TEXT: Liars Night 2018: Wandering Monsters Wave 1 
   
  Through the Liars Night fog, you hear the snickering of goblins out past their bedtime, the crinkling of candy 
  wrappers littering the cobblestone streets… and the terrified screaming as the spookiest of monsters wander by to 
  ruin their night! 
  In celebration of Liars Night 2018, we’ve introduced themed Wandering Monsters, which Dungeon Masters can 
  insert into any adventure module or session to add some festive fun through October 31, 2018. As Wandering 
  Monsters are defeated (or their situations are resolved), they explode in a hail of candy corns, which players and 
  Dungeon Masters can exchange for Liars Night items. 
  This is Wandering Monsters Wave 1. 
   
  Wandering Monsters can be inserted at tables that match their optimized Tier of play or, when notes for 
  adjustment are included in the “How to Use This Encounter” section, the adjusted Tier. 
  With Wandering Monsters optimized for a general Tier instead of a specific Average Player Levels, the Dungeon 
  Master is especially empowered to make adjustments to ensure the experience is fun for their table. (For example: 
  You might adjust the number of creatures or their hit points up to the maximum range.) Likewise, each Wandering 
  Monster suggests how players might stumble on them, but that is up to you! 
  For each Wandering Monster encounter resolved or defeated, each player is rewarded 10 candy corns. 
  Each person can benefit from a Wandering Monster reward once. They can play the encounter more than once but 
  do not receive the reward again. 
  Dungeon Masters earn candy corns at the same rate as their players. 
  Some gaming situations might not be ideal for Wandering Monsters. For example: Conventions with tight time 
  slots might not be able to accommodate Wandering Monsters, and that’s OK. Prioritize the overall gaming 
  experience! 
   
  
  Liars Night 2018: Wandering Monsters Wave 1 
   
  Greedy goblins learn the hard way that it’s possible 
  to enjoy too much of a good thing. 
  A group of costumed goblins have been terrifying 
  local neighborhoods, threatening horrible tricks and 
  pranks if they are not given candies. Unbeknownst 
  to these tiny troublemakers, however, their posse 
  has been infiltrated by the trickiest, the prankiest, 
  the W O R S T creature: the nilbog. The nilbog 
  appears to be another goblin, its identity hidden 
  behind a Liars Night mask. It has fed the other 
  goblins a special poisoned candy that gives them 
  bellyaches and turns them into grumpy little fighting 
  machines. 
  If the players are inside a home or other building, 
  this group of 9 costumed goblins and 1 nilbog might 
  knock on the door to demand candy. The nilbog 
  appears to be another costumed goblin with a mask. 
  Enraged by a lack of candy or by the nilbog’s 
  poisoned sweets finally taking hold, the mob of 
  goblins attack, complaining of their sick tummies the 
  entire time. Although the goblins can be defeated in 
  battle, you might also allow a DC 13 Wisdom 
  (Medicine) check or healing magic to aid individual 
  goblins; goblins helped in this way stop fighting and 
  either flee or cower out of harm’s way. 
   Adjusting This Encounter. This encounter is 
  optimized for Tier 1 but can be adjusted up to Tier 2 
  by adding additional nilbogs.  
  Costumed Goblin 
  Small humanoid (goblinoid), chaotic evil 
  Armor Class 13 (leather armor) 
  Hit Points 7 (2d6) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   8 (-1) 
  14 (+2) 
  10 (+0) 
  10 (+0) 
  8 (-1) 
  8 (-1) 
   
  Skills Stealth +6 
  Senses Darkvision 60 ft. passive Perception 9 
  Languages Common, Goblin 
  Challenge 1/4 (50 XP) 
  Nimble Escape. The goblin can take the Disengage or 
  Hide action as a bonus action on each of its turns. 
  Actions 
  Candy Sack. Melee Weapon Attack: +4 to hit, reach 5 
  ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage. 
   
  Nilbog 
  Small humanoid (goblinoid), chaotic evil 
  Armor Class 13 (leather armor) 
  Hit Points 7 (2d6) 
  Speed 30 ft.  
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   8 (-1) 
  14 (+2) 
  10 (+0) 
  10 (+0) 
  8 (-1) 
  15 (+2) 
   
  Skills Stealth +6 
  Senses Darkvision 60 ft., passive Perception 9 
  Languages Common, Goblin 
  Challenge 1 (200 XP) 
  Innate Spellcasting. The nilbog’s innate spellcasting 
  ability is Charisma (spell save DC 12). It can innately 
  cast the following spells, requiring no material 
  components: 
  At will: mage hand, Tasha’s hideous laughter, vicious 
  mockery 
  1/day: confusion 
  Nilbogism. Any creature that attempts to damage the 
  nilbog must first succeed on a DC 12 Charisma saving 
  throw or be charmed until the end of the creature’s 
  next turn. A creature charmed in this way must use 
  its action praising the nilbog. 
  The nilbog can’t regain hit points, including through 
  magical healing, except through its Reversal of 
  Fortune reaction. 
  Nimble Escape. The nilbog can take the Disengage or 
  Hide action as a bonus action on each of its turns. 
  Actions 
  Fool’s Scepter. Melee Weapon Attack: +4 to hit, reach 
  5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning 
  damage. 
  Shortbow. Ranged Weapon Attack: +4 to hit, range 
  80/320 ft., one target. Hit: 5 (1d6 + 2) piercing 
  damage. 
  Reactions 
  Reversal of Fortune. In response to another creature 
  dealing damage to the nilbog, the nilbog reduces the 
  damage to 0 and regains 1d6 hit points.  
  
  Liars Night 2018: Wandering Monsters Wave 1 
   
  Trying to cope with family expectations, their own 
  fear of flying, and strange magical urges come to the 
  boil in this brief episode. 
  A place in Waterdeep’s Griffon Cavalry is sought out 
  by many, but few even get an interview much less a 
  spot in this prestigious service. Mel’s grandfather, 
  using his position in the Saddlers’ and Harness-
  makers’ Guild, has arranged an interview with the 
  service for his only grandgoblin.  
   Unfortunately, he did not check with his 
  grandgoblin first. If he had he would know the young 
  person is deathly afraid of heights. Also, if he had 
  they might have confessed to the odd, magical 
  events that have been happening to this budding 
  wild mage sorcerer. On one side you have a doting 
  grandfather who thinks their grandgoblin can aspire 
  to anything if they try it, on the other a young 
  person who does not want to disappoint anyone but 
  is really scared of flying and heights. The discussion 
  goes badly, when pressed Mel shouts “NO” and a 
  creature from Mel’s nightmares appears. While the 
  creature has the same shape as a griffon, it is coal 
  black with wings of flame and flame covered claws. 
  The argument could happen outside of the family’s 
  townhouse in one of the wards (but not Dock, 
  Southern or Field Wards) if that fits for your game. 
  However, it could also happen in a tavern or inn 
  where the two had gone for dinner, so the 
  grandfather could break the “good news.” 
   Not running Dragon Heist? Having one or two of 
  these show up during evening’s rest period or while 
  traveling might liven things up! 
   Regardless of where the argument occurs, one 
  nightmare griffon attacks. 
   Adjusting This Encounter. This encounter is 
  optimized for Tier 1 but can be adjusted up to Tier 2 
  by adding additional nightmare griffons. 
   
  Nightmare Griffon 
  Large fiend, neutral evil 
  Armor Class 13 (natural armor) 
  Hit Points 68 (8d10 + 24) 
  Speed 60 ft., fly 90 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 
  15 (+2) 
  16 (+3) 
  10 (+0) 
  13 (+1) 15 (+2) 
   
  Damage Immunities fire 
  Senses passive Perception 11 
  Languages understands Abyssal, Common, and 
  Infernal but can’t speak 
  Challenge 3 (700 XP) 
  Confer Fire Resistance. The nightmare can grant 
  resistance to fire damage to anyone riding it. 
  Illumination. The nightmare sheds bright light in a 10-
  foot radius and dim light for an additional 10 feet. 
  Actions 
  Multiattack. The nightmare griffon makes 2 claw 
  attacks. 
  Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 13 (2d8 + 4) piercing damage plus 7 
  (2d6) fire damage. 
   
   
   
  
  Liars Night 2018: Wandering Monsters Wave 1 
   
  It wouldn’t be Liars Night without some witches, 
  would it? This coven has been waiting to meet your 
  delightful players. They look… delicious! 
  A coven of sea hags argues over their bubbling 
  cauldron of squid soup. This thick, sludgy, mauve 
  concoction is missing one crucial ingredient. The 
  hags all have different opinions on what that 
  ingredient could be—Is it a giant’s old shoe? A young 
  tortle’s shell? The whiskers of a tabaxi on his ninth 
  life?—but their eyes light up when the adventurers 
  arrive. The big surprise is that the cauldron agrees, 
  using the soup’s squid tentacles to try to drag the 
  characters inside. 
  The adventurers are most likely to stumble on these 
  three sea hags and one calamari cauldron when 
  wandering through the wilderness, but they might 
  also meet them in any empty room or dungeon cave. 
  Although the hags are inclined to claim their missing 
  ingredients via combat, a character with proficiency 
  in cook’s utensils might be able to persuade the hags 
  to let them try to complete the soup with a DC 20 
  cook’s utensils check.  
   Adjusting This Encounter. This encounter is 
  optimized for Tier 2 but can be adjusted for Tiers 3 
  or 4 by adjusting the type of hag.  
  Calamari Cauldron 
  Large monstrosity, neutral evil 
  Armor Class 20 (natural armor) 
  Hit Points 93 (11d10 + 33) 
  Speed 10 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 
  8 (-1) 
  17 (+3) 
  7 (-2) 
  16 (+3) 
  6 (-2) 
   
  Languages Perception +6, Stealth +5 
  Senses Passive Perception 16 
  Languages -- 
  Challenge 5 (1,800 XP) 
  Grasping Tendrils. The cauldron can have up to six 
  tendrils at a time. Each tendril can be attacked (AC 
  20; 10 hit points). Destroying a tendril deals no 
  damage to the cauldron, which can extrude a 
  replacement tendril on its next turn. A tendril can 
  also be broken if a creature takes an action and 
  succeeds on a DC 15 Strength check against it. 
  Actions 
  Multiattack. The cauldron makes four attacks with its 
  tendrils, uses Reel, and makes one attack with its 
  boil. 
  Boil. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 22 (4d8 + 4) fire damage. 
  Tendril. Melee Weapon Attack: +7 to hit, reach 50 ft., 
  one creature. Hit: The target is grappled (escape DC 
  15). Until the grapple ends, the target is restrained 
  and has disadvantage on Strength checks and 
  Strength saving throws, and the cauldron can't use 
  the same tendril on another target. 
  Reel. The cauldron pulls each creature grappled by it 
  up to 25 feet straight toward it. 
   
  Sea Hag 
  Medium fey, chaotic evil 
  Armor Class 14 (natural armor) 
  Hit Points 52 (7d8 + 21) 
  Speed 30 ft., swim 40 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 
  13 (+1) 
  16 (+3) 
  12 (+1) 
  12 (+1) 13 (+1) 
   
  Senses Darkvision 60 ft., passive Perception 11 
  Languages Aquan, Common, Giant 
  Challenge 2 (450 XP) 
  Amphibious. The hag can breathe air and water. 
  Horrific Appearance. Any humanoid that starts its turn 
  within 30 feet of the hag and can see the hag's true 
  form must make a DC 11 Wisdom saving throw. On a 
  failed save, the creature is frightened for 1 minute. A 
  creature can repeat the saving throw at the end of 
  each of its turns, with disadvantage if the hag is 
  within line of sight, 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 
  hag's Horrific Appearance for the next 24 hours. 
  Unless the target is surprised or the revelation of the 
  hag's true form is sudden, the target can avert its 
  eyes and avoid making the initial saving throw. Until 
  the start of its next turn, a creature that averts its 
  eyes has disadvantage on attack rolls against the hag. 
  Actions 
  Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 10 (2d6 + 3) slashing damage. 
  
  Liars Night 2018: Wandering Monsters Wave 1 
   
  Death Glare. The hag targets one frightened creature 
  she can see within 30 feet of her. If the target can see 
  the hag, it must succeed on a DC 11 Wisdom saving 
  throw against this magic or drop to 0 hit points. 
  Illusory Appearance. The hag covers herself and 
  anything she is wearing or carrying with a magical 
  illusion that makes her look like an ugly creature of 
  her general size and humanoid shape. The effect 
  ends if the hag takes a bonus action to end it or if she 
  dies. 
  The changes wrought by this effect fail to hold up to 
  physical inspection. For example, the hag could 
  appear to have no claws, but someone touching her 
  hand might feel the claws. Otherwise, a creature 
  must take an action to visually inspect the illusion 
  and succeed on a DC 16 Intelligence (Investigation) 
  check to discern that the hag is disguised.
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/Liars Night 2018/Wandering Monsters Wave 1 - revised.pdf