a collapsed 
  building nearby. The timbers lay on top of the cart.
  • Aside from the fire, there is no other damage to 
  the wagon.
  • The child trapped inside is terrified.
  Allow the party to come up with ways to extinguish 
  the fire. Dealing 30 points of cold damage to it will 
  extinguish the fire. Two create water spells can 
  extinguish the fire as well. Removing the beam 
  requires a DC 20 Strength (Athletics) check. If the 
  beam is still on fire, anyone attempting to move 
  it takes 14 (4d6) fire damage. Once the beam is 
  removed, the cart can be overturned to reveal a 
  familiar face.
  Character who have played in (CCC­TRI­01, “Into 
  the Darkness”) recognize this boy as Knewt—a boy 
  from the nearby village of Hilltop whose parents 
  were replaced by kaorti shapechangers. The party 
  can attempt to calm Knewt down with a calm 
  emotions or with a DC 20 Charisma (Persuasion) 
  check. If the character trying to persuade Knewt has 
  played Into the Darkness, they make the check with 
  advantage. If the party is able to calm Knewt down, 
  he gives them the following information:
  • “I snuck into the city two days ago cuz I heard 
  they were rebuilding the houses. I wanted to see!”
  • “I was hungry and found this wagon with fruits in 
  it.”
  • “Three Red Plume soldiers flipped the cart over 
  and then the monsters showed up. I don’t know 
  why they would do that.”
  • “I saw some weird plants growing on a building 
  what looked like a tavern.”
  • “I haven’t seen the big monster but I heard it roar. 
  It shook the ground.”
  At this point in time, the party may be suspicious 
  of shapechangers. If they ask, allow them to do 
  things like see if Knewt bleeds etc. Knewt isn’t a 
  shapechanger and is here to present a complicated 
  decision. What do you do with a boy in the middle of 
  a siege?
  Allow the party to come up with ideas on what to 
  do with Knewt. They could ask him to tag along but 
  if they do that, be sure to roll initiative for him and 
  treat him like any other combatant (use commoner 
  statistics).
  Other options like escorting him back to the 
  Fortress are available but will take time. Let the 
  party have fun trying to decide what to do. If the 
  party takes too long, you can always have Knewt run 
  off to hide in a ruined home.
  XP Award
  If the party successfully saves Knewt, award each 
  character 1,000 XP.
  Encounter 2. Demoralized Troops (Roleplay)
  As you move stealthily through the streets, you come 
  across the end of a battle. A Red Plume soldier finishes 
  of a huge skeletal figure while several others cower 
  behind him and one more holds on to a gnarled spear 
  piercing his chest. The victorious warriors spin around 
  to their wounded comrade and begin dressing his 
  wounds while the fourth soldier screams, “What’s the 
  bloody point? Tyros sent us to our deaths! Did you see 
  it? The beast they speak of? It will kill as all before day’s 
  end!” One of the other soldiers responds, “We’ve got 
  no chance sir, we should just retreat to the fortress!”
  A successful DC 14 Wisdom (Medicine) check 
  shows that the field dressing the commander is 
  giving probable won’t stop the bleeding. The spear 
  must be removed and healing magic needs to be 
  given to the soldier to seal up the wound or he will 
  die within the hour.
  The four cowering soldiers are truly demoralized 
  and sit on the ground sharing a water skin and 
  complaining about the impossibility of surviving 
  the siege. They are currently demoralized. To get 
  the soldiers back into the fray, the party must get 
  the group to feel confident. Doing do requires four 
  successful DC 15 Charisma (Persuasion) checks in 
  a row. A failure reverts the soldiers to their demoral­
  ized condition.
  
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  If they wish, allow the characters to come up with 
  different ways to boost confidence instead of making 
  persuasion checks (a use of the Inspiring Leader 
  feat, paying them extra gold, a calm emotions spell 
  etc.). Each use will count as a successful persuasion 
  check.
  XP Award
  If the party successfully made the soldiers feel 
  confident, award each character 1,000 XP.
  Encounter 3. Zhent Spy (Roleplay)
  When you’d like to start this encounter, read the 
  following to the character with the highest passive 
  perception (no matter what the score is):
  Out of the corner of your eye, you notice a black 
  humanoid-sized mass duck behind the ruined wall of a 
  building. It appears as though you are being watched.
  The spy has hidden himself beneath some rubble 
  behind a destroyed building. Finding him requires 
  a successful DC 20 Intelligence (Investigation) or a 
  DC 22 Wisdom (Perception) check. If the characters 
  fail this check, they assume the spy ran during the 
  explosion even though they don’t find any foot prints. 
  If the party believes this, feel free to run a variation 
  of this encounter later.
  If the party succeeds on the check, they find a 
  half elf man wearing a black cloak and black mask 
  underneath a pile of rubble. When they uncover 
  him, the spy puts his hands on his head and says the 
  following:
  “I am Lorne Deepshadow and I work for the Zhentarim. 
  Recently, some bad stuff went down at Zhentil Keep 
  with a necromancer who fancied himself a lich. We 
  destroyed him, and a small Zhent contingent has 
  settled on the southern shore of the keep. In recent 
  weeks, I have heard several of the Zhentarim high-
  er-ups talking about Yûlash. They’ve been saying Yûlash 
  was ripe for the pickings as it had been destroyed by 
  mind flayers. They even talked about the siege that is 
  currently happening.”
  If any of the characters reveal they are also 
  members of the Zhentarim, Lorne also reveals the 
  following:
  “One Zhentarim leader even mentioned there was 
  some item of great power in the vaults beneath the 
  old Zhentarim base here. Not completely sold on what 
  the Zhentarim leaders were talking about, I decided to 
  come and see what was happening to the city myself. 
   My plan was to report my information to Risan 
  Thiayiss, as he is one of the only Zhent leaders I trust 
  with my life!”
  Some characters may recognize the name Risan 
  Thiayiss from CCC­ROZK01­1. He is a wizard 
  that operates out of the Waypoint Bindery outside 
  Zhentil Keep. A successful DC 15 Intelligence 
  (History) check can reveal this information if the 
  characters haven’t played the Zhentil Keep series 
  yet (though no one has heard of Lorne Deepshadow 
  before).
  Allow the party member to decide what they want 
  to do with the spy. A DC 18 Wisdom (Insight) check 
  reveals that Lorne is being honest but isn’t telling 
  everything he knows. If the party tries to pull it out 
  of him, Lorne will stand up and run for the wall of 
  the city.
  If the party decides to kill Lorne Deepshadow, 
  they earn the “Shots Fired” story award.
  Encounter 4. Temple of Moander (Exploration) 
   (Emerald Enclave Faction Assignment)
  Around the corner you see what looks like an erup­
  tion of roots, vines, and fungi shooting forth from a 
  sinkhole. On the ground in front of the sinkhole is 
  a symbol of a hand with a gaping, fang­filled mouth 
  drawn over the palm. The acrid scent of death 
  emanates from the sinkhole.
  A successful DC 15 Intelligence (Religion) check 
  reveals this symbol to be the symbol of Moander. 
  Members of the Emerald Enclave should remember 
  being told that the Temple of Moander was beneath 
  Yûlash. This must be the way in.
  Getting to the sinkhole is quite the ordeal as some 
  of the vines and roots are so large they need to be 
  climbed. As they get to the sinkhole, characters 
  walking on the plants must succeed on a DC 15 
  Dexterity (Acrobatics) check or fall into the hole, 
  taking 28 (8d6) falling damage and landing prone at 
  the bottom of the hole.
  Halfway down the sinkhole, it becomes apparent 
  that the sinkhole is actually a collapsed ceiling into 
  an underground chamber. A spiral staircase circles 
  the mass of vegetation down to the bottom of the 
  shaft. The plants continue on through a carved 
  hallway at the bottom of the shaft. Characters at 
  the bottom of the staircase can attempt a DC 16 
  Intelligence (Investigation) check. If they succeed, 
  the characters notice the remains of a humanoid 
  body whose parts have been churned up by the 
  growing plants. Alongside the body is a golden 
  necklace with the holy symbol of Moander dangling 
  from it. Members of the Emerald Enclave may wish 
  to keep this symbol.
  The vegetation leading through the hall is so 
  massive, the only way to get by is to crawl over it. 
  Several tendrils sway to and fro above the vines as 
  the plants quiver spasmodically.
  
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  If the characters wish to attack the plants in an 
  attempt to get through, they may however, the plants 
  will defend themselves. You may choose which type 
  of defenses the plants have.
  Defenses: Spore Cloud
  When the plants take damage, they spurt out a cloud of 
  poisonous spores.
  Trigger. Dealing damage to the plants.
  Effect. Each creature within 20 feet must succeed on a DC 
  18 Constitution saving throw or take 21 (6d6) poison damage 
  and become poisoned for 1 hour. While poisoned in this way, 
  a character cannot regain hit points by any means.
  Defenses: Chemical Spray
  When the plants take damage, viscous goo erupts, covering 
  everyone in the chamber.
  Trigger. Dealing damage to the plants.
  Effect. Each creature must succeed on a DC 18 Dexterity 
  saving throw or become covered in the thick, sticky goo. 
  Characters wearing metal armor or wielding metal weapons 
  are subjected to effects similar to that of a heat metal spell 
  until the items are sufficiently washed off.
  Defenses: Thorn Spray
  When the plants take damage, needle-sharp thorns spray out 
  at everyone in the chamber.
  Trigger. Dealing damage to the plants.
   Effect. Each creature must succeed on a DC 18 Dexterity 
  saving throw or take 30 (6d8) piercing damage and every 5 ft, 
  they move, they take 5 (1d8) piercing damage until they are 
  healed. If a character succeeds on the saving throw, they take 
  half the initial damage and no damage when they move
  Once the characters make it down the tunnel, read 
  the following:
  The roots and vines start to decrease in size as they 
  enter an open chamber. The walls of the chamber show 
  carved pictures of crops decaying and dead forests. 
  One fairly elaborate carving depicts a giant plant mon-
  ster standing over the body of a wizard who cowers in 
  the creature’s presence. 
   The vines and roots all flow to the top of an altar 
  where they seem to disappear at a single point.
  Characters who succeed on a DC 15 Intelligence 
  (Religion) check realize that the intricate carving 
  depicts Moander standing over the wizard.
  Characters that wish to investigate the altar notice 
  that the roots and vines are all coming from a single 
  bean­shaped seed. The plants can be severed from 
  the bean by dealing 1 point of slashing damage to 
  them. (The plants in this room have no defenses.) 
  Freeing the seed and returning it to the Emerald 
  Enclave completes their mission.
  Characters can also make a DC 15 Intelligence 
  (Investigation) or Wisdom (Perception) check to 
  discover small, wispy roots as fine as spider silk 
  coming from one of the roots and traveling along 
  cracks in the floor. The tendrils disappear into a 
  crack between the floor and wall. The secret door 
  here can be opened by putting pressure on it and 
  then releasing.
  Inside, the characters find a small wooden chest 
  that is completely wrapped by the thin vines. 
  Removing the vines is an easy task.
  Treasure
  Inside the chest are 100 pp, a robe with the 
  symbol of Moander stitched into it, a spell scroll of 
  blight, and a book entitled, “Killer Frost: A Working 
  Theory by Grypht.” The book details a possible 
  way to empower cold spells to destroy Moander’s 
  Rot. A major library or the Emerald Enclave would 
  probably pay around 500 gp for it. Characters who 
  have played in the CCC­ELMW series of adventures 
  or that succeed on a DC 15 Intelligence (History) 
  check recognize Grypht as a person who helped 
  banish Moander from this world.
  Encounter 5. The Wet Whistle (Combat) 
   (Order of the Gauntlet Faction Assignment)
  You turn the corner to see an abnormality in the 
  destroyed city. A small building stands amidst the 
  smoke and destruction, apparently completely 
  untouched by the recent fighting. Jutting out from 
  the wall is a wooden sign dangling from an iron 
  pole. The design etched into the sign shows a 
  profile of a mouth with a stein tipping toward it. 
  Beneath the image bold, blocky letters read, “The 
  Wet Whistle.”
  While this encounter is for the Order of the 
  Gauntlet mission, you can also use it for a party 
  without that faction’s members. Curious parties may 
  be interested in why this building is still standing. 
  Entering into the building may give the party the 
  idea that it is a great place for a short rest. Feel 
  free to let them explore the small tavern, which has 
  no apparent reason for remaining intact. Once the 
  party has explored or started to take a short rest, 
  proceed to the encounter, but do not have the dome 
  appear.
  If there is an Order of the Gauntlet member in the 
  party, they must find the center of the building and 
  thrust the golden sword into the ground. When they 
  do, read the following:
  As you thrust the sword into the ground, you feel a 
  warm pulsing coursing through your hands. A faint 
  humming can be heard as a bright light burst forth 
  from the blade. As you blink the afterimage away, you 
  see that the building is surrounded by the undead!
  
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  Attacking the tavern from the windows and the 
  front and back doors are four greater zombies, one 
  devourer, and two skeleton evokers (use evoker 
  stats).
  The party has 10 rounds to dispatch the enemies 
  or they become trapped inside a massive domed 
  wall of force that surrounds the building. If they 
  don’t get out, they must use teleportation magic 
  to escape. Otherwise, they must dispel the dome 
  (level 8 spell) or disintegrate it. After doing so, they 
  may remove the sword and then replace it in the 
  ground, which causes the effect to go off again with 
  the same delay. The gold sword is specially attuned 
  to this location and will not work anywhere else if 
  thrust into the ground.
  Skeleton Evoker (Evoker)
  • Change creature type to Medium undead, lawful evil
  • Add: Damage Vulnerabilities bludgeoning
  • Add: Damage Immunities poison
  • Add: Condition Immunities exhaustion, poisoned
  • Add: Senses darkvision 60 ft.
  Setting up the Encounter
  Very Weak
  • Greater Zombie (2): AC 15, 97 hp, Init +0
  • Skeleton Evoker (2): AC 15, 66 hp, Init +2
  • Devourer: AC 16, 178 hp, Init+1
  Weak
  • Greater Zombie (3): AC 15, 97 hp, Init +0
  • Skeleton Evoker (2): AC 15, 66 hp, Init +2
  • Devourer: AC 16, 178 hp, Init+1
  Average
  • Greater Zombie (4): AC 15, 97 hp, Init +0
  • Skeleton Evoker (2): AC 15, 66 hp, Init +2
  • Devourer: AC 16, 178 hp, Init+1
  Strong
  • Greater Zombie (4): AC 15, 97 hp, Init +0
  • Skeleton Evoker (3): AC 15, 66 hp, Init +2
  • Devourer: AC 16, 178 hp, Init+1
  Very Strong
  • Greater Zombie (2): AC 15, 97 hp, Init +0
  • Skeleton Evoker (4): AC 15, 66 hp, Init +2
  • Devourer: AC 16, 178 hp, Init+1
  XP Award
  If the party successfully gets out before the dome 
  spell goes off, award each character an additional 
  1,000 XP.
  Encounter 6. Death from Above (Combat)
  The sky darkens even more as you rush across a 
  small courtyard. A volley of arrows assaults you from 
  above. As you look up, you see two winged beasts with 
  skeletal archers atop their backs. The beasts unleash a 
  horrifying roar as they descend to attack you.
  There are two young red shadow dragons and 
  four skeleton archers (use archer stats) riding on 
  their backs that have spotted the party. The undead 
  creatures attack the party until they are defeated, 
  focusing on firing from the air. The dragons will not 
  land until they are at half of their hit points.
  Skeleton Archer (Archer)
  • Change creature type to Medium undead, lawful evil
  • Add: Damage Vulnerabilities bludgeoning
  • Add: Damage Immunities poison
  • Add: Condition Immunities exhaustion, poisoned,
  • Add: Senses darkvision 60 ft.
  Adult White Zombie Dragon (Adult White Dragon)
  • Change creature type to Huge undead
  • Add: Damage Immunities poison
  • Add: Condition Immunities poisoned
  • Add: 
  Undead Fortitude. If damage reduces the zombie to 0 hit 
  points, it must make a Constitution saving throw with a DC 
  of 5 + the damage taken, unless the damage is radiant or 
  from a critical hit. On success, the zombie drops to 1 hit 
  point instead.
  • Remove: Legendary Actions
  Setting up the Encounter
  Very Weak
  • Young Red Shadow Dragon: AC 18, 178 hp, Init +0
  • Skeleton Archer (2): AC 16, 75 hp, Init +4
  Weak
  • Young Red Shadow Dragon (2): AC 18, 178 hp, Init +0
  • Skeleton Archer (3): AC 16, 75 hp, Init +4
  Average
  • Young Red Shadow Dragon (2): AC 18, 178 hp, Init +0
  • Skeleton Archer (4): AC 16, 75 hp, Init +4
  Strong
  • Young Red Shadow Dragon: AC 18, 178 hp, Init +0
  • Adult White Zombie Dragon: AC 18, 200 hp, Init +0
  • Skeleton Archer (4): AC 16, 75 hp, Init +4
  Very Strong
  • Adult White Zombie Dragon (2): AC 18, 200 hp, Init +0
  • Skeleton Archer (4): AC 16, 75 hp, Init +4
  Treasure
  Two of the skeleton archers are carrying pouches 
  with 1,000 gp in them.
  
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  CCC-TRI-20 YUL1-5 Breaking Yûlash
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  Encounter 7. The Maw (Exploration and Combat)
  Note: Do this encounter last!
  As you make your way to the Zhentarim Citadel, your 
  path becomes disrupted by a massive sinkhole. You 
  remember Zulkir T’zavik Sa’neer telling you that this 
  was what they called The Maw and he wanted you to 
  explore it, as this is where the undead within the city 
  have been coming from. The staggering 150 foot drop 
  causes you to pause as you notice a milky-gray pool at 
  its bottom. Bubbles rise from the liquid as it seems to 
  flow like water.
  Give the party time to figure out how they want to 
  descend into the pit. The walls are slick but have 
  handholds which can be climbed with a DC 18 
  Strength (Athletics) check made with disadvantage.
  The Pit
  The gray water at the bottom of The Maw is 
  befouled with toxins from the Underdark. Creatures 
  that begin their turn with at least half of their body 
  submerged in the water must succeed on a DC 18 
  Constitution saving throw or be poisoned until they 
  leave the water and for 1 minute afterwards. If a 
  character fails the saving throw by 5 or more, the 
  amount of time it takes them to start drowning is 
  cut in half. If a character succeeds on this saving 
  throw, they are immune to these effects for 24 
  hours.
  • Casting water breathing will allow characters 
  to breathe in the water, but the toxins are still 
  present, and they will continue to need to make 
  the saving throws until they succeed.
  • The murky water filling the pit heavily obscures 
  anything submerged within it. Creatures in the 
  liquid can only see five feet in front of them.
  • Once the characters are submerged, roll initiative. 
  Keep track of how many rounds they are under 
  the water—you may also want to ask each charac­
  ter’s Constitution modifier.
  Suffocation (Drowning) Rules
  A creature can hold its breath for a number of minutes equal 
  to 1 + its Constitution modifier (minimum of 30 seconds).
  When a creature runs out of breath, it can survive for 
  a number of rounds equal to its Constitution modifier 
  (minimum 1 round). At the start of its next turn, it drops to 
  0 hit points and is dying, and it can’t regain hit points or be 
  stabilized until it can breathe again.
  —D&D Basic Rules, Player’s Handbook
  The distance from the surface of the water to the 
  tunnel below is 40 feet. The tunnel is 100 feet long.
  Character with a passive perception of at least 
  20, or those who succeed on a DC 20 Wisdom 
  (Perception) check, sense there is water flowing 
  from a hole at the bottom of the pit. A character can 
  also attempt a DC 15 Intelligence (Investigation) 
  check with disadvantage to find the small cave the 
  water is coming from. Feel free to get rid of the 
  disadvantage to the investigation check for good 
  roleplaying like, “feeling along the wall,” “polymorph 
  into an octopus,” etc.
  Once the party feels their way into the tunnel at 
  the base of The Maw, allow them to continue to 
  roleplay their way through. The tunnel only has 
  a 10­foot diameter. Upon exploring the edges of 
  the tunnel, the players notice they are made out of 
  packed earth.
  Skeletal Arms
  Simple trap (level 11–16, dangerous threat)
  Starting 10 feet into the tunnel are hundreds of 
  humanoid arms, with hands reaching out.
  Trigger. A creature moves past the forest of 
  skeletal arms.
  Effect. The triggering creature must succeed on a 
  DC 18 Strength saving throw or become restrained. 
  Creatures who are not restrained may attempt to 
  free an immobilized character. The arms have AC 
  18, 50 hp, and a damage threshold of 10. A charac­
  ter can also attempt an opposed athletics check to 
  break free; the arms have +10 to their roll.
  XP Award. If the party navigates the water hazard 
  without anyone drowning, award each player 1,000 
  XP.
  Interlude
  Once the party breaks free of the arms, they follow 
  the tunnel unhindered the rest of the 100 feet until 
  it opens up into a cavern above them. When they 
  break the water’s surface, read the following:
  As you break the surface of the water, you are assaulted 
  by the smell of death. Grey liquid oozes down the walls 
  of the chamber around you. A small land mass lies 
  a mere thirty feet away and upon it rests piles upon 
  piles of humanoid skulls. The tops of the skulls are 
  completely missing. You sense movement behind one 
  of the piles as a large purple creature with long tentacle 
  jutting from its face turns to you. “Well, it took you long 
  enough,” you hear in your head. “Come, I have much 
  to tell you.”
  The ulitharid introduces himself as Szthezik. 
  Characters that have played in CCC­TRI­02, 
  “Impression Left Behind” remember Szthezik, as 
  he freed Elanil Elassidil from the rogue elder brain’s 
  evil contraption. He tells the party the following:
  I was the one who freed Elanil from that lunatic elder 
  brain Kszanzeth. I couldn’t watch it continue to poison 
  our hive with the Far Realm creatures. I used to serve 
  
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  15
  as Kszanzeth’s hand. It never even considered the 
  possibility I would turn on it. 
   Kszanzeth had a second hand after I left. His name 
  was Azth-ul. Azth-ul helped Kszanzeth open the portal 
  and showed him how to manipulate arcane magic. He 
  was obsessed with necromancy. 
   Normally rejected by a mind flayer hive, Azth-ul was 
  embraced even though he had become an alhoon. I 
  fear that Azth-ul has returned to lay claim to the hive 
  beneath Yûlash and to see me killed. It would appear as 
  though this is where he devised his plans.
  Allow the party to attempt Insight checks if they 
  wish but no matter what they roll, they feel Szthezik 
  is telling the truth and almost appears scared.
  If the party strikes up a conversation, Szthezik 
  will partake but when the conversation dies down, 
  he tells the party that he must return to the mind 
  flayer hive to ensure it is defended. He tells the party 
  to finish saving the city and he will meet up with 
  them as soon as he feels the hive is safe.
  Treasure. Searching the cavern with a successful 
  DC 15 Intelligence (Investigation) check reveals 
  some treasure beneath a short stack of skulls. 
  There are two potions of greater healing, and a total 
  of 2,000 gp.
  Once the party is ready, they can swim back out, 
  the Skeletal Arms will not trigger on their way out. 
  Once the party has made it to the top of The Maw, 
  move on to “The Beast.”
  The Beast
  You crest the surface to a somewhat peaceful silence. 
  The sounds of battle have dissipated, creating an 
  almost eerie feeling inside you. As you look to the 
  Zhentarim Citadel just a few hundred feet away, you 
  feel the ground rumble as though an earthquake has 
  hit. The silence is then shattered by the sound of 
  screams of terror as a colossal creature that looks like a 
  turtle with a dragon’s head smashes through the city’s 
  wall, flinging bodies through the air. 
   The massive creature’s shell is easily a hundred feet 
  across. Fused to the shell are dozens of old wrecked 
  ships that crumble with every step the turtle takes 
  along with the remnants of buildings it steps on. 
   Upon the turtle’s head stands a mind flayer who 
  points in your direction and screams telepathically into 
  your heads, “Turn over the traitor Szthezik and I’ll eat 
  your brains last!”
  Characters who have played CCC­TRI­14, “The 
  Voice in the Night” recognize this turtle as the lair of 
  the morkoth Razzeltryx.
  The mind flayer Azth­ul is an alhoon who is riding 
  atop a zombie dragon turtle. A tyrannosaurus 
  zombie (the Disgorge Zombie ability is depleted) 
  walks alongside the turtle. The party may well think 
  this is the final battle and you should make it feel 
  that way. Doing so will make the surprise in part 3 
  that much more meaningful.
  Zombie Dragon Turtle (Dragon Turtle)
  • Change creature type to Gargantuan undead
  • Add: Damage Immunities poison
  • Add: Condition Immunities poisoned
  • Add: 
  Undead Fortitude. If damage reduces the zombie to 0 hit 
  points, it must make a Constitution saving throw with a DC 
  of 5 + the damage taken, unless the damage is radiant or 
  from a critical hit. On success, the zombie drops to 1 hit 
  point instead. 
  Setting up the Encounter
  Very Weak
  • Zombie Dragon Turtle: AC 20, 341 hp, Init +0 
  No Steam Breath attack.
  • Azth-ul: AC 15, 120 hp, Init +1
  Weak
  • Zombie Dragon Turtle: AC 20, 341 hp, Init +0 
  Steam Breath is Recharge 6.
  • Azth-ul: AC 15, 120 hp, Init +1
  Average
  • Zombie Dragon Turtle: AC 20, 341 hp, Init +0 
  Steam Breath is Recharge 6.
  • Azth-ul: AC 15, 120 hp, Init +1
  • Tyrannosaurus Zombie: AC 11, 136 hp, Init −2
  Strong
  • Zombie Dragon Turtle: AC 20, 341 hp, Init +0 
  +20 on Undead Fortitude saving throws
  • Azth-ul: AC 15, 120 hp, Init +1
  • Tyrannosaurus Zombie: AC 11, 136 hp, Init −2
  Very Strong
  • Zombie Dragon Turtle: AC 20, 400 hp, Init +0 
  +20 on Undead Fortitude saving throws
  • Azth-ul: AC 15, 120 hp, Init +1
  • Tyrannosaurus Zombie: AC 11, 136 hp, Init −2
  Azth­ul will do its best to stay on top of the dragon 
  turtle and hurl spells down at the party. The zombie 
  dragon turtle will use its steam breath and then 
  proceed to attack any creature it can reach.
  Climbing on the Dragon Turtle
  Climbing the dragon turtle’s slick shell requires a successful 
  DC 17 Strength (Athletics) check. The dragon turtle can 
  use its reaction to make an opportunity attack with its bite 
  against characters that attempt this check. Characters on the 
  turtle’s back may not be attacked by claw attacks. The back of 
  the dragon turtle has an armor class of 30 instead of 20. If a 
  character on the dragon turtle gets hit with a tail attack and 
  gets pushed off the shell, they take 14 (4d6) falling damage 
  and land prone.
  
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  CCC-TRI-20 YUL1-5 Breaking Yûlash
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  Treasure. Azth­ul has 1,500 gp in gems, a spell 
  scroll of fabricate, and a wand of polymorph on him.
  Finding the Zulkir
  Once the party is victorious, they should decide 
  to go visit Zulkir T’zavik Sa’neer at the Zhentarim 
  Citadel. If the party wishes to take a short rest at 
  this time and can rationalize a safe spot to do so, 
  you can allow it. However, a party member might 
  remember the Zulkir specifically asked for their 
  help in 90 minutes (which is about right now).
  If they do decide to rest, the Zulkir has time to 
  find another champion to join the welcome party. Be 
  sure to add it to the next encounter.
  
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  CCC-TRI-20 YUL1-5 Breaking Yûlash
  17
  Part 3. Betrayal in the Darkness
  Estimated Duration: 60 minutes
  The gates to the citadel are heavy and strong, but are 
  not barred. As you pull the doors open your muscles 
  howl as they strain to move the great barricade. Inside 
  lies a large open hall of plain stone. Where banners 
  once proudly hung there are only tattered memories 
  and great pillars standing silently in the darkness. 
   The end of the hall is swallowed by the darkness for 
  all those with anything less than superior darkvision.
  Though the door is heavy, no roll is needed to open 
  it.
  The hall is 80 feet long and 40 feet wide. A glyph 
  of warding is set halfway down the hall and is set 
  off when any living creature that is not from the Far 
  Realm steps within its area. The ward is cleverly 
  disguised beneath some dust and therefore difficult 
  to see without specifically looking for it.
  Deafening Ward
  Simple trap (level 11–16, moderate threat)
  A ward glows blue and emits a hypersonic whine 
  that pierces the party’s sense of hearing and warns 
  the enemies.
  Trigger. A living creature, not from the Far Realm, 
  steps on or moves over the ward.
  Effect. Each creature in the hall must succeed on 
  a DC 18 Constitution saving throw or be deafened 
  for 1 hour. The alarm also alerts the enemies 
  downstairs.
  Countermeasures. A successful DC 17 
  Intelligence (Investigation) or (Arcana) check 
  reveals the runed ward. The ward can be deactivat­
  ing by casting dispel magic (5th­level) or a DC 27 
  Intelligence (Arcana) check.
  At the back of the grand hall, a collapsed hole in 
  the floor leads into a sub basement. A makeshift 
  set of ramshackle stairs descend into the darkness 
  below. At the bottom of the hole lies a shattered 
  marble dais and a black stone throne. At the far end 
  of the sub basement, there is a hole in the wall. A 
  flickering light emanates from the hole.
  The Zulkir’s Betrayal
  Mounds of fresh dirt are heaped throughout the room 
  along the walls and the smell of overturned earth 
  overpowers the musty smell of the dust that blankets 
  the interred. 
   Further chambers can be seen beyond on either side 
  while at the far end of the passage a rough, jagged hole 
  has been broken through the thick stone revealing an 
  earthen path. A strange dim glow pulses from some-
  where further in the tunnel. A low humming quietly 
  washes over your ears. 
   Zulkir T’zavik Sa’neer, another mind flayer, and 
  two Red Plume commanders stand in a large domed 
  chamber. The mind flayer looks eerily similar to the one 
  you just killed on the turtle above. 
   A massive slice in the fabric of space floats in the air 
  and reveals another place. The strange rift seems to 
  blend with the area surrounding it. 
   The Zulkir’s tattoos writhe and shake as he stares 
  at you with wide blank eyes and a gaping smile. The 
  commanders flank him to either side. 
   “Well, well, well, you survived! You are heroes indeed. 
  I’m sorry that it was all for nothing. You see, the siege 
  was just a distraction. While the armies have been slap 
  fighting above, we have used these rifts to infiltrate the 
  other planes. Sadly, you never had a chance, and now 
  you will fall just like the rest of the multiverse.” The 
  mind flayer points at you and whispers into your head, 
  “And now . . . you die!”
  The adventurers are betrayed!
  Zulkir T’zavik Sa’neer is an archmage, the two 
  bodyguards are champions, and the mind flayer is 
  an alhoon. If the party set off the Deafening Ward, 
  the enemies have advantage on their initiative 
  checks.
  The enemies in this encounter are really kaorti 
  shapechangers—when they are slain, they turn 
  into puddles of black ichor. As an action, any 
  shapechanger may absorb a puddle to heal up to 
  50% of their maximum hit points, if they are below 
  50%. The puddles can be destroyed if they are dealt 
  any damage from a spell or attack.
  Setting up the Encounter
  Very Weak
  • Archmage: AC 15, 160 hp, Init +1
  • Alhoon: AC 15, 120 hp, Init+1
  Weak
  • Archmage: AC 15, 160 hp, Init +1
  • Alhoon: AC 15, 120 hp, Init+1
  • Champion: AC 18, 143 hp, Init +2
  Average
  • Archmage: AC 15, 160 hp, Init +1
  • Alhoon: AC 15, 120 hp, Init+1
  • Champion (2): AC 18, 143 hp, Init +2
  Strong
  • Archmage: AC 15, 160 hp, Init +1
  • Alhoon: AC 15, 120 hp, Init+1
  • Champion (2): AC 18, 143 hp, Init +2
  • War Priest: AC 18, 117 hp, Init +0
  Very Strong
  • Archmage: AC 15, 160 hp, Init +1
  • Alhoon: AC 15, 120 hp, Init+1
  • Champion (2): AC 18, 143 hp, Init +2
  • War Priest (2): AC 18, 117 hp, Init +0
  
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  CCC-TRI-20 YUL1-5 Breaking Yûlash
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  Party members that wish to check out the rift 
  instead feel like they should see what happened to 
  the coalition army and report to the First Lord.
  When the party defeats the shapechangers 
  and eventually makes it back to the city, read the 
  following:
  You walk out into the smoke to see the welcome relief 
  of the coalition army purging the city of the remaining 
  undead. First Lord Yestral stands in the shadow of the 
  dragon turtle hulk in awe of the destroyed landscape. 
  He looks to you and asks, “What news do you have, 
  soldiers?”
  Allow the party to tell the First Lord about the 
  shapechangers and the rift below. He looks at them 
  and responds, “Well then, it appears our work isn’t 
  yet done!”
  
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  CCC-TRI-20 YUL1-5 Breaking Yûlash
  19
  Rewards
  Make sure players note their rewards on their 
  adventure log sheets. Give your name and DCI 
  number (if applicable) so players can record who 
  ran the session.
  Experience
  Total up all combat experience earned for defeated 
  foes, and divide by the number of characters present 
  in the combat. For non­combat experience, the 
  rewards are listed per character.
  Combat Awards
  Name of Foe 
   
   
  XP Per Foe
  Hill Giant 
   
   
  1,800
  Mouth of Grolantor 
   
  2,300
  Hobgoblin Devastator 
   
  1,100
  Greater Zombie  
   
  1,800
  Skeleton Evoker  
   
  5,000
  Devourer 
   
   
  10,000
  Skeleton Archer  
   
  700
  Young Red Shadow Dragon 
  10,000
  Adult White Zombie Dragon 
  10,000
  Ulitharid 
   
   
  5,000
  Dragon Turtle 
   
   
  18,000
  Tyrannosaurus Zombie 
   
  3,900
  Alhoon  
   
   
  5,900
  Archmage 
   
   
  8,400
  Champion 
   
   
  5,000
  War Priest 
   
   
  5,000
  Non-Combat Awards
  Task or Accomplishment  
  XP Per Character
  A Familiar Face  
   
  1,000
  Demoralized Troops 
   
  1,000
  The Wet Whistle  
   
  1,000
  Surviving the Skeletal Arms 
  1,000
   The minimum total award for each character 
  participating in this adventure is 14,500 experience 
  points.
   The maximum total award for each character 
  participating in this adventure is 16,500 experience 
  points.
  Treasure
  The characters receive the following treasure, 
  divided up amongst the party. Treasure is divided 
  as evenly as possible. Gold piece values listed for 
  sellable gear are calculated at their selling price, not 
  their purchase price.
  Treasure Awards
  Item Name 
   
   
  GP Value
  Shaman Gems 
   
   
  500
  Moander Cache  
   
  1,000
  Killer Frost: A Working Theory 
  500
  Skeleton Archers  
   
  2,000
  The Maw 
   
   
  2,000
  Azth-ul Gems 
   
   
  1,500
  Breaking the Siege 
   
  2,000
   Consumable magic items should be divided up 
  however the group sees fit. If more than one char­
  acter is interested in a specific consumable magic 
  item, the DM can determine who gets it randomly 
  should the group be unable to decide.
   Permanent magic items are divided according to 
  a system detailed in the D&D Adventurers League 
  Dungeon Master’s Guide.
  Wand of Polymorph
  Wand, very rare (requires attunement by a 
  spellcaster)
  This black metal wand feels sticky to the touch and 
  is molded into the shape of a tentacle. When you 
  use this item, you lose the ability to speak until the 
  end of your next turn. This item can be found in 
  Player Handout 2.
  Potion of Greater Healing
  Potion, uncommon
  This item can be found in the Dungeon Master’s 
  Guide
  Spell Scroll of Blight
  Scroll, rare
  This item can be found in the Dungeon Master’s 
  Guide.
  Spell Scroll of Fabricate
  Scroll, rare
  This item can be found in the Dungeon Master’s 
  Guide.
  
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  CCC-TRI-20 YUL1-5 Breaking Yûlash
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  Story Awards
  During the course of this adventure, the characters 
  may earn the following story awards:
  Shots Fired. You have committed an act of war 
  against the Zhentarim by killing a spy while working 
  for First Lord Yestral. This story reward may come 
  into play in the future.
  More information can be found in Player Handout 
  1.
  Renown
  Each character receives one renown at the conclu­
  sion of this adventure.
   Members of the Emerald Enclave that find and 
  recover the seed in Moander’s temple earn one 
  additional renown point.
   Members of Order of the Gauntlet that 
  successfully defend the Wet Whistle until the sword 
  activates earn one additional renown point.
  DM Rewards
  In exchange for running this adventure, you earn 
  DM Rewards as described in the D&D Adventurers 
  League Dungeon Master’s Guide (ALDMG).
  
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  CCC-TRI-20 YUL1-5 Breaking Yûlash
  21
  Appendix. Dramatis Personae
  The following NPCs are featured prominently in 
  this adventure:
  Vuhm Yestral (VYOOM YES-stral). The First 
  Lord of Hillsfar has taken great interest in helping 
  the city of Yûlash. With his Red Plume soldiers, he 
  has been intent on removing all evil threats from the 
  area surround the town.
  Zulkir Dar’lon Ma (DAR-lon MAH). A Red 
  wizard that has been helping with the Yûlash 
  rebuilding efforts.
  Zulkir T’zavik Sa’neer (ZA-vick SA-neer). A Red 
  Wizard archmage who has led a small force into the 
  city of Yûlash. He is currently holed up in the city 
  and is actually a kaorti shapechanger,
  Szthezik (ZITH-zick). An ulitharid who used to 
  be the hand of the Elder Brain. He seeks to reclaim 
  the mind flayer hive to use it to establish trade 
  routes in the Underdark.
  Azth-ul (AZ-ooth OOL). A mind flayer alhoon 
  (arcane wizard) that has attained lichdom.
  Knewt (NEWT). A young boy whose family was 
  replaced by shapechangers in the village of Hilltop.
  
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  CCC-TRI-20 YUL1-5 Breaking Yûlash
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  Appendix. Monster/NPC Statistics
  Adult White Dragon
  Huge dragon, chaotic evil
  Armor Class 18 (natural armor)
  Hit Points 200 (16d12 + 96)
  Speed 40 ft., burrow 30 ft., fly 80 ft., swim 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   22 (+6) 
  10 (+0) 
  22 (+6) 
  8 (−1) 
  12 (+1) 
  12 (+1)
  Saving Throws Dex +3, Con +11, Wis +6, Cha +6
  Skills Perception +11, Stealth +5
  Damage Immunities cold
  Senses blindsight 60 ft., darkvision 120 ft., passive 
  Perception 21
  Languages Common, Draconic
  Challenge 13 (10,000 XP)
  Ice Walk. The dragon can move across and climb icy 
  surfaces without needing to make an ability check. 
  Additionally, difficult terrain comprised of ice or snow 
  doesn’t cost it extra movement.
  Legendary Resistance (3/Day). If the dragon fails a 
  saving throw, it can choose to succeed instead.
  Actions
  Multiattack. The dragon can use its Frightful Presence. 
  It then makes three attacks: one with its bite and two 
  with its claws.
  Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one 
  target. Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) 
  cold damage.
  Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one 
  target. Hit: 13 (2d6 + 6) slashing damage.
  Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one 
  target. Hit: 15 (2d8 + 6) bludgeoning damage.
  Frightful Presence. Each creature of the dragon’s choice 
  that is within 120 feet of the dragon and aware of it 
  must succeed on a DC 14 Wisdom saving throw or 
  become frightened for 1 minute. A creature can repeat 
  the saving throw at the end of each of its turns, ending 
  the effect on itself on a success. If a creature’s saving 
  throw is successful or the effect ends for it, the creature 
  is immune to the dragon’s Frightful Presence for the 
  next 24 hours.
  Cold Breath (Recharge 5–6). The dragon exhales an icy 
  blast in a 60-foot cone. Each creature in that area must 
  make a DC 19 Constitution saving throw, taking 54 
  (12d8) cold damage on a failed save, or half as much 
  damage on a successful one.
  Legendary Actions
  The dragon can take 3 legendary actions, choosing 
  from the options below. Only one legendary action 
  option can be used at a time, and only at the end of 
  another creature’s turn. The dragon regains spent 
  legendary actions at the start of its turn.
  Detect. The dragon makes a Wisdom (Perception) 
  check.
  Tail Attack. The dragon makes a tail attack.
  Wing Attack (Costs 2 Actions). The dragon beats its 
  wings. Each creature within 10 feet of the dragon 
  must succeed on a DC 19 Dexterity saving throw 
  or take 13 (2d6 + 6) bludgeoning damage and be 
  knocked prone. The dragon can then fly up to half its 
  flying speed.
  
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  Alhoon
  Medium undead, any evil alignment
  Armor Class 15 (natural armor)
  Hit Points 120 (16d8 + 48)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   11 (+0) 
  12 (+1) 
  16 (+3) 
  19 (+4) 
  17 (+3) 
  17 (+3)
  Saving Throws Con +7, Int +8, Wis +7, Cha +7
  Skills Arcana +8, Deception +7, History +8, Insight +7, 
  Perception +7, Stealth +5
  Damage Resistances cold lightning, necrotic
  Damage Immunities poison; bludgeoning, piercing, 
  and slashing from nonmagical attacks
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, poisoned
  Senses truesight 120 ft., passive Perception 17
  Languages Deep Speech, Undercommon, telepathy 
  120 ft.
  Challenge 10 (5,900 XP)
  Magic Resistance. The alhoon has advantage on saving 
  throws against spells and other magical effects.
  Innate Spellcasting (Psionics). The alhoon’s innate 
  spellcasting ability is Intelligence (spell save DC 16). 
  It can innately cast the following spells, requiring no 
  components:
  At will: detect thoughts, levitate
  1/day each: dominate monster, plane shift (self only)
  Spellcasting. The alhoon is a 12th-level spellcaster. Its 
  spellcasting ability is Intelligence (spell save DC 16, +8 
  to hit with spell attacks). The alhoon has the following 
  wizard spell prepared:
  Cantrips (at will): chill touch, dancing lights, mage hand, 
  prestidigitation, shocking grasp
  1st level (4 slots): detect magic, disguise self, magic 
  missile, shield
  2nd level (3 slots): invisibility, mirror image, scorching ray
  3rd level (3 slots):counterspell, fly, lightning bolt
  4th level (3 slots): confusion, Evard’s black tentacles, 
  phantasmal killer
  5th level (2 slots): modify memory, wall of force
  6th level (1 slot): disintegrate, globe of invulnerability
  Turn Resistance. The alhoon has advantage on saving 
  throws against any effect that turns undead.
  Actions
  Chilling Grasp. Melee Spell Attack: +8 to hit, reach 5 ft., 
  one target. Hit: 10 (3d6) cold damage.
  Mind Blast (Recharge 5–6). The alhoon magically emits 
  psychic energy in a 60-foot cone. Each creature in that 
  area must succeed on a DC 16 Intelligence saving 
  throw or take 22 (4d8 + 4) psychic damage and be 
  stunned for 1 minute. A target can repeat the saving 
  throw at the end of each of its turns, ending the effect 
  on itself on a success
  Source: Volo’s Guide to Monsters
  
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  CCC-TRI-20 YUL1-5 Breaking Yûlash
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  Archer
  Medium humanoid (any race), any alignment
  Armor Class 16 (studded leather)
  Hit Points 75 (10d8 + 30)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   11 (+0) 
  18 (+4) 
  16 (+3) 
  11 (+0) 
  13 (+1) 
  10 (+0)
  Skills Acrobatics +6, Perception +5
  Senses passive Perception 15
  Languages any one language (usually Common)
  Challenge 3 (700 XP)
  Archer’s Eye (3/Day). As a bonus action, the archer 
  can add 1d10 to its next attack or damage roll with a 
  longbow or shortbow.
  Actions
  Multiattack. The archer makes two attacks with its 
  longbow.
  Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 1d6 + 4) piercing damage.
  Longbow. Ranged Weapon Attack: +6 to hit, range 
  150/600 ft., one target. Hit: 8 (1d8 + 4) piercing 
  damage.
  Source: Volo’s Guide to Monsters
  Archmage
  Medium humanoid (any race), any alignment
  Armor Class 12 (15 with mage armor)
  Hit Points 99 (18d8 + 18)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 
  14 (+2) 
  12 (+1) 
  20 (+5) 
  15 (+2) 
  16 (+3)
  Saving Throws Int +9, Wis +6
  Skills Arcana +13, History +13
  Damage Resistance damage from spells; nonmagical 
  bludgeoning, piercing, and slashing (from stoneskin)
  Senses passive Perception 12
  Languages any six languages
  Challenge 12 (8,400 XP)
  Magic Resistance. The archmage has advantage on 
  saving throws against spells and other magical effects.
  Spellcasting. The archmage is an 18th-level spellcaster. 
  Its spellcasting ability is Intelligence (spell save DC 17, 
  +9 to hit with spell attacks). The archmage can cast 
  disguise self and invisibility at will and has the following 
  wizard spells prepared:
  Cantrips (at will): fire bolt, light, mage hand, 
  prestidigitation, shocking grasp
  1st level (4 slots): detect magic, identify, mage armor,* 
  magic missile
  2nd level (3 slots): detect thoughts, mirror image, misty 
  step
  3rd level (3 slots): counterspell, fly, lightning bolt
  4th level (3 slots): banishment, fire shield, stoneskin*
  5th level (3 slots): cone of cold, scrying, wall of force
  6th level (1 slot): globe of invulnerability
  7th level (1 slot): teleport
  8th level (1 slot): mind blank*
  9th level (1 slot): time stop
  *The archmage casts these spells on itself before 
  combat.
  Actions
  Dagger. Melee or Ranged Weapon Attack: +6 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 4 
  (1d4 + 2) piercing damage.
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  CCC-TRI-20 YUL1-5 Breaking Yûlash
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  Champion
  Medium humanoid (any race), any alignment
  Armor Class 18 (plate) 
  Hit Points 143 (22d8 + 44) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   20 (+5)  
  15 (+2)  
  14 (+2)  
  10 (+0)  14 (+2)  
  12 (+1) 
  Saving Throws Str +9, Con +6
  Skills Athletics +9, Intimidation +5, Perception +6, 
  Senses passive Perception 16
  Languages any one language (usually Common)
  Challenge 9 (5,000 XP) 
  Indomitable (2/Day). The champion rerolls a failed 
  saving throw.
  Second Wind (Recharges after a Short or Long Rest). As 
  a bonus action, the champion can regain 20 hit points.
  Actions
  Multiattack. The champion makes three attacks with 
  its greatsword or its light crossbow.
  Greatsword. Melee weapon attack: +9 to hit, reach 5 
  ft. one target. Hit: 12 (2d6 + 5) slashing damage, or 
  19 (4d6 + 5) slashing damage while enlarged plus 7 
  (2d6) slashing damage or 14 (4d6) slashing damage if 
  the champion has more than half of its total hit points 
  remaining.
  Light Crossbow. Ranged weapon attack: +6 to hit, range 
  80/320 ft., one target. Hit: 6 (1d8 + 2) piercing damage 
  plus 7 (2d6) piercing damage if the champion has 
  more than half of its total hit points remaining.
  Source: Volo’s Guide to Monsters
  Devourer
  Large fiend, chaotic evil
  Armor Class 16 (natural armor)
  Hit Points 178 (17d10 + 85)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   20 (+5) 
  12 (+1) 
  20 (+5) 
  13 (+1) 
  10 (+0) 
  16 (+3)
  Damage Resistances cold, fire, lightning
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 120 ft., passive Perception 10
  Languages Abyssal, telepathy 120 ft.
  Challenge 13 (10,000 XP)
  Actions
  Multiattack. The devourer makes two claw attacks and 
  can use either Imprison Soul or Soul Rend.
  Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one 
  target. Hit: 12 (2d6 + 5) slashing damage plus 21 (6d6) 
  necrotic damage.
  Imprison Soul. The devourer chooses a living humanoid 
  with 0 hit points that it can see within 30 feet of it. That 
  creature is teleported inside the devourer’s rib cage 
  and imprisoned there. A creature imprisoned in this 
  manner has disadvantage on death saving throws. If 
  it dies while imprisoned, the devourer regains 25 hit 
  points, immediately recharges Soul Rend, and gains an 
  additional action on tis next turn. Additionally, at the 
  start of its next turn, the devourer regurgitates the slain 
  creature as a bonus action, and the creature becomes 
  an undead. If the victim had 2 or fewer Hit Dice, it 
  becomes a zombie. If it had 3 to 5 Hit Dice, it becomes 
  a ghoul. Otherwise, it becomes a wight. A devourer can 
  imprison only one creature at a time.
  Soul Rend (Recharge 6). The devourer creates a vortex 
  of life-draining energy in a 20-foot radius centered on 
  itself. Each humanoid in that area must make a DC 18 
  Constitution saving throw, taking 44 (8d10) necrotic 
  damage on a failed save, or half as much damage on 
  a successful one. Increase the damage by 10 for each 
  living humanoid with 0 hit points in that area.
  Source: Volo’s Guide to Monsters
  
  Not for resale. Permission granted to print or photocopy this document for personal use only
  CCC-TRI-20 YUL1-5 Breaking Yûlash
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  Dragon Turtle
  Gargantuan dragon, neutral
  Armor Class 20 (natural armor)
  Hit Points 341 (22d20 + 110)
  Speed 20 ft., swim 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   25 (+7) 
  10 (+0) 
  20 (+5) 
  10 (+0) 
  12 (+1) 
  12 (+1)
  Saving Throws Dex +5, Con +10, Wis +6
  Damage Resistances fire
  Senses darkvision 120 ft., passive Perception 11
  Languages Aquan, Draconic
  Challenge 17 (18,000 XP)
  Amphibious. The dragon turtle can breathe air and 
  water.
  Actions
  Multiattack. The dragon turtle makes three attacks: 
  one with its bite and two with its claws. It can make 
  one tail attack in place of its two claw attacks.
  Bite. Melee Weapon Attack: +12 to hit, reach 15 ft., one 
  target. Hit: 26 (3d12 + 7) piercing damage.
  Claw. Melee Weapon Attack: +12 to hit, reach 10 ft., one 
  target. Hit: 16 (2d8 + 7) slashing damage.
  Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., 
  one target. Hit: 26 (3d12 + 7) bludgeoning damage. 
  If the target is a creature, it must succeed on a DC 20 
  Strength saving throw or be pushed up to 10 feet away 
  from the dragon turtle and knocked prone.
  Steam Breath (Recharge 5–6). The dragon turtle exhales 
  scalding steam in a 60-foot cone. Each creature in that 
  area must make a DC 18 Constitution saving throw, 
  taking 52 (15d6) fire damage on a failed save, or half as 
  much damage on a successful one. Being underwater 
  doesn’t grant resistance against this damage.
  Evoker
  Medium humanoid (any race), any alignment
  Armor Class 12 (15 with mage armor)
  Hit Points 66 (12d8 + 12)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   9 (−1) 
  14 (+2) 
  12 (+1) 
  17 (+3) 
  12 (+1) 
  11 (+0)
  Saving Throws Int +7, Wis +5
  Skills Arcana +7, History +7
  Senses passive Perception 11
  Languages any four languages
  Challenge 9 (5,000 XP)
  Spellcasting. The evoker is a 12th-level spellcaster. Its 
  spellcasting ability is Intelligence (spell save DC 15, +7 
  to hit with spell attacks). The evoker has the following 
  wizard spells prepared:
  Cantrips (at will): fire bolt,* light,* prestidigitation, ray of 
  frost*
  1st level (4 slots): burning hands,* mage armor, magic 
  missile*
  2nd level (3 slots): mirror image, misty step, shatter*
  3rd level (3 slots): counterspell, fireball,* lightning bolt*
  4th level (3 slots): ice storm,* stoneskin
  5th level (2 slots): Bigby’s hand,* cone of cold*
  6th level (1 slot): chain lightning,* wall of ice*
  *Evocation spell
  Sculpt Spells. When the evoker casts an evocation spell 
  that affects other creatures it can see, it can choose 
  a number of them equal to 1 + the spell’s level. The 
  chosen creatures automatically succeed on their saving 
  throws against the spell, and they take no damage if 
  they would normally take half damage on a successful 
  save.
  Actions
  Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5 
  ft., one target. Hit: 2 (1d6 − 1) bludgeoning damage, 
  or 3 (1d8 − 1) bludgeoning damage if used with two 
  hands.
  Source: Volo’s Guide to Monsters
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  CCC-TRI-20 YUL1-5 Breaking Yûlash
  27
  Greater Zombie
  Medium undead, neutral evil
  Armor Class 15 (natural armor)
  Hit Points 97 (13d8 + 39)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 
  10 (+0) 
  17 (+3) 
  4 (−3) 
  6 (−2) 
  6 (−2)
  Saving Throws Wis +1
  Damage Resistances cold, necrotic
  Damage Immunities poison
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, poisoned
  Senses darkvision 60 ft., passive Perception 8
  Languages understands the languages it knew in life 
  but can’t speak
  Challenge 5 (1,800 XP)
  Turn Resistance. The zombie has advantage on saving 
  throws against any effect that turns undead.
  Undead Fortitude. If damage reduces the zombie to 0 
  hit points, it must make a Constitution saving throw 
  with a DC of 5 + the damage taken, unless the damage 
  is radiant or from a critical hit. On a success, the 
  zombie drops to 1 hit point instead.
  Actions
  Multiattack. The zombie makes two melee attacks.
  Empowered Slam. Melee Weapon Attack: +7 to hit, 
  reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning 
  damage and 7 (2d6) necrotic damage.
  Source: Tales from the Yawning Portal
  Hill Giant
  Huge giant, chaotic evil
  Armor Class 13 (natural armor)
  Hit Points 105 (10d12 + 40)
  Speed 40 ft.
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   21 (+5) 
  8 (−1) 
  19 (+4) 
  5 (−3) 
  9 (−1) 
  6 (−2)
  Skills Perception +2
  Senses passive Perception 12
  Languages Giant
  Challenge 5 (1,800 XP)
  Actions
  Multiattack. The giant makes two greatclub attacks.
  Greatclub. Melee Weapon Attack: +8 to hit, reach 10 ft., 
  one target. Hit: 18 (3d8 + 5) bludgeoning damage.
  Rock. Ranged Weapon Attack: +8 to hit, range 60/240 
  ft., one target. Hit: 21 (3d10 +5) bludgeoning damage.
  
  Not for resale. Permission granted to print or photocopy this document for personal use only
  CCC-TRI-20 YUL1-5 Breaking Yûlash
  28
  Hobgoblin Devastator
  Medium humanoid (goblinoid), lawful evil
  Armor Class 13 (studded leather)
  Hit Points 45 (7d8 + 14)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   13 (+1) 
  12 (+1) 
  14 (+2) 
  16 (+3) 
  13 (+1) 
  11 (+0)
  Skills Arcana +5
  Senses darkvision 60 ft., passive Perception 11
  Languages Common, Goblin
  Challenge 4 (1,100 XP)
  Arcane Advantage. Once per turn, the hobgoblin can 
  deal an extra 7 (2d6) damage to a creature it hits with a 
  damaging spell attack if that target is within 5 feet of an 
  ally of the hobgoblin and that ally isn’t incapacitated.
  Army Arcana. When the hobgoblin casts a spell that 
  causes damage or that forces other creatures to make 
  a saving throw, it can choose itself and any number of 
  allies to be immune to the damage caused by the spell 
  and succeed on the required saving throw
  Spellcasting. The hobgoblin is a 7th-level spellcaster. 
  Its spellcasting ability is Intelligence (spell save DC 13, 
  +5 to hit with spell attacks). It has the following wizard 
  spells prepared:
  Cantrips (at will): acid splash, fire bolt, ray of frost, 
  shocking grasp
  1st level (4 slots): fog cloud, magic missile, thunderwave
  2nd level (3 slots): gust of wind, Melf’s acid arrow, 
  scorching ray
  3rd level (3 slots): fireball, fly, lightning bolt
  4th level (1 slot): ice storm
  Actions
  Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5 
  ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage, 
  or 5 (1d8 + 1) bludgeoning damage if used with two 
  hands.
  Source: Volo’s Guide to Monsters
  Mouth of Grolantor
  Huge giant (hill giant), chaotic evil
  Armor Class 13 (natural armor)
  Hit Points 105 (10d12 + 40)
  Speed 50 ft.
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   21 (+5) 
  10 (+0) 
  18 (+4) 
  5 (−3) 
  7 (−2) 
  5 (−3)
  Skills Perception +1
  Condition Immunities frightened
  Senses passive Perception 11
  Languages Giant
  Challenge 6 (2,300 XP)
  Mouth of Madness. The giant is immune to confusion 
  spells and similar magic. 
   On each of its turns, the giant uses all its movement 
  to move toward the nearest creature or whatever else it 
  might perceive as food. Roll a d10 at the start of each 
  of the giant’s turns to determine its action for that turn:
  1–3. The giant makes three attacks with its fists against 
  one random target within its reach. If no other 
  creatures are within its reach, the giant flies into a 
  rage and gains advantage on all attack rolls until the 
  end of its next turn.
  4–5. The giant makes one attack with its fist against 
  every creature within its reach. If no other creatures 
  are within its reach, the giant makes one fist attack 
  against itself.
  6–7. The giant makes one attack with its bite against 
  one random target within its reach. If no other 
  creatures are within its reach, its eye glaze over and it 
  becomes stunned until the start of its next turn.
  8–10. The giant makes three attacks against one 
  random target within its reach: one attack with its 
  bite and two with its fists. If no other creatures are 
  within its reach, the giant flies into a rage and gains 
  advantage on all of its attack rolls until the end of its 
  next turn.
  Actions
  Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  creature. Hit: 15 (3d6 + 5) piercing damage, and the 
  giant magically regains hit points equal to the damage 
  dealt.
  Fist. Melee Weapon Attack: +8 to hit, reach 10 ft., one 
  target. Hit: 18 (3d8 + 5) bludgeoning damage. 
  Source: Volo’s Guide to Monsters
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  CCC-TRI-20 YUL1-5 Breaking Yûlash
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  Tyrannosaurus Zombie
  Huge undead, unaligned
  Armor Class 11 (natural armor)
  Hit Points 136 (13d12 + 52)
  Speed 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   25 (+7) 
  6 (−2) 
  19 (+4) 
  1 (−5) 
  3 (−4) 
  5 (−3)
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 6
  Languages —
  Challenge 8 (3,900 XP)
  Disgorge Zombie. As a bonus action, the tyrannosaurus 
  zombie can disgorge a normal zombie, which appears 
  in an unoccupied space within 10 feet of it. The 
  disgorged zombie acts on its own initiative count. After 
  a zombie is disgorged, roll a d6. On a roll of 1, the 
  tyrannosaurus zombie runs out of zombie to disgorge 
  and loses this trait. If the tyrannosaurus zombie still 
  has this trait when it dies. 1d4 normal zombies erupt 
  from its corpse at the start of its next turn. These 
  zombies act on their own initiative count.
  Undead Fortitude. If damage reduces the 
  tyrannosaurus zombie to 0 hit points, it must make a 
  Constitution saving throw with a DC of 5 + the damage 
  taken, unless the damage is radiant or from a critical 
  hit. On a success, the zombie drops to 1 hit point 
  instead.
  Actions
  Multiattack. The tyrannosaurus zombie makes two 
  attacks: one with its bite and one with its tail. It can’t 
  make both attacks against the same target.
  Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one 
  target. Hit: 33 (4d12 + 7) piercing damage. If the target 
  is a Medium or smaller creature, it is grappled (escape 
  DC 17). Until this grapple ends, the target is restrained 
  and the tyrannosaurus zombie can’t bite another target 
  or disgorge zombies.
  Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one 
  target. Hit: 20 (3d8 + 7) bludgeoning damage.
  Source: Tomb of Annihilation
  
  Not for resale. Permission granted to print or photocopy this document for personal use only
  CCC-TRI-20 YUL1-5 Breaking Yûlash
  30
  Ulitharid
  Large aberration, lawful evil
  Armor Class 15 (breastplate)
  Hit Points 127 (17d10 + 34)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   15 (+2) 
  12 (+1) 
  15 (+2) 
  21 (+5) 
  19 (+4) 
  21 (+5)
  Saving Throws Int +9, Wis +8, Cha +9
  Skills Arcana +9, Insight +8, Perception +8, Stealth +5
  Senses darkvision 120 ft., passive Perception 18
  Languages Deep Speech, Undercommon, 
  telepathy 2 miles
  Challenge 9 (5,000 XP)
  Creature Sense. The ulitharid is aware of the 
  presence of creatures within 2 miles of it that have 
  an Intelligence score of 4 or higher. It knows the 
  distance and direction to each creature, as well as each 
  creature’s Intelligence score, but can’t sense anything 
  else about it. A creature protected by a mind blank 
  spell, a nondetection spell, or similar magic can’t be 
  perceived in this manner.
  Magic Resistance. The ulitharid has advantage on 
  saving throws against spells and other magical effects.
  Psionic Hub. If an elder brain establishes a psychic link 
  with the ulitharid, the elder brain can form a psychic 
  link with any other creature the ulitharid can detect 
  using its Creature Sense. Any such link ends if the 
  creature falls outside the telepathy ranges of both the 
  ulitharid and the elder brain. The ulitharid can maintain 
  its psychic link with the elder brain regardless of the 
  distance between them, so long as they are both on the 
  same plane of existence. If the ulitharid is more than 5 
  miles away from the elder brain, it can end the psychic 
  link at any time (no action required).
  Innate Spellcasting (Psionics). The ulitharid’s innate 
  spellcasting ability is Intelligence (spell save DC 17). 
  It can innately cast the following spells, requiring no 
  components:
  At will: detect thoughts, levitate
  1/day each: confusion, dominate monster, eyebite, 
  feeblemind, mass suggestion, plane shift (self only), 
  project image, scrying, telekinesis
  Actions
  Tentacles. Melee Weapon Attack: +9 to hit, reach 10 ft., 
  one creature. Hit: 27 (4d10 + 5) psychic damage. If the 
  target is Large or smaller, it is grappled (escape DC 14) 
  and must succeed on a DC 17 Intelligence saving throw 
  or be stunned until this grapple ends.
  Extract Brain. Melee Weapon Attack: +9 to hit, reach 
  5 ft., one incapacitated humanoid grappled by the 
  ulitharid. Hit: 55 (10d10) piercing damage. If this 
  damage reduces the target to 0 hit points, the ulitharid 
  kills the target by extracting and devouring its brain.
  Mind Blast (Recharge 5−6). The ulitharid magically 
  emits psychic energy in a 60-foot-cone. Each creature in 
  that area must succeed on a DC 17 Intelligence saving 
  throw or take 31 (4d12 + 5) psychic damage and be 
  stunned for 1 minute. A target can repeat the saving 
  throw at the end of each of its turns, ending the effect 
  on itself on a success.
  Source: Volo’s Guide to Monsters
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  CCC-TRI-20 YUL1-5 Breaking Yûlash
  31
  War Priest
  Medium humanoid (any race), any alignment
  Armor Class 18 (plate)
  Hit Points 117 (18d8 + 36)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 
  10 (+0) 
  14 (+2) 
  11 (+0) 
  17 (+3) 
  13 (+1)
  Saving Throws Con +6, Wis +7
  Skills Intimidation +5, Religion +4
  Senses passive Perception 13
  Languages any two languages
  Challenge 9 (5,000 XP)
  Spellcasting. The priest is a 9th-level spellcaster. Its 
  spellcasting ability is Wisdom (spell save DC 15, +7 to 
  hit with spell attacks). It has the following cleric spells 
  prepared:
  Cantrips (at will): light, mending, sacred flame, spare the 
  dying
  1st level (4 slots): divine favor, guiding bolt, healing word, 
  shield of faith
  2nd level (3 slots): lesser restoration, magic weapon, 
  prayer of healing, silence, spiritual weapon
  3rd level (3 slots): beacon of hope, crusader’s mantle, 
  dispel magic, revivify, spirit guardians, water walk
  4th level (3 slots): banishment, freedom of movement, 
  guardian of faith, stoneskin
  5th level (1 slot): flame strike, mass cure wounds, hold 
  monster
  Actions
  Multiattack. The priest makes two melee attacks.
  Maul. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 10 (2d6 + 3) bludgeoning damage.
  Reactions
  Guided Strike (Recharges after a Short or Long Rest). 
  The priest grants a +10 bonus to an attack roll made by 
  itself or another creature within 30 feet of it. The priest 
  can make this choice after the roll is made but before it 
  hits or misses.
  Source: Volo’s Guide to Monsters
  
  Not for resale. Permission granted to print or photocopy this document for personal use only
  CCC-TRI-20 YUL1-5 Breaking Yûlash
  32
  Young Red Shadow Dragon
  Large dragon, chaotic evil
  Armor Class 18 (natural armor)
  Hit Points 178 (17d10 + 85)
  Speed 40 ft., climb 40 ft., fly 80 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   23 (+6) 
  10 (+0) 
  21 (+5) 
  14 (+2) 
  11 (+0) 
  19 (+4)
  Saving Throws Dex +4, Con +9, Wis +4, Cha +8
  Skills Perception +8, Stealth +8
  Damage Resistances necrotic
  Damage Immunities necrotic
  Senses blindsight 30 ft., darkvision 120 ft., passive 
  Perception 18
  Languages Common, Draconic
  Challenge 13 (10,000 XP)
  Living Shadow. While in dim light or darkness, the 
  dragon has resistance to damage that isn’t force, 
  psychic, or radiant.
  Shadow Stealth. While in dim light or darkness, the 
  dragon can take the Hide action as a bonus action.
  Sunlight Sensitivity. While in sunlight, the dragon has 
  disadvantage on attack rolls, as well as on Wisdom 
  (Perception) checks that rely on sight.
  Actions
  Multiattack. The dragon makes three attacks: one with 
  its bit and two with its claws.
  Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one 
  target. Hit: 17 (2d10 + 6) piercing damage plus 3 (1d6) 
  necrotic damage.
  Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one 
  target. Hit: 13 (2d6 + 6) slashing damage.
  Shadow Breath (Recharge 5–6). The dragon exhales 
  shadowy fire in a 30-foot cone. Each creature in that 
  area must make a DC 18 Dexterity saving throw, taking 
  56 (16d6) necrotic damage on a failed save, or half 
  as much damage on a successful one. A humanoid 
  reduced to 0 hit points by this damage dies, and 
  an undead shadow rises from its corpse and acts 
  immediately after the dragon in the initiative count. The 
  shadow is under the dragon’s control.
  Appendix. Encounter Setup
  Attack!!
  Very Weak Party Strength (8,100 XP)
  • Hill Giant (2): AC 13, 105 hp, Init −1
  • Mouth of Grolantor: AC 13, 140 hp, Init +0
  • Orc Shaman (2): AC 15, 60 hp, Init +1
  Weak Party Strength (9,900 XP)
  • Hill Giant (3): AC 13, 105 hp, Init −1
  • Mouth of Grolantor: AC 13, 140 hp, Init +0
  • Orc Shaman (2): AC 15, 60 hp, Init +1
  Average Party Strength (11,700 XP)
  • Hill Giant (4): AC 13, 105 hp, Init −1
  • Mouth of Grolantor: AC 13, 140 hp, Init +0
  • Orc Shaman (2): AC 15, 60 hp, Init +1
  Strong Party Strength (13,900 XP)
  • Hill Giant (2): AC 13, 105 hp, Init −1
  • Mouth of Grolantor: AC 13, 140 hp, Init +0
  • Orc Shaman (4): AC 15, 60 hp, Init +1
  Very Strong Party Strength (14,600 XP)
  • Hill Giant (3): AC 13, 105 hp, Init −1
  • Mouth of Grolantor: AC 13, 140 hp, Init +0
  • Orc Shaman (3): AC 15, 60 hp, Init +1
  Orc Shaman (Hobgoblin Devastator)
  • Change creature type to Medium humanoid (orc)
  • Replace language: Goblin with Orc
  • Add: 
  Aggressive. As a bonus action, the orc can move up to its 
  speed toward a hostile creature it can see.
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  CCC-TRI-20 YUL1-5 Breaking Yûlash
  33
  The Wet Whistle
  Very Weak Party Strength (23,600XP)
  • Greater Zombie (2): AC 15, 97 hp, Init +0
  • Skeleton Evoker (2): AC 15, 66 hp, Init +2
  •  Devourer: AC 16, 178 hp, Init +1
  Weak Party Strength (25,400 XP)
  • Greater Zombie (3): AC 15, 97 hp, Init +0
  • Skeleton Evoker (2): AC 15, 66 hp, Init +2
  •  Devourer: AC 16, 178 hp, Init +1
  Average Party Strength (27,200 XP)
  • Greater Zombie (4): AC 15, 97 hp, Init +0
  • Skeleton Evoker (2): AC 15, 66 hp, Init +2
  •  Devourer: AC 16, 178 hp, Init +1
  Strong Party Strength (32,200 XP)
  • Greater Zombie (4): AC 15, 97 hp, Init +0
  • Skeleton Evoker (3): AC 15, 66 hp, Init +2
  •  Devourer: AC 16, 178 hp, Init +1
  Very Strong Party Strength (33,600 XP)
  • Greater Zombie (2): AC 15, 97 hp, Init +0
  • Skeleton Evoker (4): AC 15, 66 hp, Init +2
  •  Devourer: AC 16, 178 hp, Init +1
  Skeleton Evoker (Evoker)
  • Change creature type to Medium undead, lawful evil
  • Add: Damage Vulnerabilities bludgeoning
  • Add: Damage Immunities poison
  • Add: Condition Immunities exhaustion, poisoned
  • Add: Senses darkvision 60 ft.
  Death From Above
  Very Weak Party Strength (11,400 XP)
  • Young Red Shadow Dragon: AC 18, 178 hp, Init 
  +0
  • Skeleton Archer (2): AC 16, 75 hp, Init +4
  Weak Party Strength (22,100 XP)
  • Young Red Shadow Dragon (2): AC 18, 178 hp, 
  Init +0
  • Skeleton Archer (3): AC 16, 75 hp, Init +4
  Average Party Strength (22,800 XP)
  • Young Red Shadow Dragon (2): AC 18, 178 hp, 
  Init +0
  • Skeleton Archer (4): AC 16, 75 hp, Init +4
  Strong Party Strength (22,800 XP)
  • Young Red Shadow Dragon: AC 18, 178 hp, Init 
  +0
  • Adult White Zombie Dragon: AC 18, 200 hp, Init 
  +0
  • Skeleton Archer (4): AC 16, 75 hp, Init +4
  Very Strong Party Strength (22,800 XP)
  • Adult White Zombie Dragon (2): AC 18, 200 hp, 
  Init +0
  • Skeleton Archer (4): AC 16, 75 hp, Init +4
  Skeleton Archer (Archer)
  • Change creature type to Medium undead, lawful evil
  • Add: Damage Vulnerabilities bludgeoning
  • Add: Damage Immunities poison
  • Add: Condition Immunities exhaustion, poisoned,
  • Add: Senses darkvision 60 ft.
  Adult White Zombie Dragon (Adult White Dragon)
  • Change creature type to Huge undead
  • Add: Damage Immunities poison
  • Add: Condition Immunities poisoned
  • Add: 
  Undead Fortitude. If damage reduces the zombie to 0 hit 
  points, it must make a Constitution saving throw with a DC 
  of 5 + the damage taken, unless the damage is radiant or 
  from a critical hit. On success, the zombie drops to 1 hit 
  point instead.
  • Remove: Legendary Actions
  
  Not for resale. Permission granted to print or photocopy this document for personal use only
  CCC-TRI-20 YUL1-5 Breaking Yûlash
  34
  The Beast
  Very Weak Party Strength (23,900 XP)
  • Zombie Dragon Turtle: AC 20, 341 hp, Init +0 
  No Steam Breath attack.
  • Azth-ul: AC 15, 120 hp, Init +1
  Weak Party Strength (23,900 XP)
  • Zombie Dragon Turtle: AC 20, 341 hp, Init +0 
  Steam Breath is Recharge 6.
  • Azth-ul: AC 15, 120 hp, Init +1
  Average Party Strength (27,800 XP)
  • Zombie Dragon Turtle: AC 20, 341 hp, Init +0 
  Steam Breath is Recharge 6.
  • Azth-ul: AC 15, 120 hp, Init +1
  • Tyrannosaurus Zombie: AC 11, 136 hp, Init −2
  Strong Party Strength (27,800 XP)
  • Zombie Dragon Turtle: AC 20, 341 hp, Init +0
  • Azth-ul: AC 15, 120 hp, Init +1
  • Tyrannosaurus Zombie: AC 11, 136 hp, Init −2
  Very Strong Party Strength (27,800 XP)
  • Zombie Dragon Turtle: AC 20, 400 hp, Init +0
  • Azth-ul: AC 15, 120 hp, Init +1
  • Tyrannosaurus Zombie: AC 11, 136 hp, Init −2
  Zombie Dragon Turtle (Dragon Turtle)
  • Change creature type to Gargantuan undead
  • Add: Damage Immunities poison
  • Add: Condition Immunities poisoned
  • Add: 
  Undead Fortitude. If damage reduces the zombie to 0 hit 
  points, it must make a Constitution saving throw with a DC 
  of 5 + the damage taken, unless the damage is radiant or 
  from a critical hit. On success, the zombie drops to 1 hit 
  point instead.
  Betrayal in the Darkness
  Very Weak Party Strength (14,300 XP)
  • Archmage: AC 15, 160 hp, Init +1
  • Alhoon: AC 15, 120 hp, Init +1
  Weak Party Strength (19,300 XP)
  • Archmage: AC 15, 160 hp, Init +1
  • Alhoon: AC 15, 120 hp, Init +1
  • Champion: AC 18, 143 hp, Init +2
  Average Party Strength (24,300 XP)
  • Archmage: AC 15, 160 hp, Init +1
  • Alhoon: AC 15, 120 hp, Init +1
  • Champion (2): AC 18, 143 hp, Init +2
  Strong Party Strength (29,300 XP)
  • Archmage: AC 15, 160 hp, Init +1
  • Alhoon: AC 15, 120 hp, Init +1
  • Champion (2): AC 18, 143 hp, Init +2
  • War Priest: AC 18, 117 hp, Init +0
  Very Strong Party Strength (34,300 XP)
  • Archmage: AC 15, 160 hp, Init +1
  • Alhoon: AC 15, 120 hp, Init +1
  • Champion (2): AC 18, 143 hp, Init +2
  • War Priest (2): AC 18, 117 hp, Init +0
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  CCC-TRI-20 YUL1-5 Breaking Yûlash
  35
  Appendix. Yûlash Map
  
  Not for resale. Permission granted to print or photocopy this document for personal use only
  CCC-TRI-20 YUL1-5 Breaking Yûlash
  36
  Player Handout 1. Story Award
  During the course of this adventure, the characters 
  may earn the following story award. If you are print­
  ing these out for your characters, print as many as 
  you may need to ensure that any eligible character 
  receives a copy:
  Story Award
  Shots Fired. You have committed an act of war 
  against the Zhentarim by killing a spy while working 
  for First Lord Yestral. This story reward may come 
  into play in the future.
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  CCC-TRI-20 YUL1-5 Breaking Yûlash
  37
  Player Handout 2. Magic Item
  During the course of this adventure, the characters 
  may find the following permanent magic item:
  Wand of Polymorph
  Wand, very rare (requires attunement by a 
  spellcaster)
  This wand has 7 charges. While holding it, you can 
  use an action to expend 1 of its charges to cast the 
  polymorph spell (save DC 15) from it.
  The wand regains 1d6 + 1 charges daily at dawn. 
  If you expend the wand’s last charge, roll a d20. On 
  a 1, the wand crumbles to ashes and is destroyed.
  This black metal wand feels sticky to the touch 
  and is molded into the shape of a tentacle. When 
  you use this item, you lose the ability to speak until 
  the end of your next turn.
   This item can be found in the Dungeon Master’s 
  Guide, page 211.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/Convention Created Content/TotalCon (TRI)/CCC-TRI-20 - Breaking Yulash.pdf