TEXT: Chapel on the Cliffs
  Companion Booklet
  
  2
  APL 2
  Scaling the Adventure
  When running the adventure for a group of 2nd 
  level characters, you should apply the following 
  changes.
  Page 9 - Skeleton Patrols
  When determining the size of the skeleton 
  patrols and how quickly the reinforcements 
  arrive, use the table below.
  Number of Skeletons
  Die Size
  90 to 116
  d10
  60 to 89
  d8
  30 to 59
  d6
  Less than 30
  d4
  Page 11 - Wandering Ghouls
  The PCs encounter two ghouls instead of three.
  Page 15 - B2. The Hideout
  The PCs encounter one ghast instead of two.
  Page 17 - The Bay at Night
  The PCs encounter four claws of the deep 
  instead of five.
  Page 20 - Random Encounters
  When the PCs are exploring the march, use the 
  table below for random encounters.
  d20
  Random Encounter
  1-2
  2d4 stirges
  3-4
  1d2 giant toads
  5
  1 will-o’-wisps
  6 or higher
  Nothing
  Page 22 - C1. Hall of Heroes
  The PCs encounter one will-o’-wisp instead of 
  two.
  Page 28 - Skeleton Guardians
  When determining how quickly skeletons arrive 
  at the chapel by night, use the table below.
  Number of Skeletons
  Die Size
  90 to 116
  d10
  60 to 89
  d8
  30 to 59
  d6
  Less than 30
  d4
  Page 32 - Reinforcements
  When rolling for reinforcements during a siege 
  scene, use the table below.
  d20
  Result
  1-5
  Six skeletons drop out of the chase.
  Something bad happened to them: 
  other undead trampled them, they 
  got stuck in a bush, they broke a leg 
  or it fell off, etc. Permanently remove 
  these undead from your pool of 
  reinforcements.
  6-10
  The skeletons keep up with the PCs 
  but none of them manage to catch up.
  11-15
  If any of the characters didn’t move at 
  least 45 feet away from the horde of 
  skeletons chasing them since the end 
  of the last turn, one of the skeletons 
  catches up with the PCs (as if you had 
  rolled 16-20; see below). If the entire 
  party moved at least 45 feet from the 
  horde, nothing happens.
  16-20
  One of the undead catches up with 
  the PCs and becomes active. New 
  skeletons appear 3d6 x 5 feet away 
  from the characters, typically behind 
  them, but some of the undead might 
  have tried to cut the PCs off and 
  appear in front of them or on the sides.
  
  3
  Page 32 - Escaping with the Idol
  Use the table below when determining the size of 
  the patrol the PCs encounter.
  Number of Skeletons
  Die Size
  90 to 116
  d10
  60 to 89
  d8
  30 to 59
  d6
  Less than 30
  d4
  Page 33 - Sieges
  There are only two skeletons at each door 
  instead of three.
  Monster Statistics
  When running the adventure for a group of 2nd 
  level characters, you should use the monster 
  statistics below. Note that some creatures are 
  weaker than in the original adventure.
  Ghoul
  Medium undead, chaotic evil
  Armor Class 12
  HP 22 (5d8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1)
  15 (+2)
  10 (+0)
  7 (−2)
  10 (+0)
  6 (−2)
  Damage Immunities poison
  Condition Immunities charmed, exhaustion, poisoned 
  Senses darkvision 60 ft., passive Perception 10 
  Languages Common 
  Challenge 1 (200 XP) 
  Actions
  Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one 
  creature. Hit: 9 (2d6 + 2) piercing damage. 
  Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 7 (2d4 + 2) slashing damage. If the target is a 
  creature other than an elf or undead, it must succeed on 
  a DC 10 Constitution saving throw or be paralyzed for 1 
  minute. The target can repeat the saving throw at the end of 
  each of its turns, ending the effect on itself on a success.
  Ghast
  Medium undead, chaotic evil
  Armor Class 13
  HP 36 (8d8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  17 (+3)
  10 (+0)
  11 (+0)
  10 (+0)
  8 (−1)
  Damage Resistance necrotic
  Damage Immunities poison
  Condition Immunities charmed, exhaustion, poisoned
  Senses darkvision 60 ft., passive Perception 10
  Languages Common
  Challenge 2 (450 XP)
  Stench. Any creature that starts its turn within 5 feet of 
  the ghast must succeed on a DC 10 Constitution saving 
  throw or be poisoned until the start of its next turn. On 
  a successful saving throw, the creature is immune to the 
  ghast’s Stench for 24 hours. 
  Turning Defiance. The ghast and any ghouls within 30 feet 
  of it have advantage on saving throws against effects that 
  turn undead. 
  Actions
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  creature. Hit: 12 (2d8 + 3) piercing damage. 
  Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 10 (2d6 + 3) slashing damage. If the target is a 
  creature other than an undead, it must succeed on a DC 10 
  Constitution saving throw or be paralyzed for 1 minute. The 
  target can repeat the saving throw at the end of each of its 
  turns, ending the effect on itself on a success.
  
  4
  Swarm of Bats
  Medium swarm of Tiny beasts, unaligned
  Armor Class 12
  HP 22 (5d8)
  Speed 0 ft., fly 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  5 (−3)
  15 (+2)
  10 (+0)
  2 (−4)
  12 (+1)
  4 (−3)
  Damage Resistances bludgeoning, piercing, slashing 
  Condition Immunities charmed, frightened, grappled, 
  paralyzed, petrified, prone, restrained, stunned 
  Senses blindsight 60 ft., passive Perception 11 
  Languages —
  Challenge 1/4 (50 XP)
  Echolocation. The swarm can’t use its blindsight while 
  deafened.
  Keen Hearing. The swarm has advantage on Wisdom 
  (Perception) checks that rely on hearing. Swarm. The 
  swarm can occupy another creature’s space and vice versa, 
  and the swarm can move through any opening large enough 
  for a Tiny bat. The swarm can’t regain hit points or gain 
  temporary hit points.
  Swarm. The swarm can occupy another creature’s space 
  and vice versa, and the swarm can move through any 
  opening large enough for a Tiny bat. The swarm can’t regain 
  hit points or gain temporary hit points.
  Actions
  Bites. Melee Weapon Attack: +4 to hit, reach 0 ft., one 
  creature in the swarm’s space. Hit: 5 (2d4) piercing damage, 
  or 2 (1d4) piercing damage if the swarm has half of its hit 
  points or fewer.
  Claw of the Deep
  Medium undead, chaotic evil
  Armor Class 12
  Hit Points 26 (4d8 + 8)
  Speed 30 ft., swim 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2)
  14 (+2)
  15 (+2)
  6 (-2)
  8 (-1)
  5 (-3)
  Damage Vulnerabilities bludgeoning
  Damage Immunities poison
  Condition Immunities exhaustion, poisoned
  Senses darkvision 60 ft., passive Perception 9
  Languages understands Common but can’t speak
  Challenge 1/2 (100 XP)
  ACTIONS
  Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 7 (2d4 + 2) slashing damage, and the target 
  is grappled (escape DC 12). Until this grapple ends, the 
  creature is restrained, and the claw of the deep can’t use its 
  claws attack against another target.
  Drown. The claw of the deep makes an attack with its claws 
  against a grappled creature. If the attack hits, the target and 
  the claw of the deep sink 30 feet. If the target is holding its 
  breath, it also runs out of air and begins to choke (see the 
  “Suffocating” rules in the SRD).
  Aina
  Medium fey, neutral good
  Armor Class 12
  Hit Points 54 (12d8)
  Speed 30 ft., swim 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  14 (+2)
  11 (+0)
  14 (+2)
  15 (+2)
  18 (+4)
  Skills Perception +4, Stealth +4
  Senses darkvision 60 ft., passive Perception 14
  Languages Aquan, Common, Sylvan
  Challenge 2 (450 XP)
  Amphibious. Aina can breathe air and water.
  Innate Spellcasting. Aina can innately cast the following 
  spells, requiring only verbal components:
  At-will: control water, create water, water breathing
  2/day: augury
  ACTIONS
  Freezing Touch. Melee Spell Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 14 (4d6) cold damage.
  Stirge
  Tiny beast, unaligned
  Armor Class 14 (natural armor)
  HP 2 (1d4)
  Speed 10 ft., fly 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  4 (−3)
  16 (+3)
  11 (+0)
  2 (−4)
  8 (−1)
  6 (−2)
  Senses darkvision 60 ft., passive Perception 9
  Languages —
  Challenge 1/8 (25 XP)
  Actions
  Blood Drain. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one creature. Hit: 5 (1d4 + 3) piercing damage, and the 
  stirge attaches to the target. While attached, the stirge 
  doesn’t attack. Instead, at the start of each of the stirge’s 
  turns, the target loses 5 (1d4 + 3) hit points due to blood 
  loss.
  The stirge can detach itself by spending 5 feet of its 
  movement. It does so after it drains 10 hit points of blood 
  from the target or the target dies. A creature, including the 
  target, can use its action to detach the stirge.
  
  5
  Giant Toad
  Large beast, unaligned
  Armor Class 11
  HP 39 (6d10 + 6)
  Speed 20 ft., swim 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2)
  13 (+1)
  13 (+1)
  2 (−4)
  10 (+0)
  3 (−4)
  Senses darkvision 30 ft., passive Perception 10
  Languages —
  Challenge 1 (200 XP)
  Amphibious. The toad can breathe air and water. Standing 
  Leap. The toad’s long jump is up to 20 feet and its high 
  jump is up to 10 feet, with or without a running start.
  Actions
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 7 (1d10 + 2) piercing damage plus 5 (1d10) poison 
  damage, and the target is grappled (escape DC 13). Until 
  this grapple ends, the target is restrained, and the toad can’t 
  bite another target. 
  Swallow. The toad makes one bite attack against a Medium 
  or smaller target it is grappling. If the attack hits, the target 
  is swallowed, and the grapple ends. The swallowed target 
  is blinded and restrained, it has total cover against attacks 
  and other effects outside the toad, and it takes 10 (3d6) acid 
  damage at the start of each of the toad’s turns. The toad can 
  have only one target swallowed at a time. If the toad dies, 
  a swallowed creature is no longer restrained by it and can 
  escape from the corpse using 5 feet of movement, exiting 
  prone.
  Will-o’-Wisp
  Tiny undead, chaotic evil
  Armor Class 19
  HP 22 (9d4)
  Speed 0 ft., fly 50 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  1 (−5)
  28 (+9)
  10 (+0)
  13 (+1)
  14 (+2)
  11 (+0)
  Damage Immunities lightning, poison 
  Damage Resistances acid, cold, fire, necrotic, thunder; 
  bludgeoning, piercing, and slashing from nonmagical 
  attacks 
  Condition Immunities exhaustion, grappled, paralyzed, 
  poisoned, prone, restrained, unconscious 
  Senses darkvision 120 ft., passive Perception 12 
  Languages the languages it knew in life 
  Challenge 2 (450 XP) 
  Consume Life. As a bonus action, the will-o’-wisp can target 
  one creature it can see within 5 feet of it that has 0 hit 
  points and is still alive. The target must succeed on a DC 10 
  Constitution saving throw against this magic or die. If the 
  target dies, the will-o’-wisp regains 10 (3d6) hit points. 
  Ephemeral. The will-o’-wisp can’t wear or carry anything. 
  Incorporeal Movement. The will-o’-wisp can move through 
  other creatures and objects as if they were difficult terrain. 
  It takes 5 (1d10) force damage if it ends its turn inside an 
  object. 
  Variable Illumination. The will-o’-wisp sheds bright light in 
  a 5- to 20-foot radius and dim light for an additional number 
  of feet equal to the chosen radius. The will-o’-wisp can alter 
  the radius as a bonus action. 
  Actions
  Shock. Melee Spell Attack: +4 to hit, reach 5 ft., one 
  creature. Hit: 9 (2d8) lightning damage. 
  Invisibility. The will-o’-wisp and its light magically become 
  invisible until it attacks or uses its Consume Life, or until its 
  concentration ends (as if concentrating on a spell).
  Richard the Zombie
  Medium undead, neutral
  Armor Class 8
  HP 22 (3d8 + 9)
  Speed 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1)
  6 (−2)
  16 (+3)
  10 (+0)
  10 (+0)
  5 (−3)
  Saving Throws Wis +2
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 8
  Languages Common
  Challenge 1/4 (50 XP)
  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
  Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 4 (1d6 + 1) bludgeoning damage.
  
  6
  Wight
  Medium undead, neutral evil
  Armor Class 14 (studded leather)
  HP 45 (6d8 + 18)
  Speed 30 ft. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2)
  14 (+2)
  16 (+3)
  10 (+0)
  13 (+1)
  15 (+2)
  Skills Perception +3, Stealth +4 
  Damage Resistances necrotic; bludgeoning, piercing, and 
  slashing from nonmagical attacks that aren’t silvered 
  Damage Immunities poison 
  Condition Immunities exhaustion, poisoned 
  Senses darkvision 60 ft., passive Perception 13 
  Languages the languages it knew in life 
  Challenge 3 (700 XP)
  Sunlight Sensitivity. While in sunlight, the wight has 
  disadvantage on attack rolls, as well as on Wisdom 
  (Perception) checks that rely on sight.
  Actions
  Multiattack. The wight makes two longsword attacks or 
  two longbow attacks. It can use its Life Drain in place of one 
  longsword attack.
  Life Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one creature. Hit: 5 (1d6 + 2) necrotic damage. The target 
  must succeed on a DC 13 Constitution saving throw or its 
  hit point maximum is reduced by an amount equal to the 
  damage taken. This reduction lasts until the target finishes 
  a long rest. The target dies if this effect reduces its hit point 
  maximum to 0. 
  A humanoid slain by this attack rises 24 hours later as a 
  zombie under the wight’s control, unless the humanoid is 
  restored to life or its body is destroyed. The wight can have 
  no more than twelve zombies under its control at one time. 
  Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) 
  slashing damage if used with two hands. 
  Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 
  ft., one target. Hit: 6 (1d8 + 2) piercing damage.
  Brother Morton
  Medium humanoid, chaotic evil
  Armor Class 13 (natural)
  Hit Points 75 (10d8 + 30)
  Speed 30 ft., swim 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  8 (-1)
  16 (+3)
  10 (+0)
  10 (+0)
  16 (+3)
  Condition Immunities exhaustion
  Senses darkvision 60 ft., passive Perception 10
  Languages Understands common but can’t speak
  Challenge 3 (700 XP)
  Amphibious. Brother Morton can breathe air and water.
  ACTIONS
  Multiattack. Brother Morton can make two attacks: one 
  with his bite, one with his claws.
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 8 (1d6 + 5) piercing damage.
  Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 10 (2d4 + 5) slashing damage.
  Skeleton
  Medium undead, lawful evil
  Armor Class 13 (armor scraps) 
  Hit Points 13 (2d8 + 4)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  14 (+2)
  15 (+2)
  6 (−2)
  8 (−1)
  5 (−3)
  Damage Vulnerabilities bludgeoning 
  Damage Immunities poison 
  Condition Immunities exhaustion, poisoned 
  Senses darkvision 60 ft., passive Perception 9 
  Languages understands all languages it knew in life but 
  can’t speak 
  Challenge 1/4 (50 XP)
  ACTIONS
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 5 (1d6 + 2) piercing damage.
  
  7
  APL 3
  Scaling the Adventure
  The adventure is optimized for a group of four 
  3rd level characters. You can use the module as 
  written with PCs of this level.
  Monster Statistics
  When running the adventure for a group of 3rd 
  level characters, you should use the monster 
  statistics below.
  Ghoul
  Medium undead, chaotic evil
  Armor Class 12
  HP 22 (5d8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1)
  15 (+2)
  10 (+0)
  7 (−2)
  10 (+0)
  6 (−2)
  Damage Immunities poison
  Condition Immunities charmed, exhaustion, poisoned 
  Senses darkvision 60 ft., passive Perception 10 
  Languages Common 
  Challenge 1 (200 XP) 
  Actions
  Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one 
  creature. Hit: 9 (2d6 + 2) piercing damage. 
  Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 7 (2d4 + 2) slashing damage. If the target is a 
  creature other than an elf or undead, it must succeed on 
  a DC 10 Constitution saving throw or be paralyzed for 1 
  minute. The target can repeat the saving throw at the end of 
  each of its turns, ending the effect on itself on a success.
  Ghast
  Medium undead, chaotic evil
  Armor Class 13
  HP 36 (8d8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  17 (+3)
  10 (+0)
  11 (+0)
  10 (+0)
  8 (−1)
  Damage Resistance necrotic
  Damage Immunities poison
  Condition Immunities charmed, exhaustion, poisoned
  Senses darkvision 60 ft., passive Perception 10
  Languages Common
  Challenge 2 (450 XP)
  Stench. Any creature that starts its turn within 5 feet of 
  the ghast must succeed on a DC 10 Constitution saving 
  throw or be poisoned until the start of its next turn. On 
  a successful saving throw, the creature is immune to the 
  ghast’s Stench for 24 hours. 
  Turning Defiance. The ghast and any ghouls within 30 feet 
  of it have advantage on saving throws against effects that 
  turn undead. 
  Actions
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  creature. Hit: 12 (2d8 + 3) piercing damage. 
  Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 10 (2d6 + 3) slashing damage. If the target is a 
  creature other than an undead, it must succeed on a DC 10 
  Constitution saving throw or be paralyzed for 1 minute. The 
  target can repeat the saving throw at the end of each of its 
  turns, ending the effect on itself on a success.
  Swarm of Bats
  Medium swarm of Tiny beasts, unaligned
  Armor Class 12
  HP 22 (5d8)
  Speed 0 ft., fly 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  5 (−3)
  15 (+2)
  10 (+0)
  2 (−4)
  12 (+1)
  4 (−3)
  Damage Resistances bludgeoning, piercing, slashing 
  Condition Immunities charmed, frightened, grappled, 
  paralyzed, petrified, prone, restrained, stunned 
  Senses blindsight 60 ft., passive Perception 11 
  Languages —
  Challenge 1/4 (50 XP)
  Echolocation. The swarm can’t use its blindsight while 
  deafened.
  Keen Hearing. The swarm has advantage on Wisdom 
  (Perception) checks that rely on hearing. Swarm. The 
  swarm can occupy another creature’s space and vice versa, 
  and the swarm can move through any opening large enough 
  for a Tiny bat. The swarm can’t regain hit points or gain 
  temporary hit points.
  Swarm. The swarm can occupy another creature’s space 
  and vice versa, and the swarm can move through any 
  opening large enough for a Tiny bat. The swarm can’t regain 
  hit points or gain temporary hit points.
  Actions
  Bites. Melee Weapon Attack: +4 to hit, reach 0 ft., one 
  creature in the swarm’s space. Hit: 5 (2d4) piercing damage, 
  or 2 (1d4) piercing damage if the swarm has half of its hit 
  points or fewer.
  
  8
  Claw of the Deep
  Medium undead, chaotic evil
  Armor Class 12
  Hit Points 26 (4d8 + 8)
  Speed 30 ft., swim 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2)
  14 (+2)
  15 (+2)
  6 (-2)
  8 (-1)
  5 (-3)
  Damage Vulnerabilities bludgeoning
  Damage Immunities poison
  Condition Immunities exhaustion, poisoned
  Senses darkvision 60 ft., passive Perception 9
  Languages understands Common but can’t speak
  Challenge 1/2 (100 XP)
  ACTIONS
  Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 7 (2d4 + 2) slashing damage, and the target 
  is grappled (escape DC 12). Until this grapple ends, the 
  creature is restrained, and the claw of the deep can’t use its 
  claws attack against another target.
  Drown. The claw of the deep makes an attack with its claws 
  against a grappled creature. If the attack hits, the target and 
  the claw of the deep sink 30 feet. If the target is holding its 
  breath, it also runs out of air and begins to choke (see the 
  “Suffocating” rules in the SRD).
  Aina
  Medium fey, neutral good
  Armor Class 12
  Hit Points 54 (12d8)
  Speed 30 ft., swim 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  14 (+2)
  11 (+0)
  14 (+2)
  15 (+2)
  18 (+4)
  Skills Perception +4, Stealth +4
  Senses darkvision 60 ft., passive Perception 14
  Languages Aquan, Common, Sylvan
  Challenge 2 (450 XP)
  Amphibious. Aina can breathe air and water.
  Innate Spellcasting. Aina can innately cast the following 
  spells, requiring only verbal components:
  At-will: control water, create water, water breathing
  2/day: augury
  ACTIONS
  Freezing Touch. Melee Spell Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 14 (4d6) cold damage.
  Stirge
  Tiny beast, unaligned
  Armor Class 14 (natural armor)
  HP 2 (1d4)
  Speed 10 ft., fly 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  4 (−3)
  16 (+3)
  11 (+0)
  2 (−4)
  8 (−1)
  6 (−2)
  Senses darkvision 60 ft., passive Perception 9
  Languages —
  Challenge 1/8 (25 XP)
  Actions
  Blood Drain. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one creature. Hit: 5 (1d4 + 3) piercing damage, and the 
  stirge attaches to the target. While attached, the stirge 
  doesn’t attack. Instead, at the start of each of the stirge’s 
  turns, the target loses 5 (1d4 + 3) hit points due to blood 
  loss.
  The stirge can detach itself by spending 5 feet of its 
  movement. It does so after it drains 10 hit points of blood 
  from the target or the target dies. A creature, including the 
  target, can use its action to detach the stirge.
  Giant Toad
  Large beast, unaligned
  Armor Class 11
  HP 39 (6d10 + 6)
  Speed 20 ft., swim 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2)
  13 (+1)
  13 (+1)
  2 (−4)
  10 (+0)
  3 (−4)
  Senses darkvision 30 ft., passive Perception 10
  Languages —
  Challenge 1 (200 XP)
  Amphibious. The toad can breathe air and water. Standing 
  Leap. The toad’s long jump is up to 20 feet and its high 
  jump is up to 10 feet, with or without a running start.
  Actions
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 7 (1d10 + 2) piercing damage plus 5 (1d10) poison 
  damage, and the target is grappled (escape DC 13). Until 
  this grapple ends, the target is restrained, and the toad can’t 
  bite another target. 
  Swallow. The toad makes one bite attack against a Medium 
  or smaller target it is grappling. If the attack hits, the target 
  is swallowed, and the grapple ends. The swallowed target 
  is blinded and restrained, it has total cover against attacks 
  and other effects outside the toad, and it takes 10 (3d6) acid 
  damage at the start of each of the toad’s turns. The toad can 
  have only one target swallowed at a time. If the toad dies, 
  a swallowed creature is no longer restrained by it and can 
  escape from the corpse using 5 feet of movement, exiting 
  prone.
  
  9
  Will-o’-Wisp
  Tiny undead, chaotic evil
  Armor Class 19
  HP 22 (9d4)
  Speed 0 ft., fly 50 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  1 (−5)
  28 (+9)
  10 (+0)
  13 (+1)
  14 (+2)
  11 (+0)
  Damage Immunities lightning, poison 
  Damage Resistances acid, cold, fire, necrotic, thunder; 
  bludgeoning, piercing, and slashing from nonmagical 
  attacks 
  Condition Immunities exhaustion, grappled, paralyzed, 
  poisoned, prone, restrained, unconscious 
  Senses darkvision 120 ft., passive Perception 12 
  Languages the languages it knew in life 
  Challenge 2 (450 XP) 
  Consume Life. As a bonus action, the will-o’-wisp can target 
  one creature it can see within 5 feet of it that has 0 hit 
  points and is still alive. The target must succeed on a DC 10 
  Constitution saving throw against this magic or die. If the 
  target dies, the will-o’-wisp regains 10 (3d6) hit points. 
  Ephemeral. The will-o’-wisp can’t wear or carry anything. 
  Incorporeal Movement. The will-o’-wisp can move through 
  other creatures and objects as if they were difficult terrain. 
  It takes 5 (1d10) force damage if it ends its turn inside an 
  object. 
  Variable Illumination. The will-o’-wisp sheds bright light in 
  a 5- to 20-foot radius and dim light for an additional number 
  of feet equal to the chosen radius. The will-o’-wisp can alter 
  the radius as a bonus action. 
  Actions
  Shock. Melee Spell Attack: +4 to hit, reach 5 ft., one 
  creature. Hit: 9 (2d8) lightning damage. 
  Invisibility. The will-o’-wisp and its light magically become 
  invisible until it attacks or uses its Consume Life, or until its 
  concentration ends (as if concentrating on a spell).
  Richard the Zombie
  Medium undead, neutral
  Armor Class 8
  HP 22 (3d8 + 9)
  Speed 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1)
  6 (−2)
  16 (+3)
  10 (+0)
  10 (+0)
  5 (−3)
  Saving Throws Wis +2
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 8
  Languages Common
  Challenge 1/4 (50 XP)
  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
  Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 4 (1d6 + 1) bludgeoning damage.
  Wight
  Medium undead, neutral evil
  Armor Class 14 (studded leather)
  HP 45 (6d8 + 18)
  Speed 30 ft. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2)
  14 (+2)
  16 (+3)
  10 (+0)
  13 (+1)
  15 (+2)
  Skills Perception +3, Stealth +4 
  Damage Resistances necrotic; bludgeoning, piercing, and 
  slashing from nonmagical attacks that aren’t silvered 
  Damage Immunities poison 
  Condition Immunities exhaustion, poisoned 
  Senses darkvision 60 ft., passive Perception 13 
  Languages the languages it knew in life 
  Challenge 3 (700 XP)
  Sunlight Sensitivity. While in sunlight, the wight has 
  disadvantage on attack rolls, as well as on Wisdom 
  (Perception) checks that rely on sight.
  Actions
  Multiattack. The wight makes two longsword attacks or 
  two longbow attacks. It can use its Life Drain in place of one 
  longsword attack.
  Life Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one creature. Hit: 5 (1d6 + 2) necrotic damage. The target 
  must succeed on a DC 13 Constitution saving throw or its 
  hit point maximum is reduced by an amount equal to the 
  damage taken. This reduction lasts until the target finishes 
  a long rest. The target dies if this effect reduces its hit point 
  maximum to 0. 
  A humanoid slain by this attack rises 24 hours later as a 
  zombie under the wight’s control, unless the humanoid is 
  restored to life or its body is destroyed. The wight can have 
  no more than twelve zombies under its control at one time. 
  Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) 
  slashing damage if used with two hands. 
  Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 
  ft., one target. Hit: 6 (1d8 + 2) piercing damage.
  
  10
  Brother Morton
  Medium humanoid, chaotic evil
  Armor Class 14 (natural)
  Hit Points 97 (13d8 + 39)
  Speed 30 ft., swim 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  8 (-1)
  16 (+3)
  10 (+0)
  10 (+0)
  16 (+3)
  Condition Immunities exhaustion
  Senses darkvision 60 ft., passive Perception 10
  Languages Understands common but can’t speak
  Challenge 4 (1,100 XP)
  Amphibious. Brother Morton can breathe air and water.
  ACTIONS
  Multiattack. Brother Morton can make two attacks: one 
  with his bite, one with his claws.
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 8 (1d6 + 5) piercing damage.
  Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 10 (2d4 + 5) slashing damage.
  Skeleton
  Medium undead, lawful evil
  Armor Class 13 (armor scraps) 
  Hit Points 13 (2d8 + 4)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  14 (+2)
  15 (+2)
  6 (−2)
  8 (−1)
  5 (−3)
  Damage Vulnerabilities bludgeoning 
  Damage Immunities poison 
  Condition Immunities exhaustion, poisoned 
  Senses darkvision 60 ft., passive Perception 9 
  Languages understands all languages it knew in life but 
  can’t speak 
  Challenge 1/4 (50 XP)
  ACTIONS
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 5 (1d6 + 2) piercing damage.
  
  11
  APL 4
  Scaling the Adventure
  When running the adventure for a group of 4th 
  level characters, you should apply the following 
  changes.
  Page 9 - Skeleton Patrols
  When determining the size of the skeleton 
  patrols and how quickly the reinforcements 
  arrive, use the table below.
  Number of Skeletons
  Die Size
  90 to 116
  d12+1
  60 to 89
  d12
  30 to 59
  d10
  Less than 30
  d8
  Page 11 - Wandering Ghouls
  The PCs encounter two ghouls and a ghast 
  instead of three ghouls.
  Page 12 - A1. The Lighthouse
  The PCs encounter three swarms of bats 
  instead of two.
  Page 17 - The Bay at Night
  The PCs encounter eight claws of the deep 
  instead of five.
  Page 20 - Random Encounters
  When the PCs are exploring the march, use the 
  table below for random encounters.
  d20
  Random Encounter
  1-2
  2d4 + 4 stirges
  3-4
  1d4 + 1 giant toads
  5
  1d2 will-o’-wisps
  6 or higher
  Nothing
  Page 23 - Burial chamber
  The PCs encounter a barrow wight (see 
  statistics below) instead of a wight. The wight 
  also deals 10 (3d6) poison damage instead of 7 
  (2d6) with its poisonous flasks.
  Page 28 - Skeleton Guardians
  When determining how quickly skeletons arrive 
  at the chapel by night, use the table below.
  Number of Skeletons
  Die Size
  90 to 116
  d12+1
  60 to 89
  d12
  30 to 59
  d10
  Less than 30
  d8
  Page 32 - Reinforcements
  When rolling for reinforcements during a siege 
  scene, use the table below.
  d20
  Result
  1-5
  Two skeletons drop out of the chase.
  Something bad happened to them: 
  other undead trampled them, they 
  got stuck in a bush, they broke a leg 
  or it fell off, etc. Permanently remove 
  these undead from your pool of 
  reinforcements.
  6-10
  The skeletons keep up with the PCs 
  but none of them manage to catch up.
  11-15
  If any of the characters didn’t move at 
  least 45 feet away from the horde of 
  skeletons chasing them since the end 
  of the last turn, one of the skeletons 
  catches up with the PCs (as if you had 
  rolled 16-20; see below). If the entire 
  party moved at least 45 feet from the 
  horde, nothing happens.
  16-20
  One of the undead catches up with 
  the PCs and becomes active. New 
  skeletons appear 3d6 x 5 feet away 
  from the characters, typically behind 
  them, but some of the undead might 
  have tried to cut the PCs off and 
  appear in front of them or on the sides.
  Page 32 - Escaping with the Idol
  Use the table below when determining the size of 
  the patrol the PCs encounter.
  Number of Skeletons
  Die Size
  90 to 116
  d12+1
  60 to 89
  d12
  30 to 59
  d10
  Less than 30
  d8
  
  12
  Page 33 - Sieges
  When determining the size and the number of 
  access points in a house, use the table below 
  instead.
  d20
  Dimensions
  Access Points
  1-4
  20 feet x 30 feet
  1 door, 3 windows
  5-16
  25 feet x 40 feet
  1 door, 4 windows
  17-20
  25 feet x 40 feet
  1 door, 5 windows
  Monster Statistics
  When running the adventure for a group of 4th 
  level characters, you should use the monster 
  statistics below. Note that some creatures are 
  stronger than in the original adventure.
  Ghoul
  Medium undead, chaotic evil
  Armor Class 12
  HP 22 (5d8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1)
  15 (+2)
  10 (+0)
  7 (−2)
  10 (+0)
  6 (−2)
  Damage Immunities poison
  Condition Immunities charmed, exhaustion, poisoned 
  Senses darkvision 60 ft., passive Perception 10 
  Languages Common 
  Challenge 1 (200 XP) 
  Actions
  Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one 
  creature. Hit: 9 (2d6 + 2) piercing damage. 
  Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 7 (2d4 + 2) slashing damage. If the target is a 
  creature other than an elf or undead, it must succeed on 
  a DC 10 Constitution saving throw or be paralyzed for 1 
  minute. The target can repeat the saving throw at the end of 
  each of its turns, ending the effect on itself on a success.
  Ghast
  Medium undead, chaotic evil
  Armor Class 13
  HP 36 (8d8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  17 (+3)
  10 (+0)
  11 (+0)
  10 (+0)
  8 (−1)
  Damage Resistance necrotic
  Damage Immunities poison
  Condition Immunities charmed, exhaustion, poisoned
  Senses darkvision 60 ft., passive Perception 10
  Languages Common
  Challenge 2 (450 XP)
  Stench. Any creature that starts its turn within 5 feet of 
  the ghast must succeed on a DC 10 Constitution saving 
  throw or be poisoned until the start of its next turn. On 
  a successful saving throw, the creature is immune to the 
  ghast’s Stench for 24 hours. 
  Turning Defiance. The ghast and any ghouls within 30 feet 
  of it have advantage on saving throws against effects that 
  turn undead. 
  Actions
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  creature. Hit: 12 (2d8 + 3) piercing damage. 
  Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 10 (2d6 + 3) slashing damage. If the target is a 
  creature other than an undead, it must succeed on a DC 10 
  Constitution saving throw or be paralyzed for 1 minute. The 
  target can repeat the saving throw at the end of each of its 
  turns, ending the effect on itself on a success.
  Swarm of Bats
  Medium swarm of Tiny beasts, unaligned
  Armor Class 12
  HP 22 (5d8)
  Speed 0 ft., fly 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  5 (−3)
  15 (+2)
  10 (+0)
  2 (−4)
  12 (+1)
  4 (−3)
  Damage Resistances bludgeoning, piercing, slashing 
  Condition Immunities charmed, frightened, grappled, 
  paralyzed, petrified, prone, restrained, stunned 
  Senses blindsight 60 ft., passive Perception 11 
  Languages —
  Challenge 1/4 (50 XP)
  Echolocation. The swarm can’t use its blindsight while 
  deafened.
  Keen Hearing. The swarm has advantage on Wisdom 
  (Perception) checks that rely on hearing. Swarm. The 
  swarm can occupy another creature’s space and vice versa, 
  and the swarm can move through any opening large enough 
  for a Tiny bat. The swarm can’t regain hit points or gain 
  temporary hit points.
  Swarm. The swarm can occupy another creature’s space 
  and vice versa, and the swarm can move through any 
  opening large enough for a Tiny bat. The swarm can’t regain 
  hit points or gain temporary hit points.
  Actions
  Bites. Melee Weapon Attack: +4 to hit, reach 0 ft., one 
  creature in the swarm’s space. Hit: 5 (2d4) piercing damage, 
  or 2 (1d4) piercing damage if the swarm has half of its hit 
  points or fewer.
  
  13
  Claw of the Deep
  Medium undead, chaotic evil
  Armor Class 12
  Hit Points 26 (4d8 + 8)
  Speed 30 ft., swim 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2)
  14 (+2)
  15 (+2)
  6 (-2)
  8 (-1)
  5 (-3)
  Damage Vulnerabilities bludgeoning
  Damage Immunities poison
  Condition Immunities exhaustion, poisoned
  Senses darkvision 60 ft., passive Perception 9
  Languages understands Common but can’t speak
  Challenge 1/2 (100 XP)
  ACTIONS
  Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 7 (2d4 + 2) slashing damage, and the target 
  is grappled (escape DC 12). Until this grapple ends, the 
  creature is restrained, and the claw of the deep can’t use its 
  claws attack against another target.
  Drown. The claw of the deep makes an attack with its claws 
  against a grappled creature. If the attack hits, the target and 
  the claw of the deep sink 30 feet. If the target is holding its 
  breath, it also runs out of air and begins to choke (see the 
  “Suffocating” rules in the SRD).
  Aina
  Medium fey, neutral good
  Armor Class 13
  Hit Points 82 (15d8 + 15)
  Speed 30 ft., swim 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  17 (+3)
  12 (+1)
  14 (+2)
  15 (+2)
  18 (+4)
  Skills Perception +4, Stealth +5
  Senses darkvision 60 ft., passive Perception 14
  Languages Aquan, Common, Sylvan
  Challenge 3 (700 XP)
  Amphibious. Aina can breathe air and water.
  Innate Spellcasting. Aina can innately cast the following 
  spells, requiring only verbal components:
  At-will: control water, create water, water breathing
  2/day: augury
  ACTIONS
  Freezing Touch. Melee Spell Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 24 (7d6) cold damage.
  Stirge
  Tiny beast, unaligned
  Armor Class 14 (natural armor)
  HP 2 (1d4)
  Speed 10 ft., fly 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  4 (−3)
  16 (+3)
  11 (+0)
  2 (−4)
  8 (−1)
  6 (−2)
  Senses darkvision 60 ft., passive Perception 9
  Languages —
  Challenge 1/8 (25 XP)
  Actions
  Blood Drain. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one creature. Hit: 5 (1d4 + 3) piercing damage, and the 
  stirge attaches to the target. While attached, the stirge 
  doesn’t attack. Instead, at the start of each of the stirge’s 
  turns, the target loses 5 (1d4 + 3) hit points due to blood 
  loss.
  The stirge can detach itself by spending 5 feet of its 
  movement. It does so after it drains 10 hit points of blood 
  from the target or the target dies. A creature, including the 
  target, can use its action to detach the stirge.
  Giant Toad
  Large beast, unaligned
  Armor Class 11
  HP 39 (6d10 + 6)
  Speed 20 ft., swim 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2)
  13 (+1)
  13 (+1)
  2 (−4)
  10 (+0)
  3 (−4)
  Senses darkvision 30 ft., passive Perception 10
  Languages —
  Challenge 1 (200 XP)
  Amphibious. The toad can breathe air and water. Standing 
  Leap. The toad’s long jump is up to 20 feet and its high 
  jump is up to 10 feet, with or without a running start.
  Actions
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 7 (1d10 + 2) piercing damage plus 5 (1d10) poison 
  damage, and the target is grappled (escape DC 13). Until 
  this grapple ends, the target is restrained, and the toad can’t 
  bite another target. 
  Swallow. The toad makes one bite attack against a Medium 
  or smaller target it is grappling. If the attack hits, the target 
  is swallowed, and the grapple ends. The swallowed target 
  is blinded and restrained, it has total cover against attacks 
  and other effects outside the toad, and it takes 10 (3d6) acid 
  damage at the start of each of the toad’s turns. The toad can 
  have only one target swallowed at a time. If the toad dies, 
  a swallowed creature is no longer restrained by it and can 
  escape from the corpse using 5 feet of movement, exiting 
  prone.
  
  14
  Will-o’-Wisp
  Tiny undead, chaotic evil
  Armor Class 19
  HP 22 (9d4)
  Speed 0 ft., fly 50 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  1 (−5)
  28 (+9)
  10 (+0)
  13 (+1)
  14 (+2)
  11 (+0)
  Damage Immunities lightning, poison 
  Damage Resistances acid, cold, fire, necrotic, thunder; 
  bludgeoning, piercing, and slashing from nonmagical 
  attacks 
  Condition Immunities exhaustion, grappled, paralyzed, 
  poisoned, prone, restrained, unconscious 
  Senses darkvision 120 ft., passive Perception 12 
  Languages the languages it knew in life 
  Challenge 2 (450 XP) 
  Consume Life. As a bonus action, the will-o’-wisp can target 
  one creature it can see within 5 feet of it that has 0 hit 
  points and is still alive. The target must succeed on a DC 10 
  Constitution saving throw against this magic or die. If the 
  target dies, the will-o’-wisp regains 10 (3d6) hit points. 
  Ephemeral. The will-o’-wisp can’t wear or carry anything. 
  Incorporeal Movement. The will-o’-wisp can move through 
  other creatures and objects as if they were difficult terrain. 
  It takes 5 (1d10) force damage if it ends its turn inside an 
  object. 
  Variable Illumination. The will-o’-wisp sheds bright light in 
  a 5- to 20-foot radius and dim light for an additional number 
  of feet equal to the chosen radius. The will-o’-wisp can alter 
  the radius as a bonus action. 
  Actions
  Shock. Melee Spell Attack: +4 to hit, reach 5 ft., one 
  creature. Hit: 9 (2d8) lightning damage. 
  Invisibility. The will-o’-wisp and its light magically become 
  invisible until it attacks or uses its Consume Life, or until its 
  concentration ends (as if concentrating on a spell).
  Richard the Zombie
  Medium undead, neutral
  Armor Class 8
  HP 22 (3d8 + 9)
  Speed 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1)
  6 (−2)
  16 (+3)
  10 (+0)
  10 (+0)
  5 (−3)
  Saving Throws Wis +2
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 8
  Languages Common
  Challenge 1/4 (50 XP)
  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
  Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 4 (1d6 + 1) bludgeoning damage.
  Barrow Wight
  Medium undead, neutral evil
  Armor Class 14 (studded leather)
  HP 60 (8d8 + 24)
  Speed 30 ft. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3)
  14 (+2)
  16 (+3)
  10 (+0)
  13 (+1)
  15 (+2)
  Skills Perception +3, Stealth +4 
  Damage Resistances necrotic; bludgeoning, piercing, and 
  slashing from nonmagical attacks that aren’t silvered 
  Damage Immunities poison 
  Condition Immunities exhaustion, poisoned 
  Senses darkvision 60 ft., passive Perception 13 
  Languages the languages it knew in life 
  Challenge 4 (1,100 XP)
  Brute. A melee or ranged weapon deals an extra die of its 
  damage when the barrow wight hits with it (included in the 
  attack).
  Sunlight Sensitivity. While in sunlight, the barrow wight 
  has disadvantage on attack rolls, as well as on Wisdom 
  (Perception) checks that rely on sight.
  Actions
  Multiattack. The barrow wight makes two longsword 
  attacks or two longbow attacks. It can use its Life Drain in 
  place of one longsword attack.
  Life Drain. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one creature. Hit: 10 (2d6 + 3) necrotic damage. The target 
  must succeed on a DC 13 Constitution saving throw or its 
  hit point maximum is reduced by an amount equal to the 
  damage taken. This reduction lasts until the target finishes 
  a long rest. The target dies if this effect reduces its hit point 
  maximum to 0. 
  A humanoid slain by this attack rises 24 hours later as a 
  zombie under the wight’s control, unless the humanoid is 
  restored to life or its body is destroyed. The wight can have 
  no more than twelve zombies under its control at one time. 
  Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 12 (2d8 + 3) slashing damage, or 14 (2d10 + 3) 
  slashing damage if used with two hands. 
  Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 
  ft., one target. Hit: 11 (2d8 + 2) piercing damage.
  
  15
  Brother Morton
  Medium humanoid, chaotic evil
  Armor Class 14 (natural)
  Hit Points 105 (14d8 + 42)
  Speed 30 ft., swim 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  8 (-1)
  16 (+3)
  10 (+0)
  10 (+0)
  16 (+3)
  Condition Immunities exhaustion
  Senses darkvision 60 ft., passive Perception 10
  Languages Understands common but can’t speak
  Challenge 4 (1,100 XP)
  Amphibious. Brother Morton can breathe air and water.
  ACTIONS
  Multiattack. Brother Morton can make two attacks: one 
  with his bite, one with his claws.
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 10 (1d10 + 5) piercing damage.
  Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 12 (2d6 + 5) slashing damage.
  Skeleton
  Medium undead, lawful evil
  Armor Class 13 (armor scraps) 
  Hit Points 13 (2d8 + 4)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  14 (+2)
  15 (+2)
  6 (−2)
  8 (−1)
  5 (−3)
  Damage Vulnerabilities bludgeoning 
  Damage Immunities poison 
  Condition Immunities exhaustion, poisoned 
  Senses darkvision 60 ft., passive Perception 9 
  Languages understands all languages it knew in life but 
  can’t speak 
  Challenge 1/4 (50 XP)
  ACTIONS
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 5 (1d6 + 2) piercing damage.
  
  16
  APL 5
  Scaling the Adventure
  When running the adventure for a group of 5th 
  level characters, you should apply the following 
  changes.
  Skeletons
  Replace all skeletons with dread skeletons.
  Page 9 - Skeleton Patrols
  When determining the size of the dread skeleton 
  patrols and how quickly the reinforcements 
  arrive, use the table below.
  Number of Skeletons
  Die Size
  90 to 116
  d10
  60 to 89
  d8
  30 to 59
  d6
  Less than 30
  d4
  Page 11 - Wandering Ghouls
  The PCs encounter three ghasts instead of three 
  ghouls.
  Page 12 - A1. The Lighthouse
  The PCs encounter two swarms of vampire 
  bats instead of two swarms of bats.
  Page 13 - A3. The Smithy
  The PCs encounter a dread ghast instead of a 
  ghast.
  Page 15 - B2. The Hideout
  The PCs encounter two dread ghasts instead of 
  two ghasts. 
  Page 17 - The Bay at Night
  The PCs encounter seven claws of the deep 
  instead of five.
  Page 20 - Random Encounters
  When the PCs are exploring the march, use the 
  table below for random encounters.
  d20
  Random Encounter
  1-2
  2d8 + 4 stirges
  3-4
  2d4 giant toads
  5
  1d3 + 1 will-o’-wisps
  6 or higher
  Nothing
  Page 22 - C1. Hall of Heroes
  The PCs encounter three will-o’-wisp instead of 
  two.
  Page 23 - Burial chamber
  The PCs encounter a barrow wight (see 
  statistics below) instead of a wight. The wight 
  also deals 14 (4d6) poison damage instead of 7 
  (2d6) with its poisonous flasks.
  Page 28 - Skeleton Guardians
  When determining how quickly the dread 
  skeletons arrive at the chapel by night, use the 
  table below.
  Number of Skeletons
  Die Size
  90 to 116
  d10
  60 to 89
  d8
  30 to 59
  d6
  Less than 30
  d4
  Interrogating the Townsfolk
  After the PCs defeat one of the dread 
  skeletons, they can interrogate the corpse 
  with a speak with dead spell and learn the 
  following:
   †
  The curse hit Kennmouth with no prior 
  warning, and had no obvious cause.
   †
  On the night the curse fell, strange lights 
  came out of the chapel windows. Shortly 
  after, a horde of skeletons attacked the 
  village.
   †
  Nobody knows what caused the curse.
  Note that the townsfolk only know what 
  they knew when they were alive. They don’t 
  remember anything that happened during the 
  nightly patrols.
  
  17
  Page 32 - Reinforcements
  When rolling for reinforcements during a siege 
  scene, use the table below.
  d20
  Result
  1-5
  Four dread skeletons drop out of the 
  chase. Something bad happened to 
  them: other undead trampled them, 
  they got stuck in a bush, they broke 
  a leg or it fell off, etc. Permanently 
  remove these undead from your pool 
  of reinforcements.
  6-10
  The skeletons keep up with the PCs 
  but none of them manage to catch up.
  11-15
  If any of the characters didn’t move 
  at least 45 feet away from the horde 
  of skeletons chasing them since the 
  end of the last turn, one of the dread 
  skeletons catches up with the PCs (as 
  if you had rolled 16-20; see below). If 
  the entire party moved at least 45 feet 
  from the horde, nothing happens.
  16-20
  One of the undead catches up with 
  the PCs and becomes active. New 
  dread skeletons appear 3d6 x 5 feet 
  away from the characters, typically 
  behind them, but some of the undead 
  might have tried to cut the PCs off and 
  appear in front of them or on the sides.
  Page 32 - Escaping with the Idol
  Use the table below when determining the size of 
  the patrol the PCs encounter.
  Number of Skeletons
  Die Size
  90 to 116
  d10
  60 to 89
  d8
  30 to 59
  d6
  Less than 30
  d4
  Page 33 - Sieges
  There are only two dread skeletons at each door 
  instead of three.
  Monster Statistics
  When running the adventure for a group of 5th 
  level characters, you should use the monster 
  statistics below. Note that some creatures are 
  stronger than in the original adventure.
  Ghast
  Medium undead, chaotic evil
  Armor Class 13
  HP 36 (8d8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  17 (+3)
  10 (+0)
  11 (+0)
  10 (+0)
  8 (−1)
  Damage Resistance necrotic
  Damage Immunities poison
  Condition Immunities charmed, exhaustion, poisoned
  Senses darkvision 60 ft., passive Perception 10
  Languages Common
  Challenge 2 (450 XP)
  Stench. Any creature that starts its turn within 5 feet of 
  the ghast must succeed on a DC 10 Constitution saving 
  throw or be poisoned until the start of its next turn. On 
  a successful saving throw, the creature is immune to the 
  ghast’s Stench for 24 hours. 
  Turning Defiance. The ghast and any ghouls within 30 feet 
  of it have advantage on saving throws against effects that 
  turn undead. 
  Actions
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  creature. Hit: 12 (2d8 + 3) piercing damage. 
  Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 10 (2d6 + 3) slashing damage. If the target is a 
  creature other than an undead, it must succeed on a DC 10 
  Constitution saving throw or be paralyzed for 1 minute. The 
  target can repeat the saving throw at the end of each of its 
  turns, ending the effect on itself on a success.
  
  18
  Dread Ghast
  Medium undead, chaotic evil
  Armor Class 14 (natural)
  HP 91 (14d8 + 28)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  17 (+3)
  14 (+2)
  11 (+0)
  10 (+0)
  8 (−1)
  Damage Resistance necrotic
  Damage Immunities poison
  Condition Immunities charmed, exhaustion, poisoned
  Senses darkvision 60 ft., passive Perception 10
  Languages Common
  Challenge 4 (1,100 XP)
  Stench. Any creature that starts its turn within 5 feet of the 
  dread ghast must succeed on a DC 12 Constitution saving 
  throw or be poisoned until the start of its next turn. On 
  a successful saving throw, the creature is immune to the 
  ghast’s Stench for 24 hours. 
  Turning Defiance. The dread ghast and any ghasts and 
  ghouls within 30 feet of it have advantage on saving throws 
  against effects that turn undead. 
  Actions
  Multiattack. The dread ghast can make two attacks: one 
  with its bite, one with its claws.
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  creature. Hit: 15 (2d12 + 3) piercing damage. 
  Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 12 (2d8 + 3) slashing damage. If the target is a 
  creature other than an undead, it must succeed on a DC 10 
  Constitution saving throw or be paralyzed for 1 minute. The 
  target can repeat the saving throw at the end of each of its 
  turns, ending the effect on itself on a success.
  Swarm of Vampire Bats
  Medium swarm of Tiny beasts, unaligned
  Armor Class 13
  HP 44 (10d8)
  Speed 0 ft., fly 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  5 (−3)
  17 (+3)
  10 (+0)
  2 (−4)
  12 (+1)
  4 (−3)
  Damage Resistances bludgeoning, piercing, slashing 
  Condition Immunities charmed, frightened, grappled, 
  paralyzed, petrified, prone, restrained, stunned 
  Senses blindsight 60 ft., passive Perception 11 
  Languages —
  Challenge 2 (450 XP)
  Echolocation. The swarm can’t use its blindsight while 
  deafened.
  Keen Hearing. The swarm has advantage on Wisdom 
  (Perception) checks that rely on hearing. Swarm. The 
  swarm can occupy another creature’s space and vice versa, 
  and the swarm can move through any opening large enough 
  for a Tiny bat. The swarm can’t regain hit points or gain 
  temporary hit points.
  Swarm. The swarm can occupy another creature’s space 
  and vice versa, and the swarm can move through any 
  opening large enough for a Tiny bat. The swarm can’t regain 
  hit points or gain temporary hit points.
  Actions
  Bites. Melee Weapon Attack: +5 to hit, reach 0 ft., one 
  creature in the swarm’s space. Hit: 11 (2d10) piercing 
  damage, and the swarm attaches to the target. While 
  attached, the swarm doesn’t attack. Instead, at the start of 
  each of the swarm’s turns, the target loses 11 (2d10) hit 
  points due to blood loss. If the swarm has half of its hit 
  points or fewer, its bites attack and the blood loss deal 5 
  (1d10) damage instead of 11 (2d10) damage.
  The swarm can detach itself by spending 5 feet of its 
  movement. It does so after it drains 10 hit points of blood 
  from the target or the target dies.
  Claw of the Deep
  Medium undead, chaotic evil
  Armor Class 13 (natural)
  Hit Points 44 (8d8 + 16)
  Speed 30 ft., swim 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  14 (+2)
  15 (+2)
  6 (-2)
  8 (-1)
  5 (-3)
  Damage Vulnerabilities bludgeoning
  Damage Immunities poison
  Condition Immunities exhaustion, poisoned
  Senses darkvision 60 ft., passive Perception 9
  Languages understands Common but can’t speak
  Challenge 1 (200 XP)
  ACTIONS
  Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 10 (2d6 + 3) slashing damage, and the target 
  is grappled (escape DC 13). Until this grapple ends, the 
  creature is restrained, and the claw of the deep can’t use its 
  claws attack against another target.
  Drown. The claw of the deep makes an attack with its claws 
  against a grappled creature. If the attack hits, the target and 
  the claw of the deep sink 30 feet. If the target is holding its 
  breath, it also runs out of air and begins to choke (see the 
  “Suffocating” rules in the SRD).
  
  19
  Aina
  Medium fey, neutral good
  Armor Class 14
  Hit Points 93 (17d8 + 17)
  Speed 30 ft., swim 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  18 (+4)
  12 (+1)
  14 (+2)
  15 (+2)
  20 (+5)
  Skills Perception +4, Stealth +6
  Senses darkvision 60 ft., passive Perception 14
  Languages Aquan, Common, Sylvan
  Challenge 4 (1,100 XP)
  Amphibious. Aina can breathe air and water.
  Innate Spellcasting. Aina can innately cast the following 
  spells, requiring only verbal components:
  At-will: control water, create water, water breathing
  2/day: augury
  ACTIONS
  Freezing Touch. Melee Spell Attack: +7 to hit, reach 5 ft., 
  one target. Hit: 28 (8d6) cold damage.
  Stirge
  Tiny beast, unaligned
  Armor Class 14 (natural armor)
  HP 2 (1d4)
  Speed 10 ft., fly 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  4 (−3)
  16 (+3)
  11 (+0)
  2 (−4)
  8 (−1)
  6 (−2)
  Senses darkvision 60 ft., passive Perception 9
  Languages —
  Challenge 1/8 (25 XP)
  Actions
  Blood Drain. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one creature. Hit: 5 (1d4 + 3) piercing damage, and the 
  stirge attaches to the target. While attached, the stirge 
  doesn’t attack. Instead, at the start of each of the stirge’s 
  turns, the target loses 5 (1d4 + 3) hit points due to blood 
  loss.
  The stirge can detach itself by spending 5 feet of its 
  movement. It does so after it drains 10 hit points of blood 
  from the target or the target dies. A creature, including the 
  target, can use its action to detach the stirge.
  Giant Toad
  Large beast, unaligned
  Armor Class 11
  HP 39 (6d10 + 6)
  Speed 20 ft., swim 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2)
  13 (+1)
  13 (+1)
  2 (−4)
  10 (+0)
  3 (−4)
  Senses darkvision 30 ft., passive Perception 10
  Languages —
  Challenge 1 (200 XP)
  Amphibious. The toad can breathe air and water. Standing 
  Leap. The toad’s long jump is up to 20 feet and its high 
  jump is up to 10 feet, with or without a running start.
  Actions
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 7 (1d10 + 2) piercing damage plus 5 (1d10) poison 
  damage, and the target is grappled (escape DC 13). Until 
  this grapple ends, the target is restrained, and the toad can’t 
  bite another target. 
  Swallow. The toad makes one bite attack against a Medium 
  or smaller target it is grappling. If the attack hits, the target 
  is swallowed, and the grapple ends. The swallowed target 
  is blinded and restrained, it has total cover against attacks 
  and other effects outside the toad, and it takes 10 (3d6) acid 
  damage at the start of each of the toad’s turns. The toad can 
  have only one target swallowed at a time. If the toad dies, 
  a swallowed creature is no longer restrained by it and can 
  escape from the corpse using 5 feet of movement, exiting 
  prone.
  Will-o’-Wisp
  Tiny undead, chaotic evil
  Armor Class 19
  HP 22 (9d4)
  Speed 0 ft., fly 50 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  1 (−5)
  28 (+9)
  10 (+0)
  13 (+1)
  14 (+2)
  11 (+0)
  Damage Immunities lightning, poison 
  Damage Resistances acid, cold, fire, necrotic, thunder; 
  bludgeoning, piercing, and slashing from nonmagical 
  attacks 
  Condition Immunities exhaustion, grappled, paralyzed, 
  poisoned, prone, restrained, unconscious 
  Senses darkvision 120 ft., passive Perception 12 
  Languages the languages it knew in life 
  Challenge 2 (450 XP) 
  Consume Life. As a bonus action, the will-o’-wisp can target 
  one creature it can see within 5 feet of it that has 0 hit 
  points and is still alive. The target must succeed on a DC 10 
  Constitution saving throw against this magic or die. If the 
  target dies, the will-o’-wisp regains 10 (3d6) hit points. 
  Ephemeral. The will-o’-wisp can’t wear or carry anything. 
  Incorporeal Movement. The will-o’-wisp can move through 
  other creatures and objects as if they were difficult terrain. 
  It takes 5 (1d10) force damage if it ends its turn inside an 
  object. 
  Variable Illumination. The will-o’-wisp sheds bright light in 
  a 5- to 20-foot radius and dim light for an additional number 
  of feet equal to the chosen radius. The will-o’-wisp can alter 
  the radius as a bonus action. 
  Actions
  Shock. Melee Spell Attack: +4 to hit, reach 5 ft., one 
  creature. Hit: 9 (2d8) lightning damage. 
  Invisibility. The will-o’-wisp and its light magically become 
  invisible until it attacks or uses its Consume Life, or until its 
  concentration ends (as if concentrating on a spell).
  
  20
  Richard the Zombie
  Medium undead, neutral
  Armor Class 8
  HP 22 (3d8 + 9)
  Speed 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1)
  6 (−2)
  16 (+3)
  10 (+0)
  10 (+0)
  5 (−3)
  Saving Throws Wis +2
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 8
  Languages Common
  Challenge 1/4 (50 XP)
  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
  Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 4 (1d6 + 1) bludgeoning damage.
  Barrow Wight
  Medium undead, neutral evil
  Armor Class 15 (studded leather)
  HP 75 (10d8 + 30)
  Speed 30 ft. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4)
  16 (+3)
  16 (+3)
  10 (+0)
  13 (+1)
  15 (+2)
  Skills Perception +4, Stealth +5 
  Damage Resistances necrotic; bludgeoning, piercing, and 
  slashing from nonmagical attacks that aren’t silvered 
  Damage Immunities poison 
  Condition Immunities exhaustion, poisoned 
  Senses darkvision 60 ft., passive Perception 14
  Languages the languages it knew in life 
  Challenge 5 (1,800 XP)
  Brute. A melee or ranged weapon deals an extra die of its 
  damage when the barrow wight hits with it (included in the 
  attack).
  Sunlight Sensitivity. While in sunlight, the barrow wight 
  has disadvantage on attack rolls, as well as on Wisdom 
  (Perception) checks that rely on sight.
  Actions
  Multiattack. The barrow wight makes two longsword 
  attacks or two longbow attacks. It can use its Life Drain in 
  place of one longsword attack.
  Life Drain. Melee Weapon Attack: +7 to hit, reach 5 ft., 
  one creature. Hit: 11 (2d6 + 4) necrotic damage. The target 
  must succeed on a DC 13 Constitution saving throw or its 
  hit point maximum is reduced by an amount equal to the 
  damage taken. This reduction lasts until the target finishes 
  a long rest. The target dies if this effect reduces its hit point 
  maximum to 0. 
  A humanoid slain by this attack rises 24 hours later as a 
  zombie under the wight’s control, unless the humanoid is 
  restored to life or its body is destroyed. The wight can have 
  no more than twelve zombies under its control at one time. 
  Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 13 (2d8 + 4) slashing damage, or 15 (2d10 + 4) 
  slashing damage if used with two hands.
  Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 
  ft., one target. Hit: 12 (2d8 + 3) piercing damage.
  Brother Morton
  Medium humanoid, chaotic evil
  Armor Class 15 (natural)
  Hit Points 120 (16d8 + 48)
  Speed 30 ft., swim 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  8 (-1)
  16 (+3)
  10 (+0)
  10 (+0)
  16 (+3)
  Condition Immunities exhaustion
  Senses darkvision 60 ft., passive Perception 10
  Languages Understands common but can’t speak
  Challenge 5 (1,800 XP)
  Amphibious. Brother Morton can breathe air and water.
  ACTIONS
  Multiattack. Brother Morton can make three attacks: one 
  with his bite, two with his claws.
  Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 
  Hit: 10 (1d10 + 5) piercing damage.
  Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 9 (1d8 + 5) slashing damage.
  Dread Skeleton
  Medium undead, lawful evil
  Armor Class 14 (armor scraps) 
  Hit Points 19 (3d8 + 6)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  16 (+3)
  15 (+2)
  6 (−2)
  8 (−1)
  5 (−3)
  Damage Vulnerabilities bludgeoning 
  Damage Immunities poison 
  Condition Immunities exhaustion, poisoned 
  Senses darkvision 60 ft., passive Perception 9 
  Languages understands all languages it knew in life but 
  can’t speak 
  Challenge 1/2 (100 XP)
  ACTIONS
  Multiattack. The dread skeleton makes two claw attacks.
  Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 5 (1d4 + 3) piercing damage.
  
  21
  APL 6
  Scaling the Adventure
  When running the adventure for a group of 6th 
  level characters, you should apply the following 
  changes.
  Skeletons
  Replace all skeletons with dread skeletons.
  Page 11 - Wandering Ghouls
  The PCs encounter two ghasts and one dread 
  ghast instead of three ghouls.
  Page 12 - A1. The Lighthouse
  The PCs encounter three swarms of vampire 
  bats instead of two swarms of bats.
  Page 13 - A3. The Smithy
  The PCs encounter a dread ghast instead of a 
  ghast.
  Page 15 - B2. The Hideout
  The PCs encounter two dread ghasts instead of 
  two ghasts. 
  Page 17 - The Bay at Night
  The PCs encounter eight claws of the deep 
  instead of five.
  Page 20 - Random Encounters
  When the PCs are exploring the march, use the 
  table below for random encounters.
  d20
  Random Encounter
  1-2
  2d12 + 4 stirges
  3-4
  2d6 giant toads
  5
  1d4 + 1 will-o’-wisps
  6 or higher
  Nothing
  Page 22 - C1. Hall of Heroes
  The PCs encounter four will-o’-wisp instead of 
  two.
  Page 23 - Burial chamber
  The PCs encounter a barrow wight (see 
  statistics below) instead of a wight. The wight 
  also deals 17 (5d6) poison damage instead of 7 
  (2d6) with its poisonous flasks.
  Page 32 - Reinforcements
  When rolling for reinforcements during a siege 
  scene, use the table below.
  d20
  Result
  1-5
  Three dread skeletons drop out of the 
  chase. Something bad happened to 
  them: other undead trampled them, 
  they got stuck in a bush, they broke 
  a leg or it fell off, etc. Permanently 
  remove these undead from your pool 
  of reinforcements.
  6-10
  The skeletons keep up with the PCs 
  but none of them manage to catch up.
  11-15
  If any of the characters didn’t move 
  at least 45 feet away from the horde 
  of skeletons chasing them since the 
  end of the last turn, one of the dread 
  skeletons catches up with the PCs (as 
  if you had rolled 16-20; see below). If 
  the entire party moved at least 45 feet 
  from the horde, nothing happens.
  16-20
  One of the undead catches up with 
  the PCs and becomes active. New 
  dread skeletons appear 3d6 x 5 feet 
  away from the characters, typically 
  behind them, but some of the undead 
  might have tried to cut the PCs off and 
  appear in front of them or on the sides.
  Interrogating the Townsfolk
  After the PCs defeat one of the dread 
  skeletons, they can interrogate the corpse 
  with a speak with dead spell and learn the 
  following:
   †
  The curse hit Kennmouth with no prior 
  warning, and had no obvious cause.
   †
  On the night the curse fell, strange lights 
  came out of the chapel windows. Shortly 
  after, a horde of skeletons attacked the 
  village.
   †
  Nobody knows what caused the curse.
  Note that the townsfolk only know what 
  they knew when they were alive. They don’t 
  remember anything that happened during the 
  nightly patrols.
  
  22
  Monster Statistics
  When running the adventure for a group of 6th 
  level characters, you should use the monster 
  statistics below. Note that some creatures are 
  stronger than in the original adventure.
  Ghast
  Medium undead, chaotic evil
  Armor Class 13
  HP 36 (8d8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  17 (+3)
  10 (+0)
  11 (+0)
  10 (+0)
  8 (−1)
  Damage Resistance necrotic
  Damage Immunities poison
  Condition Immunities charmed, exhaustion, poisoned
  Senses darkvision 60 ft., passive Perception 10
  Languages Common
  Challenge 2 (450 XP)
  Stench. Any creature that starts its turn within 5 feet of 
  the ghast must succeed on a DC 10 Constitution saving 
  throw or be poisoned until the start of its next turn. On 
  a successful saving throw, the creature is immune to the 
  ghast’s Stench for 24 hours. 
  Turning Defiance. The ghast and any ghouls within 30 feet 
  of it have advantage on saving throws against effects that 
  turn undead. 
  Actions
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  creature. Hit: 12 (2d8 + 3) piercing damage. 
  Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 10 (2d6 + 3) slashing damage. If the target is a 
  creature other than an undead, it must succeed on a DC 10 
  Constitution saving throw or be paralyzed for 1 minute. The 
  target can repeat the saving throw at the end of each of its 
  turns, ending the effect on itself on a success.
  Dread Ghast
  Medium undead, chaotic evil
  Armor Class 14 (natural)
  HP 91 (14d8 + 28)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  17 (+3)
  14 (+2)
  11 (+0)
  10 (+0)
  8 (−1)
  Damage Resistance necrotic
  Damage Immunities poison
  Condition Immunities charmed, exhaustion, poisoned
  Senses darkvision 60 ft., passive Perception 10
  Languages Common
  Challenge 4 (1,100 XP)
  Stench. Any creature that starts its turn within 5 feet of the 
  dread ghast must succeed on a DC 12 Constitution saving 
  throw or be poisoned until the start of its next turn. On 
  a successful saving throw, the creature is immune to the 
  ghast’s Stench for 24 hours. 
  Turning Defiance. The dread ghast and any ghasts and 
  ghouls within 30 feet of it have advantage on saving throws 
  against effects that turn undead. 
  Actions
  Multiattack. The dread ghast can make two attacks: one 
  with its bite, one with its claws.
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  creature. Hit: 15 (2d12 + 3) piercing damage. 
  Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 12 (2d8 + 3) slashing damage. If the target is a 
  creature other than an undead, it must succeed on a DC 10 
  Constitution saving throw or be paralyzed for 1 minute. The 
  target can repeat the saving throw at the end of each of its 
  turns, ending the effect on itself on a success.
  
  23
  Swarm of Vampire Bats
  Medium swarm of Tiny beasts, unaligned
  Armor Class 13
  HP 44 (10d8)
  Speed 0 ft., fly 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  5 (−3)
  17 (+3)
  10 (+0)
  2 (−4)
  12 (+1)
  4 (−3)
  Damage Resistances bludgeoning, piercing, slashing 
  Condition Immunities charmed, frightened, grappled, 
  paralyzed, petrified, prone, restrained, stunned 
  Senses blindsight 60 ft., passive Perception 11 
  Languages —
  Challenge 2 (450 XP)
  Echolocation. The swarm can’t use its blindsight while 
  deafened.
  Keen Hearing. The swarm has advantage on Wisdom 
  (Perception) checks that rely on hearing. Swarm. The 
  swarm can occupy another creature’s space and vice versa, 
  and the swarm can move through any opening large enough 
  for a Tiny bat. The swarm can’t regain hit points or gain 
  temporary hit points.
  Swarm. The swarm can occupy another creature’s space 
  and vice versa, and the swarm can move through any 
  opening large enough for a Tiny bat. The swarm can’t regain 
  hit points or gain temporary hit points.
  Actions
  Bites. Melee Weapon Attack: +5 to hit, reach 0 ft., one 
  creature in the swarm’s space. Hit: 11 (2d10) piercing 
  damage, and the swarm attaches to the target. While 
  attached, the swarm doesn’t attack. Instead, at the start of 
  each of the swarm’s turns, the target loses 11 (2d10) hit 
  points due to blood loss. If the swarm has half of its hit 
  points or fewer, its bites attack and the blood loss deal 5 
  (1d10) damage instead of 11 (2d10) damage.
  The swarm can detach itself by spending 5 feet of its 
  movement. It does so after it drains 10 hit points of blood 
  from the target or the target dies.
  Claw of the Deep
  Medium undead, chaotic evil
  Armor Class 13 (natural)
  Hit Points 44 (8d8 + 16)
  Speed 30 ft., swim 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  14 (+2)
  15 (+2)
  6 (-2)
  8 (-1)
  5 (-3)
  Damage Vulnerabilities bludgeoning
  Damage Immunities poison
  Condition Immunities exhaustion, poisoned
  Senses darkvision 60 ft., passive Perception 9
  Languages understands Common but can’t speak
  Challenge 1 (200 XP)
  ACTIONS
  Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 10 (2d6 + 3) slashing damage, and the target 
  is grappled (escape DC 13). Until this grapple ends, the 
  creature is restrained, and the claw of the deep can’t use its 
  claws attack against another target.
  Drown. The claw of the deep makes an attack with its claws 
  against a grappled creature. If the attack hits, the target and 
  the claw of the deep sink 30 feet. If the target is holding its 
  breath, it also runs out of air and begins to choke (see the 
  “Suffocating” rules in the SRD).
  Aina
  Medium fey, neutral good
  Armor Class 14
  Hit Points 130 (20d8 + 40)
  Speed 30 ft., swim 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  18 (+4)
  14 (+2)
  14 (+2)
  15 (+2)
  20 (+5)
  Skills Perception +5, Stealth +7
  Senses darkvision 60 ft., passive Perception 15
  Languages Aquan, Common, Sylvan
  Challenge 5 (1,800 XP)
  Amphibious. Aina can breathe air and water.
  Innate Spellcasting. Aina can innately cast the following 
  spells, requiring only verbal components:
  At-will: control water, create water, water breathing
  2/day: augury
  ACTIONS
  Freezing Touch. Melee Spell Attack: +8 to hit, reach 5 ft., 
  one target. Hit: 31 (9d6) cold damage.
  
  24
  Stirge
  Tiny beast, unaligned
  Armor Class 14 (natural armor)
  HP 2 (1d4)
  Speed 10 ft., fly 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  4 (−3)
  16 (+3)
  11 (+0)
  2 (−4)
  8 (−1)
  6 (−2)
  Senses darkvision 60 ft., passive Perception 9
  Languages —
  Challenge 1/8 (25 XP)
  Actions
  Blood Drain. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one creature. Hit: 5 (1d4 + 3) piercing damage, and the 
  stirge attaches to the target. While attached, the stirge 
  doesn’t attack. Instead, at the start of each of the stirge’s 
  turns, the target loses 5 (1d4 + 3) hit points due to blood 
  loss.
  The stirge can detach itself by spending 5 feet of its 
  movement. It does so after it drains 10 hit points of blood 
  from the target or the target dies. A creature, including the 
  target, can use its action to detach the stirge.
  Giant Toad
  Large beast, unaligned
  Armor Class 11
  HP 39 (6d10 + 6)
  Speed 20 ft., swim 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2)
  13 (+1)
  13 (+1)
  2 (−4)
  10 (+0)
  3 (−4)
  Senses darkvision 30 ft., passive Perception 10
  Languages —
  Challenge 1 (200 XP)
  Amphibious. The toad can breathe air and water. Standing 
  Leap. The toad’s long jump is up to 20 feet and its high 
  jump is up to 10 feet, with or without a running start.
  Actions
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 7 (1d10 + 2) piercing damage plus 5 (1d10) poison 
  damage, and the target is grappled (escape DC 13). Until 
  this grapple ends, the target is restrained, and the toad can’t 
  bite another target. 
  Swallow. The toad makes one bite attack against a Medium 
  or smaller target it is grappling. If the attack hits, the target 
  is swallowed, and the grapple ends. The swallowed target 
  is blinded and restrained, it has total cover against attacks 
  and other effects outside the toad, and it takes 10 (3d6) acid 
  damage at the start of each of the toad’s turns. The toad can 
  have only one target swallowed at a time. If the toad dies, 
  a swallowed creature is no longer restrained by it and can 
  escape from the corpse using 5 feet of movement, exiting 
  prone.
  Will-o’-Wisp
  Tiny undead, chaotic evil
  Armor Class 19
  HP 22 (9d4)
  Speed 0 ft., fly 50 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  1 (−5)
  28 (+9)
  10 (+0)
  13 (+1)
  14 (+2)
  11 (+0)
  Damage Immunities lightning, poison 
  Damage Resistances acid, cold, fire, necrotic, thunder; 
  bludgeoning, piercing, and slashing from nonmagical 
  attacks 
  Condition Immunities exhaustion, grappled, paralyzed, 
  poisoned, prone, restrained, unconscious 
  Senses darkvision 120 ft., passive Perception 12 
  Languages the languages it knew in life 
  Challenge 2 (450 XP) 
  Consume Life. As a bonus action, the will-o’-wisp can target 
  one creature it can see within 5 feet of it that has 0 hit 
  points and is still alive. The target must succeed on a DC 10 
  Constitution saving throw against this magic or die. If the 
  target dies, the will-o’-wisp regains 10 (3d6) hit points. 
  Ephemeral. The will-o’-wisp can’t wear or carry anything. 
  Incorporeal Movement. The will-o’-wisp can move through 
  other creatures and objects as if they were difficult terrain. 
  It takes 5 (1d10) force damage if it ends its turn inside an 
  object. 
  Variable Illumination. The will-o’-wisp sheds bright light in 
  a 5- to 20-foot radius and dim light for an additional number 
  of feet equal to the chosen radius. The will-o’-wisp can alter 
  the radius as a bonus action. 
  Actions
  Shock. Melee Spell Attack: +4 to hit, reach 5 ft., one 
  creature. Hit: 9 (2d8) lightning damage. 
  Invisibility. The will-o’-wisp and its light magically become 
  invisible until it attacks or uses its Consume Life, or until its 
  concentration ends (as if concentrating on a spell).
  
  25
  Richard the Zombie
  Medium undead, neutral
  Armor Class 8
  HP 22 (3d8 + 9)
  Speed 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1)
  6 (−2)
  16 (+3)
  10 (+0)
  10 (+0)
  5 (−3)
  Saving Throws Wis +2
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 8
  Languages Common
  Challenge 1/4 (50 XP)
  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
  Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 4 (1d6 + 1) bludgeoning damage.
  Barrow Wight
  Medium undead, neutral evil
  Armor Class 16 (studded leather)
  HP 105 (14d8 + 42)
  Speed 30 ft. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4)
  18 (+4)
  16 (+3)
  10 (+0)
  13 (+1)
  15 (+2)
  Skills Perception +4, Stealth +6
  Damage Resistances necrotic; bludgeoning, piercing, and 
  slashing from nonmagical attacks that aren’t silvered 
  Damage Immunities poison 
  Condition Immunities exhaustion, poisoned 
  Senses darkvision 60 ft., passive Perception 14
  Languages the languages it knew in life 
  Challenge 6 (2,300 XP)
  Brute. A melee or ranged weapon deals an extra die of its 
  damage when the barrow wight hits with it (included in the 
  attack).
  Sunlight Sensitivity. While in sunlight, the barrow wight 
  has disadvantage on attack rolls, as well as on Wisdom 
  (Perception) checks that rely on sight.
  Actions
  Multiattack. The barrow wight makes two longsword 
  attacks or two longbow attacks. It can use its Life Drain in 
  place of one longsword attack.
  Life Drain. Melee Weapon Attack: +7 to hit, reach 5 ft., 
  one creature. Hit: 11 (2d6 + 4) necrotic damage. The target 
  must succeed on a DC 13 Constitution saving throw or its 
  hit point maximum is reduced by an amount equal to the 
  damage taken. This reduction lasts until the target finishes 
  a long rest. The target dies if this effect reduces its hit point 
  maximum to 0. 
  A humanoid slain by this attack rises 24 hours later as a 
  zombie under the wight’s control, unless the humanoid is 
  restored to life or its body is destroyed. The wight can have 
  no more than twelve zombies under its control at one time. 
  Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 13 (2d8 + 4) slashing damage, or 15 (2d10 + 4) 
  slashing damage if used with two hands.
  Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 
  ft., one target. Hit: 13 (2d8 + 4) piercing damage.
  Brother Morton
  Medium humanoid, chaotic evil
  Armor Class 16 (natural)
  Hit Points 150 (20d8 + 60)
  Speed 30 ft., swim 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  8 (-1)
  16 (+3)
  10 (+0)
  10 (+0)
  16 (+3)
  Condition Immunities exhaustion
  Senses darkvision 60 ft., passive Perception 10
  Languages Understands common but can’t speak
  Challenge 6 (2,300 XP)
  Amphibious. Brother Morton can breathe air and water.
  ACTIONS
  Multiattack. Brother Morton can make three attacks: one 
  with his bite, two with his claws.
  Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 
  Hit: 14 (2d8 + 5) piercing damage.
  Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 10 (1d10 + 5) slashing damage.
  Dread Skeleton
  Medium undead, lawful evil
  Armor Class 14 (armor scraps) 
  Hit Points 19 (3d8 + 6)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  16 (+3)
  15 (+2)
  6 (−2)
  8 (−1)
  5 (−3)
  Damage Vulnerabilities bludgeoning 
  Damage Immunities poison 
  Condition Immunities exhaustion, poisoned 
  Senses darkvision 60 ft., passive Perception 9 
  Languages understands all languages it knew in life but 
  can’t speak 
  Challenge 1/2 (100 XP)
  ACTIONS
  Multiattack. The dread skeleton makes two claw attacks.
  Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 5 (1d4 + 3) piercing damage.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Goblin Stone/Goblin Stone - The Chapel on the Cliffs - Companion Booklet v1.1.pdf