TEXT: 1
  
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  Khyber Khronicle 
  Lead Production: Dave Morris At Mount Ogden Gaming Company
  Lead Designer: Dave Knighton At Under the Wing Gaming
  Contributing Authors: Chris Totten, Christopher Walz, Elven Tower, Jennifer Hawkins, Jeremiah Jaggers, 
  Kenny Morris, William Murakami-Brundage, Zach Pickett
  Layout and design: Shani Knighton At Raven and Moon  
  Cover Art: Luiz Prado
  Art Attributes: All artwork presented in this adventure is provided by Andrea Andemmo, Deven Rue, Luiz Prado, 
  Wizards of the Coast, and CC0 licensed art, and used with permission.
  Cartography: Dyson Logos and Elven Tower 
   
   
  volume 2
  The
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon 
  Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the 
  Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under 
  the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited with-
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  ©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, 
  CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.
  
  3
  About the Authors
  Chris Totten: 
  Chris Totten has been playing role playing games for 33 years. It started with Advanced Dungeons and Dragons 
  with a friend at age 12. Since then he has played and ran over a dozen other RPG systems and is currently writing 
  adventures with Mount Ogden Gaming Company and running games at conventions as part of the Rocky Moun-
  tain RPG Guild.
   
  Christopher Walz: 
  Christopher Walz is the best-selling creator of The Midnight Revelry and An Ogre and His Cake, a children’s charity 
  project. He began his journey through roleplaying games at 6 years old, looking at the pictures in his brother’s Mon-
  strous Manual. When he isn’t writing, he is trying to turn his son into a future dungeon master and exploring the 
  beauty of Central Kentucky. Follow him on Twitter @DMChristopherW.
   
  Elven Tower: 
  Elven Tower (aka Derek) is a prolific Hispanic creator in the RPG indie community. He hosts a free blog with 
  hundreds of maps and ready-to-use lore and adventures. Elven Tower’s most known works in the DMs Guild are 
  several collections of maps, the adventure Goblet of Fireflies, and the Sharn Trilogy for Eberron adventures.
   
  Jennifer Hawkins: 
  Jennifer has been playing and DMing since 3.5. She has had her hand in a little bit of everything, from playtesting to 
  writing modules and Streams live games with Marvici’s Madhouse. During her spare time, Jennifer is a Director for 
  the Secular Buddhist Association and freelances as a transcriptionist, narrator, content writer, and translator.
   
  Jeremiah Jaggers: 
  Jeremiah is a professor with a minor addiction to D&D. He has written a lot of stuff that only other professors 
  actually read. On the other hand, his D&D writing is read by real people. Okay, not real people per se, but they do 
  exist on the internet.
  Kenny Morris:
  Kenny has been playing D&D for 25 years, starting with Zanzer’s Dungeon. He draws inspiration from movies 
  like Dragonslayer, Nightbreed, and Dark City. Kenny doesn’t DM much, but he knows what is fun for players and 
  comes up with a lot of great ideas.
   
  William Murakami-Brundage: 
  William is a freelance writer, dungeon master, and boring dad. His works include writing for Adventurers League, 
  Wizards of the Coast, Mount Ogden Gaming Company, and Menagerie Press. In addition to game design, William 
  likes to hang out with his family, play with kittens, read books, and attempt to cook delicious meals.
   
  Zachary Pickett: 
  Zach is a writer with a love of the old school. This college student has high hopes and even higher levels of energy. 
  He’s here to make some memories and make things a little wacky. His writing is sure to thrill and surprise.
  
  4
  TABLE OF CONTENTS
  Wildnight on Juniper Street Written by Elven Tower
  Encounter Ideas for any level party
  Explore the Wildnight festivities of Juniper Street within the city of Sharn
  Just One Drink Written by Christopher Walz
  An encounter for any level party
  Wildnight can be a dangerous time to be on the streets. Thankfully, there are still those within the city 
  of Sharn willing to offer their hospitality…or do they?
   
  Racial Feats Written and designed By Jeremiah Jaggers 
  New racial feats for the Warforged and Kalashtar.
   
  Mutation of Xoriat Written and designed by William Murakami-Brundage 
  DM resource: Tables for Mutations 
  All who enter the Realm of Madness are changed forever.
   
  Once Upon a Wildnight Written By Chris Totten
  Plot Hook to use for any level party 
  A member of House Tarkanan has already attempted to assassinate a successful merchant of Sharn 
  once, but failed. A call for bodyguards to protect Master Kemble has gone out in fear of a second 
  attempt on Wildnight. 
   
  Madness of Wildnight Written and designed by Jeremiah Jaggers
   
  DM resource: New Madness tables 
  The throws of Wildnight can affect everyone a little differently.
   
  Skullitos written and designed by Jennifer Hawkins
   Magic item.
  Monsters written and designed by Zach Pickett and Kenny Morris
   
  New Fey and Undead creatures.
  6
  11
  20
  21
  26
  32
  33
  34
  
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  6
  Wildnight in Juniper Street
  Designer: Elven Tower
  Background Lore
  Once a year, on the 18th of Sypheros, a strange festivi-
  ty known as the Wildnight comes to Sharn. Contrary to 
  other traditions, this night of euphoria and detachment 
  does not have a specific place for it to happen. It occurs 
  all over Sharn, from the lowest Cogs neighborhoods to 
  the flying mansions in the Skyway. It is the one thing 
  that binds together all the strata of the city, if only for a 
  few hours.
  Most people ignore the origin of the festivity or better 
  said the cause.  Wildnight is not something that hap-
  pens because people once decided to do it. It happens 
  because people cannot avoid doing it. The Fury, the 
  Sovereign of Passion and Madness, the mistress of 
  unbridled emotion, reaches the height of her power 
  during the month of Sypheros, on the night of the 
  18th. The arcane influence of The Fury cannot be 
  negated, nor can it be controlled. People grow anxious 
  as the day approaches and then unwind their deepest 
  feelings during the Wildnight.
  One place where the magic and energy of the Wild-
  night is always present is in the Bazaar Ward (Middle 
  Dura). Crowds come to this location for fun, dance, 
  competition, and street fights. The Bazaar has hosted 
  these festivities since 945 YK, a little more than fifty 
  years ago. The whole ward is a massive festival that 
  encompasses many towers, but the main attractions 
  are located on Juniper Street, right in front of a small 
  barracks building of House Deneith.
  There is no shortage of bards and minstrels in Juniper 
  Street, and one of them is bound to tell the story of 
  how it all began, at least according to them. Their sto-
  ries and songs claim that a little over fifty years ago, a 
  dwarf named Killig was drunk. He stumbled from tow-
  er to tower until he found his way to Juniper Street. He 
  meandered through the street when he tripped over a 
  halfling who was as drunk as him. They both fell to the 
  floor. Here the story varies. Each bard, minstrel, and 
  storyteller will reveal the place of the actual accident to 
  be a different part of the street, usually affiliated to a 
  street vendor or shop. 
  After the accident, both drunkards were furious. They 
  agreed to a duel to the death with knives. They did 
  not carry any weapons with them, so Killig the dwarf 
  demanded a local innkeeper to provide knives for the 
  fight. The innkeeper, scared but witty, gave Killig and 
  the halfling one butter spreader each. They did not no-
  tice the deception and started their duel. A large crowd 
  gathered around the two drunkards and had the time 
  of their life. They laughed, they chanted, they cheered 
  for one or the other. A few intelligent ones ran bets 
  and made some coin. In the end, Killig and the drunk 
  halfling fell to the ground exhausted. None had been 
  able to hurt the other with the meager weapons they 
  had. The story usually ends there. But some people also 
  mention that both dwarf and halfling ended up laugh-
  ing and drinking with all the people that gathered to see 
  their “duel”.
  Nowadays, the butter spreader duel is a staple of Juni-
  per Street during the Wildnight. The story is recorded 
  in the city’s annals and it appears to hold some truth to 
  it.
  General Features
  These are the general features of Juniper Street Market during 
  the Wildnight. Juniper Street consists of a straight road with 
  many normal looking houses (for Sharn at least). If it were not 
  for the towering constructions of Upper Dura above, it could 
  well pass for a large town street.
  Terrain. Most areas in Juniper Street are considered difficult 
  terrain due to the number of street vendors and pedestrians. 
  The amount of people in the area is what determines whether 
  it is difficult to move or not. It is up to the DM’s discretion.
  Light. All areas in Juniper Street Market are considered to be 
  dimly lit by street lamps. Some storefronts are considered 
  brightly lit.
  Smells and Sounds. A lot of people relieve themselves in the 
  streets during Wildnight. The streets are smelly and some-
  times disgusting. Juniper Street vendors try to improve the 
  situation by burning incense and scented candles with little 
  success. The sounds of people partying, drinking, laughing, 
  fighting, and arguing are prevalent in any street of the Bazaar 
  Ward.
  
  7
  Location Descriptions
  Area 1. 
  A woman named Farla sells her wares outside of her 
  house, which she puts on two carpets. She sells home-
  made wine and ales. The crates contain turnips, apples, 
  and beets. Her nephew, a huge blonde teenager named 
  Rolo (Thug), helps her in case anyone tries to steal from 
  her.
  Area 2. 
  Old Carmack is a smiling old man with a wooden leg. 
  He owns the general store at the end of the street. 
  During Wildnight, he moves a table to the road and sells 
  all kinds of things. Most of the stuff he sells are farm 
  implements, fertilizer, produce, and a few steel weapons.
  Area 3. 
  The Church of the Silver Flame has made an appearance 
  during the Wildnight for the past few years. They built 
  a small kiosk where they have an altar, predicate their be-
  liefs, and host a few games during the festival. This year, 
  the church is hosting two games.
  The first one is a strength game. A participant must use 
  a heavy sledgehammer to play a high-striker game. Only 
  the strongest participants can cause the puck to fly to 
  the top and ring the bell. Any participant must make a 
  successful DC 18 Strength (Athletics) check to hit the 
  bell. A winner earns a basket of turnips, 5 gold pieces, 
  and paper hat that says “strong”.
  The second game is an archery game. A minimum of 
  four participants must play for each game. There is a 
  single winner each time. Every participant must use a 
  bow provided by the kiosk. Each character shoots from 
  50 feet away once and rolls an attack roll with the bow. 
  Whoever gets the better result hits the target closest to 
  the center. Participants must roll Dexterity checks. Any 
  result above 18 is in the center of the target. A winner 
  earns a basket of turnips, 5 gold pieces, and one sun-
  flower.
  Area 4. 
  Bara, the local innkeeper, organizes an impromptu 
  outdoors tavern in the middle of the street. She sells 
  ale, wine, food, and a few strong spirits. People are 
  usually drunk, laughing, and merry. The tavern also 
  makes a few strong-men contests among any who 
  wish to participate. They organize an arm-wrestling 
  tournament. When two participants arm wrestle, 
  they both roll opposed Strength checks the winner 
  advances to the next phase of the tournament. The 
  winner gets a barrel of imported Aundair wine.
  They also host straight wrestling competitions. No 
  weapons are allowed. The objective is to immobi-
  lize your opponent or throw him out of the 15 ft. 
  diameter circle where the fight happens. Contenders 
  roll opposed Strength (Athletics) checks. The win-
  ner is one step closer to achieve his goal. A fighter 
  must roll three successful checks to win the fight. 
  If a fighter beats his opponent by 5 or more in the 
  opposed check, it counts as two successful checks.
  The popular butter spreader duel is also held at the 
  outdoors tavern. In this contest, two fighters must 
  overpower their opponent using nothing but a but-
  ter spreader. Because of tradition, only extremely 
  drunk contestants are accepted for this challenge. 
  There are no rules and there is seldom any winner. 
  People gather to have fun and bet, regardless.
  
  8
  Other Popular Activities
  Dart Throwing. 
  Up to four participants take turns throwing darts to a 
  bullseye target. People often place bets, but it is other-
  wise just a game for fun. Participants must roll Dexterity 
  checks when they throw a dart. The highest roll hits a 
  spot closer to the center. A result of 18 or more hits the 
  target’s center.
  Midnight Dance. 
  A group of great musicians and professional dancers 
  and performers get together at midnight and play their 
  music for about an hour with no cost to anyone. The 
  preternatural euphoria of the Wildnight causes many 
  people to declare secret feelings of love and share feel-
  ings of warmth in ways they would never dare in any 
  other day of the year.
  Additionally, there is a high number of children born 
  around nine months after the Wildnight. People from 
  Sharn often refer to them as “Wildnight children”.
  Five Minutes Hate.  
  The heat of the Wildnight often turns to violence. It 
  is not strange to see a person with a picture, statue, or 
  some other form of representation of an important 
  person. The person can be a politician from Sharn, a 
  foreign ruler, or a nondescript monster or creature. 
  They place the image in front of a crowd and call for 
  people to say what they think. Crowds gather around 
  images and start insulting them. They shout at them past 
  transgressions and call for others to do the same. The 
  strange phenomenon is contagious, and the more people 
  are present, the more heated it gets. People get winded, 
  their faces go red; others cry sour tears. Then after a few 
  minutes, people become exhausted and stop. The images 
  are often destroyed in the process. If the image survives, 
  a person takes it to a different street or neighborhood 
  to repeat the process. People who participate in the Five 
  Minutes Hate cannot control themselves and release 
  all their anger in a few minutes of shouting expletives. 
  Remarkably, most participants claim to feel better about 
  half an hour later. As if a heavy burden had been lifted 
  from their backs, according to them. 
  Soarsled Race. 
  This event is not specific to Juniper Street, it happens 
  all around Bazaar Ward. A group of brave people uses 
  soarsleds to participate in a fast-paced race around the 
  ward. People mark the intended track with flags, but 
  racers often take shortcuts or outright violate the rules. 
  Like most other competitions during the Wildnight, the 
  soarsled race does not have very strict rules. Sometimes 
  they even let a person riding a hippogriff or a flying 
  creature like an aarakocra or a gargoyle take part in the 
  contest. Over the years, many participants have died af-
  ter falling from their soarsled or after crashing violently 
  into a tower.
  Soarsleds are three-feet in diameter floating disks that people 
  use to travel around Sharn. They are very fast and cause acci-
  dents often. Their magical qualities are only usable in Sharn. 
  They become inert if they are moved away from the city. Only 
  one person can ride a soarsled at any given time.
  
  9
  Player Map
  
  10
  Dungeon Master Map
  
  11
  
  12
  Just One Drink
  Designer: Christopher Walz
  Introduction
  Just One Drink takes place on Wildnight, a celebration 
  of the Sovereign of Passion and Madness, in Sharn. 
  Wildnight is when the City of Tower’s citizens, from the 
  unfathomably rich in Upper Central to the forgotten ur-
  chins of Lower Dura, throw their inhibitions aside and 
  embrace their baser instincts. For many, this means find-
  ing the bottom of a few too many cups and singing until 
  the sun rises. The revelry often degrades into rioting, 
  theft, and bloodshed, however. The wise know to stay 
  indoors on Wildnight. This short adventure is designed 
  for four or five characters of levels 2-4. It can be used 
  to explore the themes of Wildnight, introduce House 
  Ghallanda, connect the characters with Sharn’s criminal 
  underbelly, or as a setup for a recurring villain.
  Adventure Background
  Keden d’Ghallanda is a dragonmarked excoriate of the 
  beloved halfling house. He trained as a Black Dog, in 
  a secret organization of poison masters within House 
  Ghallanda dedicated to dispensing vigilante justice. 
  Many Ghallanda halflings despise the Black Dogs, fear-
  ing their underhanded tactics will tarnish the House’s 
  reputation. Keden was excoriated from House Ghallan-
  da two years ago after poisoning and killing a Zil am-
  bassador whom he believed to be gathering intelligence 
  on House Ghallanda. The assassination sent ripples 
  throughout the House, forcing the Hostelers Guild to 
  offer wallet-breaking rates to dignitaries from Zilargo. 
  Keden evaded Ghallanda agents for two years, coming 
  to the City of Towers to lay low. He has allied with the 
  Boromar Clan, serving as poison dealer and hitman as 
  needed. The Black Dog has formulated a plan to strike 
  back at House Ghallanda: by using a rare poison, Keden 
  has infiltrated The Dog Bowl, a Ghallanda-owned tavern 
  in Lower Central. With the Bowl’s proprietors struggling 
  against the poison, Keden lures in unsuspecting victims, 
  poisoning them and pinning it on House Ghallanda. The 
  chaos of Wildnight is the perfect opportunity for the 
  exiled halfling to strike.
  Using this Adventure
  You can begin the adventure whenever the characters 
  are on the streets in Lower Central on Wildnight. If 
  another district better suits your campaign, relocate The 
  Dog Bowl. All Sharn’s districts are prone to rioting and 
  raucous chases on Wildnight. You can remove the ref-
  erences to Wildnight and use this adventure at any time. 
  The characters may stumble into The Dog Bowl when-
  ever they seek a short rest in the City of Towers.
  The Children of Dhurinda 
  The Black Dogs call themselves the Children of Dhurinda. 
  Dhurinda was a masterful Ghallanda chef before the halfling 
  tribe was a dragonmarked house. The chef was found guilty of 
  poisoning chieftains, bandits, and foreign interlopers, defying 
  the tribe’s code to provide honest hospitality to all. He took his 
  own life before the tribe could punish him.
  A select few dragonmarked heirs follow Dhurinda’s example, 
  forming a loose cabal of solitary vigilantes. Not all Black Dogs 
  are evil, in fact, most believe what they are doing supports the 
  House overall. Without any oversight from House leadership, 
  however, the Black Dogs have grown a reputation for attracting 
  unsavory assassins. A Child of Dhurinda makes a great friend, 
  but a much worse enemy.
  If you would like to incorporate the Black Dogs into your cam-
  paign, consider introducing one as a potential ally. Perhaps the 
  halfling barkeep at the party’s favorite tavern has a secret and 
  needs help tracking down her next mark.
  
  13
  Lure Them In...
  When you are ready to begin, read or paraphrase:
  Sharn’s streets are buzzing with activity, like a Cannith warma-
  chine carrying out some unseen master’s orders. It is Wild-
  night, and Sharn’s dark desires are on display. The Fury reigns 
  tonight and the meek – or the wise – stay indoors.
  Lower Central’s tight avenues and dark alleys host a hoard of 
  bourgeois, many wearing fiendish masks or elaborate clothing 
  playing at the true worship of The Dark Six. A firework explodes 
  overhead, showering the street in a pale red as a voice cries 
  out. “There! Those are the ones who mugged old Fenwick!” 
  A group of masked thugs brandishing maces and clubs break 
  toward you, rushing headlong.
  The masked rioters are Boromar Clan thugs hired by 
  Keden to chase victims into The Dog Bowl. The num-
  ber of thugs is up to you, but there should be enough to 
  threaten the party into fleeing. A good starting point is 2 
  thugs per character. If the characters hold their ground, 
  reinforce the thugs with more Boromar grunts after they 
  have dealt with the first group. The thugs do not reduce 
  the characters to 0 hit points, hoping to keep them alive 
  for the chase. Characters with a passive Insight of 18 or 
  higher realize the thugs are pulling their punches.
  It Was a Bloodbath 
  Player characters often rise to impossible standards and are 
  victorious in the face of certain defeat, that is, after all, why they 
  are the heroes of your story. If the characters stood their ground 
  and defeated the hired thugs, you can place The Dog Bowl 
  along their path. 
  Make it clear these were Boromar agents through a contract 
  notice or insignia. The characters will be injured and looking for 
  a place to lay low for a while. What better place than a House 
  Ghallanda tavern?
  A Wild Chase
  If the characters flee the combat, use the chase rules 
  found in chapter 8 of the Dungeon Master’s Guide. The 
  thugs have passive Perception 15 for the purposes of 
  ending the chase due to their familiarity with the area. 
  Sharn’s streets are always bustling, but Wildnight is par-
  ticularly raucous. Add these complications to the Urban 
  Chase Complications table found in chapter 8 of the 
  Dungeon Master’s Guide.
  D20
  Complication
  11
  You run into a gang of street urchins painting a wall 
  with graffiti. To pass the group without trouble, the 
  player must succeed on a DC 10 Strength (Athletics), 
  Dexterity (Acrobatics), or Charisma (Intimidation) 
  check. On a failed check, you become covered in 
  bright paint, giving you disadvantage on ability 
  checks to disguise yourself or blend into a crowd 
  using Dexterity (Stealth).
  12
  A magewright performer uses silent image to conjure 
  up the visage of a fiend. Attempt a DC 12 Intelligence 
  saving throw. On a failed save, you believe the illu-
  sion is real and are frightened for 1 minute.
  13
  A bottle is thrown from a bridge high above you. 
  Attempt a DC 10 Dexterity saving throw. On a failed 
  save, you take 3 (1d6) piercing damage as the bottle 
  hits you.
  14
  A half-elf is running from a band of masked drunks 
  and comes dashing out of an alley or side street. If 
  you have a passive Perception of 12 or lower, they 
  collide with you. You take 3 (1d6) bludgeoning dam-
  age and are knocked prone.
  15
  A reveler takes a liking to you. Attempt a DC 10 
  Strength (Athletics) check to shove them off or be-
  come grappled (escape DC 10).
  The Boromar thugs never approach within 20 feet of 
  the characters, attempting to maintain the illusion of an 
  honest chase. If the characters stop to fight the thugs, 
  they put up a mock resistance before to resuming the 
  chase.
  
  14
  After the characters have sustained a few levels of ex-
  haustion or are nearing 0 hit points, read or paraphrase:
  As the sweat beads across your brow, you turn a sharp corner 
  onto a wide street. Across from the dark alley is a warm tavern, 
  candlelight pouring from the frosted glass windows. The sign 
  above the door reads “The Dog Bowl” in swaying script. An 
  illusionary blink dog teleports back and forth from three dishes: 
  a House Ghallanda establishment.
  A plump halfling man with bushy muttonchops wearing a tight-
  ly fitted frock coat bursts out of the door. “As a dragonmarked 
  heir of House Ghallanda, I offer this lot safe respite! Cease your 
  assault or know that you attack all of House Ghallanda!”
  The halfling pulls up his coat sleeve, showing an intricate tat-
  too-like birthmark. It glows faintly and seems to move, chang-
  ing shape: the Mark of Hospitality.
  Treat Them Well...
  The masked pursuers turn on their heels and break 
  through the district’s streets, feigning fear of a House 
  Ghallanda heir. Characters with a passive Insight of 16 
  or higher sense that the thugs give up their chase a little 
  too easily.
  Keden d’Ghallanda (see below) uses a hat of  disguise (save 
  DC 14) to appear as Garrett d’Ghallanda, one of The 
  Dog Bowl’s owners. Garrett is more rotund than Keden, 
  so the Black Dog avoids close physical contact, fearing 
  his illusion may be discovered. Once the thugs are out 
  of sight, he ushers the characters inside, promising a 
  safe place to recover. As the characters enter, read or 
  paraphrase:
  The tavern doors open to a large interior, stretching far into the 
  tower’s base. A trio of large group tables dominates the central 
  portion of the common room with smaller, more intimate 
  arrangements placed throughout. A small stage to the south, 
  flanked by doors leading to a patio, stands empty. To the north 
  is a magnificent redwood bar carved with idyllic scenes of coun-
  try life. A far cry from life in urban Sharn. 
  Keden offers the characters to make themselves at home 
  while he prepares drinks. The Black Dog insists that the 
  first round is on the house as a show of House Ghallan-
  da’s hospitality. Keden poisons 3 drinks with drunkard’s 
  folly (see below for new poisons) and makes small talk 
  with the characters. Here are answers to a few questions 
  the characters might ask:
  • 
  Who are you? “The name’s Garrett d’Ghallanda, 
  honored dragonmarked heir to House Ghallanda 
  and proprietor, alongside my wife Marisa, of The 
  Dog Bowl. We moved to Sharn three years ago; we 
  were getting too old for life in Stormreach.”
  • 
  Why did you help us? “It is my House’s duty to 
  provide safe shelter to any who require it. You all 
  certainly did!”
  • 
  Who were those people? “Probably some street gang 
  up from Dura to cause trouble on Wildnight.”
  • 
  Why did they listen to you? “House Ghallanda may 
  not have the warmachines of Cannith or the sol-
  diers of Deneith, but we are everyone’s best friend. 
  Including Cannith and Deneith.”
  • 
  Where is everyone? “Wildnight is always tough for 
  us barkeeps. If you stay open, you’re likely to see 
  your establishment burn down. We are closed for 
  the night, but I couldn’t let those ruffians assault 
  you without offering four walls and roof. Such is our 
  way.”
  If the characters suspect Keden is lying, they can make 
  a Wisdom (Insight) check opposed by Keden’s Cha-
  risma (Deception) check. At your discretion, Keden 
  might have advantage on his ability check due to being a 
  masterful barkeep and cook himself. He is well-versed in 
  House Ghallanda protocol, lore, and mannerisms.
  After the characters have had drinks, Keden says 
  they should relax while he prepares a new dish: roast-
  ed pumpkin soup spiced with rare seasonings from 
  Xen’drik. Keden spends the next hour in the kitchen 
  preparing the meal, but keeps an eye on the characters, 
  especially if they try to enter the doors behind the bar. 
  After an hour has passed, see And They Won’t See It 
  Coming below to proceed.
  
  15
  Something Isn’t Right Here
  Keden is a trained professional, but he missed a few 
  small details as he prepared The Dog Bowl for his vic-
  tims.
  Drag Marks. Characters with a passive Perception of 
  16 or higher notice freshly worn marks in the floor near 
  the bar, leading into the bedroom. Keden restrained the 
  d’Ghallanda’s with manacles before dragging them off, 
  creating the marks.
  Barstools. Keden knocked over two barstools while 
  dragging Marisa to the back. He replaced them, but not 
  exactly where they have sat for decades. Characters with 
  a passive Investigation of 16 or higher or who search 
  the area and succeed a DC 18 Intelligence (Investi-
  gation) check notice the stools are not sitting in their 
  well-worn spots.
  Poison Stopper. Keden poisoned his Black Dog’s paw 
  with quori’s breath (see below) at the table in the tavern’s 
  southeastern corner. If a character is in the area and has 
  a passive Perception of 18 or higher or searches the 
  area and passes a DC 18 Wisdom (Perception) check, 
  they find a small cork stopper. If the character smells or 
  tastes the end of the stopper, they feel drowsy and have 
  difficulty recalling where they are for a moment.
  Bloody Rags. Garrett hit his head on the bar when 
  he fell unconscious. Keden cleaned up the blood using 
  alcohol and rags from the kitchen but didn’t properly 
  dispose of them. If a character is in the kitchen and as a 
  passive Perception of 15 or higher or searches the area 
  and passes a DC 15 Wisdom (Perception) check, they 
  find the alcohol-soaked, bloodstained rags in a bucket 
  under the counter.
  Familiar Faces. Characters with a passive Insight of 
  16 or higher notice that three figures are staying near the 
  tavern, watching it. These are 3 thugs who chased the 
  characters earlier. They are watching the tavern and will 
  assist Keden in combat.
  Employees Only
  Garrett and Marisa d’Ghallanda, the tavern’s owners, are 
  restrained with manacles in the bedroom north of the 
  bar. They have succumbed to quori’s breath. The doors 
  leading to the bedroom are locked, requiring a DC 14 
  Dexterity check using thieves’ tools to unlock or a DC 
  16 Strength check to force open, causing plenty of 
  noise. Keden keeps the keys to the bedroom and mana-
  cles in his belt.
  Plan B
  If the characters confront Keden about the evidence 
  above, he relies on his expertise in Deception to fabri-
  cate a story. If the characters pressure him or discover 
  Garrett and Marisa, he falls back to a secondary plan: 
  stab them to death.
  The 3 thugs arrive after the first round of combat and 
  assist Keden. Keden tries to stay out of the characters’ 
  reach and uses his small size to find cover behind the 
  bar, tables, and other furniture in the tavern. Keden 
  flees if brought to 20 or fewer hit points. He Dashes 
  into Sharn’s streets and disguises himself using his hat 
  of  disguise. See Concluding the Adventure for how to use 
  Keden in the future if this occurs.
  Treasure
  Keden wears a hat of  disguise and a Black Dog’s paw (see 
  below). He has 13 gp, 21 sp, and a small ruby worth 
  100 gp in his coin purse. Tucked into his sleeve are 2 
  doses of serpent venom and 1 dose of truth serum (see 
  chapter 8 of the Dungeon Master’s Guide for information 
  on poisons).
  
  16
  And They Won’t See it Coming
  While preparing the meal, Keden poisons the food with 
  Khyber salts (see below), hoping to kill several of char-
  acters over the coming days. The salts are known to have 
  a foul acrid taste, which he disguises using prestidigita-
  tion. Keden eats a portion of the soup as well, which he 
  has not poisoned.
  He continues to make jovial small talk with the charac-
  ters throughout the meal. Keden preys on the fact that 
  the characters are likely drunk from the Drunkard’s 
  Folly to weave lies and reinforce his persona as Garrett 
  d’Ghallanda.
  After the meal, Keden notes that he should be getting 
  back to Marisa. He uses prestidigitation to create an 
  arcane mark depicting House Ghallanda’s sigil on a 
  character’s clothing, claiming it should dissuade any oth-
  er ruffians (it does not). After the characters have left, 
  their bellies full of poison, he frees Garrett and Marisa, 
  knowing they will awaken soon with little relocation of 
  the Black Dog.
  Concluding the Adventure
  There are several ways this short adventure could end 
  or continue to influence your campaign. Here are a few 
  ideas:
  Keden Succeeds. If the characters fail to stop Keden 
  before he poisons them, he will escape into Sharn and 
  continue working alongside the Boromar Clan. The 
  party will likely have a close call or even suffer a loss to 
  the Khyber salts. If they return to The Dog Bowl, Gar-
  rett and Marisa do not recognize the characters. If the 
  characters are not threatening or violent to the halfling 
  couple, Garrett and Marisa promise to help them uncov-
  er what happened that night. A talented House Jorasco 
  healer may even be able to track which poisons were 
  used.
  Keden Escapes. If Keden is discovered but escapes 
  The Dog Bowl, he develops a lasting grudge against the 
  characters. He becomes a recurring villain who should 
  make the characters look over their shoulders at all times 
  and question every drink they take.
  The Plan is Foiled. If the characters discover Keden 
  and stop him, either by capturing or killing him, they 
  become favored with House Ghallanda in Sharn. Ben-
  efits might include half-off drinks and lodging at Hos-
  telers Guild establishments for a month or access to a 
  well-connected information broker. If the characters 
  get into trouble with the law, they can use their connec-
  tions with the House to establish limited immunity from 
  minor transgressions.
  Magic Item
  Black Dog’s Paw
  Wondrous item, rare (requires attunement)
  The interior of this single black leather glove is lined 
  with naga skin. The Black Dogs created these gloves to 
  make better use of difficult-to-deliver poisons.
  While wearing this glove you can use an action to change 
  the delivery type of a single dose of poison you are 
  holding to contact. The dose of poison is expended and 
  stored on the glove until delivered or washed off. Once 
  you use this feature, you cannot use it again until the 
  next dawn.
  
  17
  Poisons
  Poison
  Type
  Price per Dose
  Save DC
  Drunkard’s folly
  Ingested
  75 gp
  DC 12
  Khyber salt
  Ingested
  750 gp
  DC 17
  Quori’s breath
  Inhaled
  1,500 gp
  DC 17
   
  Drunkard’s folly. This colorless, odorless, tasteless, 
  poison can only be applied to alcohol. Drunkard’s 
  folly causes the alcohol to have an immediate effect. A 
  creature subjected to this poison must make a DC 12 
  Constitution saving throw or become poisoned for 1d4 
  hours.
  Khyber salt. These black salts have a strong acrid taste. 
  A creature subjected to this poison must make a DC 17 
  Constitution saving throw or take 7 (2d6) necrotic dam-
  age and become poisoned. The creature begins vomiting 
  blood and bile, repeating the saving throw every hour, 
  taking 2d6 more necrotic damage on a failure. After five 
  successful saving throws, the effect ends. A creature poi-
  soned by Khyber salt cannot gain the benefits of a long 
  rest due to the vomiting.
  Quori’s breath. This magical liquid must be kept in 
  an airtight container. When air makes contact with the 
  liquid, it becomes a poisonous gas. A creature subject-
  ed to this poison must make a DC 17 Wisdom saving 
  throw or become poisoned for 12 hours. The creature is 
  also unconscious while poisoned in this way. The crea-
  ture cannot be shaken awake. The creature wakes up if it 
  takes damage. 
   
  While the creature is unconscious, another creature can 
  speak to the poisoned creature and alter a recent mem-
  ory. This acts like a modify memory spell with no saving 
  throw. The memory must have occurred within the last 
  48 hours and lasted no longer than 1 hour. The poison 
  allows for only one memory to be modified in this way.
  
  18
  Keden d’Ghallanda
  Small humanoid (halfl ing), neutral evil
  Armor Class 15 (studded leather armor) 
  Hit Points 65 (10d8 + 20) 
  Speed 25 � . 
     STR         DEX          CON         INT           WIS         CHA
  11 (+0)    17 (+3)    14 (+2)    13 (+1)    14 (+2)    16 (+3)
  Saves Dex +6, Con +5, Int +4
  Skills Acroba� cs +6, Decep� on +9, Nature +4, Persua-
  sion +9, Sleight of Hand +6, Stealth +6
  Damage Resistances poison
  Senses passive Percep� on 12 
  Languages Common, Elvish, Halﬂ ing, Thieves’ Cant
  Challenge 5 (1,800 XP)
  Assassinate: During his ﬁ rst turn, Keden has advan-
  tage on a� ack rolls against any creature that hasn’t 
  taken a turn. Any hit he scores against a surprised 
  creature is a cri� cal hit.
  Cunning Action. On each of his turns, Keden can use 
  a bonus ac� on to take the Dash, Disengage, or Hide 
  ac� on.
  Hat of Disguise. Keden wears a hat of disguise, allow-
  ing him to cast disguise self (save DC 14) at will while 
  wearing the hat.
  Innate Spellcasting: Keden’s innate spellcas� ng ability 
  is Charisma(spell save DC 14, +6 to hit with spell 
  a� acks). Keden can innately cast the following spells, 
  requiring no material components:
  At will: friends, prestidigitation
  Mark of Hospitality. Whenever Keden makes a Cha-
  risma (Persuasion) check or any ability check using 
  brewer’s tools or cook’s utensils, he adds 1d4 to the 
  ability check.
  Master Poisoner. Keden’s proﬁ ciency bonus is dou-
  bled for any ability checks he makes using a poisoner’s 
  kit or to iden� fy poisons. Addi� onally, he has advan-
  tage on saving throws versus poison.
  Sneak Attack: Once per turn, Keden deals an extra 10 
  (3d6) damage when he hits a target with a weapon 
  a� ack and has advantage on the a� ack roll, or when 
  the target is within 5 feet of an ally of Keden that isn’t 
  incapacitated and Keden doesn’t have disadvantage 
  on the a� ack roll.
  Actions
  Multiattack. Keden makes two melee a� acks.
  Dagger. Melee or Ranged Weapon Attack: +6 to hit, 
  reach 5 � . or range 20/60 � ., one target. Hit: 5 (1d4 + 
  3) piercing damage, and the target must make a DC 13 
  Constitution saving throw, taking 7 (2d6) damage on a 
  failed save, or half as much on a successful one.
  Hand Crossbow. Ranged Weapon Attack: +6 to hit, 
  range 30/120 � ., one target. Hit: 6 (1d6 + 3) piercing 
  damage, and the target must make a DC 13 Consti-
  tution saving throw or be poisoned for 1 hour. If the 
  saving throw fails by 5 or more, the target is also 
  unconscious while poisoned in this way. The target 
  wakes up if it takes damage or if another creature 
  takes an ac� on to shake it awake.
  Dhurinda’s Trick (3/day). Keden magically applies a 
  single dose of inges� ble poison on his person to food 
  or drink that he can see within 30 feet. If he is being 
  directly observed, he can make a Dexterity (Sleight 
  of Hand) check opposed by the observers Wisdom 
  (Perception) check to conceal his ac� ons.
  Reactions
  Uncanny Dodge. Keden takes half damage from one 
  a� ack that would hit him. To do so, he must see the 
  a� acker.
  
  19
  
  20
  Racial Feats for Warforged and 
  Kalashtar
  Designer: Jeremiah Jaggers 
  Aviator
  Prerequisite: Warforged
  You have developed a close relationship with a tinkerer 
  or artisan. As a reward for your committed friendship, 
  you have been given mechanical wings. You gain the fol-
  lowing benefits while not wearing heavy armor or heavy 
  plating: 
  • 
  You gain a fly speed of 20 ft.
  • 
  You may remove your wings following the rules for 
  Integrated Protection.
  War Charge
  Prerequisite: Warforged
  You are able to leverage your physical prowess in com-
  bat. If you move at least 20 feet straight toward a target 
  and then hit it with a melee weapon attack on the same 
  turn, add 1d4 + Strength modifier bludgeoning damage 
  to the damage roll. This feat may not be used again until 
  the beginning of your next turn.
  Psychic Retribution
  Prerequisite: Kalashtar
  You learn to call on your inner psychic powers to defend 
  yourself. You gain the following benefits:
  • 
  Increase your Wisdom score by 1 to a maximum of 
  20.
  • 
  If you are hit by a melee attack you may use your 
  reaction to inflict damage upon the attacker. The 
  target must attempt a Wisdom saving throw. On 
  a failure, the target takes 1d12 psychic damage or 
  half as much on a success. The damage increases to 
  2d12 at 5th level, 3d12 at 11th level, and 4d12 at 17th 
  level. The DC for this is 8 + proficiency + Wisdom 
  modifier. 
  • 
  On a failure, the target cannot take reactions until 
  the end of your next turn.
  • 
  You may use this a number of times equal to your 
  Wisdom modifier between long rests.
  Psychic Blindness
  Prerequisite: Kalashtar
  You reach into the mind of your opponents. You gain 
  the following benefits:
  • 
  Increase your Charisma score by 1 to a maximum of 
  20.
  • 
  As a bonus action, you identify a number of hostile 
  creatures up to your Charisma modifier, who are 
  within 30 feet of you. Each creature must attempt 
  Charisma saving throw. The DC for this is 8 +pro-
  ficiency + Charisma modifier. On a failure, the crea-
  ture is blinded for 1 minute. On a success the target is 
  unaffected. 
  • 
  You may use this trait once per short or long rest.
  
  21
  Mutations of 
  Xoriat 
  By William Murakami-Brundage 
  
  22
  The Realm of Xoriat
  Xoriat, the Realm of Madness - all who enter this forbidden place 
  are changed forever. Xoriat is the plane of insanity within the 
  Eberron world. This seething land of aberrations and abominations 
  harbors eldritch treasure and danger that would make even the 
  staunchest adventure pause.
  Notable inhabitants of Xoriat include the illithid and a nigh-endless 
  litany of protoplasmic creatures. The Realm of Madness is formed 
  of almost geologic layers of bizarre and unstable matter. These 
  layers can range in height from meters to several miles and can 
  vary in width and breadth from a human’s arm span up to a sizable 
  humanoid kingdom.
  Even such features as gravity and density are mutable within the 
  endless layers of Xoriat. On some layers, gravity may be reversed, 
  or movement may be controlled via thought, like Limbo and the 
  Astral plane. Likewise, within any given layer liquids may act as 
  solids, or the very foundation of the ground may be gaseous.
  As crucially, time does not pass smoothly in Xoriat. A being 
  spending an entire day within the Realm of Xoriat will find that two 
  months have passed on the Material Plane. An hour in Xoriat is 
  three days on the Material Plane; a Xorian year is over two decades 
  on the Material, an entire human generation.
  Xoriat and Mutations
  Non-native creatures that visit Xoriat or are exposed to the aberrant 
  energy of the Realm of Madness often manifest physical or psychic 
  mutations from Xoriat’s radiation.
  These mutant changes are typically seen in mundane beasts and 
  plant life first. Hence, the druids charged with guarding the gate-
  ways to Xoriat are attentive to even slight changes in the flora. If 
  one of the Gatekeepers notices an unusual five-leafed clover or a 
  patch of stormflowers growing in a sigil-pattern, mutations have 
  leaked through. At this point, it is too late to slow the tide of chaot-
  ic energy, and more aggressive measures must be taken.
  Once the mutations have occurred in smaller beasts, weeds, and 
  bushes, the corruption will begin spreading in intensity and reach.
  After animals in the proximity are impacted, humanoids and mon-
  strosities are next. Scholars debate whether Xoriat emits energy 
  with an active intention to corrupt and destroy life on the Prime 
  Material plane, or whether the Plane of Madness merely discharges 
  these toxic mutations as a manifestation of the pure, uncontrolled 
  nature of the Realm itself.
  The Impact of Mutations
  The devastation to a wilderness or rural area that even a small 
  gateway or pin-prick portal can inflict is immense. Mutations and 
  radiation can render farmland useless for decades, allow a scourge 
  of altered beasts to ravage towns and villages, or empower behold-
  ers, neogi, or even daelkyr to intrude into Eberron, where these 
  abominations can form a mutant army of mindless thralls.
  Mutation Rules
  Mutation effects can and will occur with exposure to Xoriat’s cha-
  otic energy. The following rules can be applied across any world or 
  setting but are specifically oriented towards Xoriat in Eberron. With 
  some work, these mutation rules can be adapted for the Far Realms 
  of Faerûn, the Athasian forests of Dark Sun, or even the dark tow-
  ers of Planescape’s Sigil.
  Resisting Mutation 
  Resisting mutation effects requires a Constitution saving throw. If 
  the source of mutation is powerful, the saving throw DC could be 
  even higher, or made at disadvantage.
  Table 1: Mutation Saving Throw
  Mutation Level Constitution Saving Throw DC
  Least
  10
  Major
  13
  Greatest
  16
  Reversing Mutation 
  Magical effects can warp the very essence of the land. Beasts and 
  humanoids exposed to high levels of chaotic magic can change, 
  gaining elements of mutation.
  Creatures affected by mutation become aberrations, and typically 
  gain a chaotic and/or evil alignment component (neutral creatures 
  become chaotic neutral or chaotic evil, etc.)
  Effects caused by lesser mutation may be reversible by magic such 
  as greater restoration, while greater mutations are reversible only by 
  wish or other magic. 
  
  23
  The Path of Mutation
  Mutations usually start as alterations of small facets of a creature’s 
  being. The local fox’s intelligence may be enhanced, a deer’s eyes 
  may grow bulbous or fade away entirely, or a second set of vestigial 
  wings may sprout from local songbirds.
  More extreme alterations soon occur, leading to the mutations 
  found on the lesser, major, and greatest mutation tables below. 
  Lesser mutations are far more common, but exposure to enough 
  energy, or passing through a focused gateway to the endless depths 
  of Xoriat, can induce major mutations within minutes.
  Cultural Perceptions of Mutations
  While aberrations are hunted and reviled by most humanoid 
  species, some of the evil goblinoids, lizardfolk, and giant-kin bear 
  their mutations with pride. This is especially true when a mutation 
  is either beneficial or bestowed a marked difference. An example 
  may include an ogre that can exhale necrotic gases, a lizardfolk with 
  unique scale coloration, or an orc shaman with four arms.
  On the other hand, most humans, dwarves, elves, and other civilized 
  races of Eberron will destroy an obvious mutant. At the best, a 
  humanoid may hope to hide their mutation or dwell on the outskirts 
  of a town or city. The Fates are not kind to these beings.
  Table 2: Lesser Mutation
  3d6
  Lesser Mutation
  Mutation Effect
  3
  Albino
  The creature’s skin, hair, and eyes are alabaster white, almost translucent. Albino: Disadvantage on 
  Dexterity (Stealth) checks.
  4
  Shark Teeth
  Sharp, jagged teeth fill the jaw. If the creature has a bite attack, add one die to its damage. Otherwise, 
  gain the following attack: Bite: Melee weapon attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) 
  piercing damage.
  5
  Huge Ears
  The creature’s ears are triple the normal size, and often hang or protrude comically. Keen Senses: 
  Advantage on Wisdom (Perception) checks involving hearing.
  6
  Bulbous Eyes
  The creature’s eyes are bulbous and protruding, but visual ability is not affected.
  7
  Massive Girth
  The creature is massively overweight. Slabs of flesh hang from the torso and limbs. Girth: Speed is 
  halved, and the creature has disadvantage on Dexterity checks.
  8
  Fangs
  The creature has a pair of fangs. If the creature has a bite attack, add one die to its damage. Other-
  wise, gain the following attack: Bite: Melee weapon attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 
  + 2) piercing damage.
  9
  Massive Size
  The creature is overgrown for its species. Increased Size: The creature is one size category larger 
  (maximum of Huge).
  10
  Hairy
  The creature is abnormally hairy. If the creature normally doesn’t have hair, it has a thick pelt.
  11
  Protruding Nose
  The creature’s nose or snout is double the normal size and works far better. Keen Senses: Advantage 
  on Wisdom (Perception) checks involving smell.
  12
  Mane
  The creature has a mane or huge tuft of bright-colored hair on its head.
  13
  Scaled
  The creature is covered in scales. These scales can be any hue or color.
  14
  Warts
  The creature is covered with knobby warts. Explosive Warts: When the creature is reduced to 0 hit 
  points, it explodes in a burst of ooze. Each creature within 5 ft. of it must then succeed on a DC 10 
  Constitution saving throw or be poisoned for 1 minute. A poisoned creature can repeat the saving 
  throw on each of its turns, ending the effect on itself on a success.
  15
  Strong
  The creature has bulging muscles and appears very fit. Increased Strength: The creature deals an extra 
  7 (2d6) damage to a creature it hits with a melee weapon
  16
  Nimble
  The creature is swift and lithe. Increased Speed: The creature’s movement is doubled, and it has ad-
  vantage on Dexterity checks.
  17
  Cunning
  The creature’s cranium is lumpy and huge. This is due to the creature’s swollen, powerful brain. 
  Increased Brain: The creature has advantage on Intelligence and Wisdom ability checks and saving 
  throws.
  18
  No Eyes
  The creature has no eyeballs, only smooth sockets.
  
  24
  Table 3: Major Mutation
  3d6
  Major Mutation
  Mutation Effect
  3
  Extra Eyes
  The creature has one or more additional eyes. These eyes may be anywhere on the creature’s body, 
  including the hands, torso, or forehead. Keen Senses: Advantage on Wisdom (Perception) checks 
  involving vision.
  4
  Beak
  The creature has a raptor’s beak. If the creature has a bite attack, add one die to its damage. Other-
  wise, gain the following: Beak: Melee weapon attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) 
  piercing damage.
  5
  Stench
  A cloud of stench surrounds the creature. Stench Cloud (Recharge 6): A 10-foot radius of gas extends 
  out from the creature. The gas spreads around corners, and its area is lightly obscured. It lasts for 1 
  minute or until a strong wind disperses it. Any target that starts its turn in that area must succeed 
  on a DC 12 Constitution saving throw or be poisoned until the start of its next turn. While poisoned 
  in this way, the target can take either an action or a bonus action on its turn, not both, and can’t take 
  reactions.
  6
  Crab Pincers
  One or more of the creature’s limbs end in crab-like pincers instead of hands. Pincers: Melee weapon 
  attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 4) bludgeoning damage, and the target is grap-
  pled (escape DC 12.) The creature has one or more claws, each of which can grapple only one target.
  7
  Extra Arms
  The creature has one or more extra arms. If the creature doesn’t normally have arms, it has at least 
  one. Extra Limbs: If the creature uses melee weapons, add one melee weapon attack per attack action.
  8
  Wings
  The creature has a pair of wings. These can sprout from the body or be modified limbs. Flight: The 
  creature has a flying speed of 60 feet. If the creature already has a flying speed, it increases by 20 feet.
  9
  Mandibles
  A pair of heavy mandibles replaces the creature’s normal mouth. Optionally, the mandibles may be in 
  the torso or a limb. Mandibles: Melee weapon attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) 
  slashing damage. If the target is Medium or smaller, it is grappled (escape DC 12.) Until this grapple 
  ends, the creature can bite only the grappled target and has advantage on attack rolls to do so.
  10
  Tentacles
  A writhing mass of tentacles sprout from the creature’s body. The tentacles don’t have to replace 
  existing limbs but can do so. Tentacles: Melee weapon attack: +6 to hit, reach 10 ft., one target. Hit: 8 
  (1d8 + 4) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 12) and 
  restrained until the grapple ends. The creature has one or more tentacles, each of which can grapple 
  one target.
  11
  Spines
  Parts of the creature are covered with spines. These can be launched like javelins. Spines: Ranged 
  weapon attack: +6 to hit, range 30/120 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
  12
  Tail
  The creature has a whip-like tail. The tail can optionally be serrated, bladed, or spiked. Tail: Melee 
  weapon attack: +6 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 4) slashing damage.
  13
  Eyestalks
  “The creature’s eyes are at the end of long eyestalks. These stalks may be anywhere from a few inches 
  to several feet in length. Keen Senses: Advantage on Wisdom (Perception) checks involving vision.
  14
  Igniting Touch
  The creature radiates immense heat. Its touch sets flammable objects on fire, and its melee attacks 
  deal extra fire damage. Fire Touch: The creature’s melee attacks deal an extra 7 (2d6) fire damage.
  15
  Claws
  The creature has claws or talons. If the creature has a claw attack, add one die to its damage. Other-
  wise, gain the following: Claw: Melee weapon attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) 
  slashing damage.
  16
  Vibrations
  The creature vibrates and throbs even while still. Vibration: The creature vibrates and blurs. Attack 
  rolls against it have disadvantage. This trait stops while the creature is incapacitated or restrained.
  17
  Frog Tongue
  The creature’s tongue is barbed and whip-like and unfurls to attack. Tongue: Melee weapon attack: +4 
  to hit, reach 10 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
  18
  Sticky
  The creature is covered with sticky fluid which oozes out of its skin. Sticky Skin: When an attacker 
  misses the creature with a Melee weapon attack, the attacker must succeed on a DC 11 Strength sav-
  ing throw, or the weapon becomes stuck to the creature. If the attacker won’t let go of the weapon, the 
  attacker is grappled while the weapon is stuck. While stuck, the weapon can’t be used. An attacker can 
  pull the weapon free by succeeding on an opposed Strength check.
   
  
  25
  Table 4: Greatest Mutation
  3d6
  Greatest Mutation
  Mutation Effect
  3
  Extra Head
  The creature has one or more extra heads. Extra Head: The creature has advantage on Wisdom (Percep-
  tion) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and 
  knocked unconscious.
  4
  Necrotic Breath
  The creature can exhale a cone of corruptive mist. Necrotic Breath (Recharge 4-6): The creature exhales 
  necrotic mist in a 15-foot cone. Each target in that area must make a DC 13 Constitution saving throw, 
  taking 22 (4d10) necrotic damage on a failed save, or half as much damage on a successful one.
  5
  Aura of Mutation
  The creature is surrounded by a visible cloud of insects, colored mist, or another effect. Necrotic Aura: 
  At the start of each of the creature’s turns, each target within 10 feet of it takes 10 (3d6) necrotic dam-
  age.
  6
  Unstable
  The creature temporarily phases into the Ethereal plane, reappearing nearby. Teleport (Recharge 4-6): 
  As a bonus action, the creature can magically teleport along with any equipment, up to 40 ft. to an 
  unoccupied space, it can see.
  7
  Confusing Howl
  The creature unleashes a baffling howl, dazing and confusing enemies. Confusing Howl (Recharge 4-6): 
  Each target within 30 feet of the howling creature that can hear the howl must succeed on a DC 13 Wis-
  dom saving throw. On a failure, the creature is incapacitated. This effect lasts for 1 minute. A target can 
  repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  8
  Electrified
  The creature throws off sparks of electricity and flickers and glows erratically. Electrical Aura: At the start 
  of each of the creature’s turns, each target within 5 feet of it takes 7 (2d6) lightning damage. An attacker 
  that touches the creature or hits it with a melee attack while within 5 feet of it takes 7 (2d6) lightning 
  damage.
  9
  Rotting Stare
  The creature’s gaze rots whatever it stares at. Rotting Stare (Recharge 4-6): As a bonus action, the crea-
  ture targets one enemy it can see within 60 feet of it. The target must succeed on a DC 13 Constitution 
  saving throw or take 10 (3d6) necrotic damage.
  10
  Spits Acid
  The creature spits a gout of caustic acid. Acid Breath: The creature exhales acid in a 30-foot line that 
  is 5 feet wide. Each target in that line must make a DC 13 Dexterity saving throw, taking 22 (5d8) acid 
  damage on a failed save, or half as much damage on a successful one.
  11
  Regeneration
  The creature’s wounds mend and knit shut, leaving thick, vivid scars. Regeneration: The creature 
  regains 10 hit points at the start of its turn. If the creature takes acid or fire damage, this trait doesn’t 
  function at the start of the creature’s next turn. The creature dies only if it starts its turn with 0 hit 
  points and doesn’t regenerate.
  12
  Hive of Mutation
  When damaged, the creature’s skin splits open. Out of the gaping hole pours a swarm. Release Swarm 
  (Recharge 4-6):  When the creature takes damage, it can use its reaction to release a swarm of wasps 
  into an unoccupied space within 5 feet of the creature.
  13
  Fear Aura
  The creature radiates an aura that causes abject terror. Fear Aura: Any creature hostile to the creature 
  that starts its turn within 30 feet of the creature must make a DC 13 Wisdom saving throw. On a failed 
  save, the creature is frightened until the start of its next turn.
  14
  Arcane Foil
  Arcane magic used against the creature often backfires, harming the caster. Arcane Foil: If the creature 
  makes a successful saving throw against a spell, or a spell attack misses it, the creature can choose an-
  other target (including the spellcaster) it can see within 30 feet of it. The spell targets the chosen target 
  instead of the creature. If the spell forced a saving throw, the chosen target makes its own save. If the 
  spell was an attack, the attack roll is rerolled against the chosen target.
  15
  Droning Hum
  The creature’s droning hum stupefies those who hear it. Droning Hum: Each target within 30 feet of the 
  creature must succeed on a DC 13 Wisdom saving throw. On a failed save, the target becomes incapac-
  itated for 1 minute. The charmed creature can repeat the saving throw on each of its turns, ending the 
  effect on itself on a success.
  16
  Dripping Ooze
  The creature is slick to the touch with an oily sheen. Oily: The creature has advantage on ability checks 
  and saving throws made to escape a grapple.
  17
  Corrosive Ichor
  The creature exudes a corrosive ichor. Ichor: An enemy that touches the creature or hits it with a melee 
  attack while within 5 feet of it takes 4 (1d8) acid damage.
  18
  Stunning Gaze
  The creature has the evil eye, stunning enemies with its gaze. Stunning Gaze (Recharge 4-6): The target 
  must succeed on a DC 13 Constitution saving throw or be stunned 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.
   
  
  26
  Once Upon a Wildnight
  Designer: Chris Totten
  Adventure Background
  Stend Faldren has been having a rough few months. 
  When the lightning rail car he was hired to protect was 
  attacked by halflings riding glidewings, he was knocked 
  unconscious before even drawing his weapon. The 
  halflings made off with a crate and even though it was 
  no fault of his, word got around Sharn that he had failed 
  his contract. Finding work became difficult.
  Stend took the lighting rail to Wroat to find work. 
  Stepping off the car in Wroat Station, he observed the 
  similarities to the station in Sharn. The platform made 
  of the same rose marble terrazzo. The ticket window in 
  the same location as the food vendor next to it. Even 
  the door to the Wayfinder’s Lounge was in the same 
  location. Everything nearly identical, right down to the 
  unicorn emblem of House Orien in mosaic centered 
  in the floor. The only indication that he was no longer 
  in Sharn was the sign over the ticket window. One end 
  had an arrow and ‘Hatheril’ while the other end read 
  ‘Sharn’ and an arrow pointing the opposite direction. In 
  the middle in larger letters was ‘Wroat’, the capital of 
  Breland.
  Outside the station, the roadway bustled with passen-
  gers and deliveries, coming and going in chaotic fashion. 
  The morning air was cool and humid with the smell of 
  autumn, promising to be much hotter as the day pro-
  gressed. Preparations for Wildnight could be seen taking 
  place everywhere. Shopkeepers shuttering windows 
  against the upcoming roving bands of vandals while 
  tavern criers extoled the virtues of spending the evening 
  reveling in hospitality. Only the brothels were quiet, 
  giving their employees a rest to prepare them for the 
  coming night. 
  Stend entered a tavern, The Pig and Prawn, looking for 
  some breakfast and work. The barkeep, a smallish man 
  wearing a worn blue sailors cap and a comfortable look-
  ing light sweater, had plenty of the former but none of 
  the latter. While Stend ate his ham and eggs, he listened 
  to the conversations around him. Three men at the end 
  of the bar were talking loudly about Master Kemble. 
  Master Rand Kemble was a local merchant that had 
  recently come into a small amount of wealth, having just 
  poached a large trade contract from a wealthier rival. As 
  such, he was looking to enhance his security. The two 
  men listening to the third man outline how great the 
  deal was didn’t seem interested.
  Jovi Gersi was tasked with finding another guard by 
  Master Kemble and he was desperate. He had been to 
  every tavern on this block in the last couple of days and 
  everyone he had talked to had turned him down flat. It 
  seemed that everyone in town had heard of the attempt-
  ed assassination a few nights ago. Three guards wounded 
  and two dead, but they managed to run the assassin off. 
  Unfortunately, one of the survivors was able to make 
  out an aberrant dragonmark on her. This didn’t bode 
  well for Master Kemble, having an assassin of House 
  Tarkanan after him.
  Disheartened, Jovi accepted the latest refusals and took 
  a seat at the bar. He ordered a mulled wine and stared at 
  it dejectedly.
  “Tell me about this Master Kemble,” said a voice next to 
  him. Jovi turned to look at the man seated next to him. 
  The man was on the large side and well-muscled. Scars 
  on his arms attested to his fighting history and the hilt 
  of the sword on his belt looked of better than average 
  quality.
  Stend looked at Jovi patiently while he was assessed. He 
  knew he would pass by the sudden gleam in Jovi’s eyes. 
  After a moment, he cleared his throat and said “Well? 
  The bulette got your tongue?’
  Jovi grew a bit red in the face but stammered “Of... of 
  course. Master Kemble is looking to hire competent 
  security guards to guard his person. There is lodging on 
  the estate and there will be a stipend of 3 gold per day. 
  There are 3 shifts, each of 10 hours with the overlaps 
  being during meal times. Shifts are drawn by lots weekly, 
  unless Master Kemble takes a liking to you, in which 
  case you have a chance to become one of his personal 
  guards.”
  
  27
  “I heard all that before. I want to know what kind of 
  person Master Kemble is. What is he like to work for?” 
  Stend said.
  “Oh, umm, I don’t know. I was hired two days ago and 
  was immediately sent out to find others to hire. I haven’t 
  actually met him yet.” Jovi explained. “But as Beggar 
  Dane says, ‘A copper piece in the cup is a copper piece 
  earned.’ Why worry about what kind of person he is as 
  long as his gold is good?”
  “Fair enough. I’m done here. Finish your wine and let’s 
  go.” Stend replies. Jovi gulped down the rest of his wine 
  and dropped a couple of coppers on the counter before 
  standing.
  As Jovi lead Stend through the city streets towards a 
  wealthier side of town, city guards walked the streets 
  in twos and threes. Children played in parks under the 
  watchful eyes of their governesses. The market was tidy 
  and bustling. None of the preparations seen in poorer 
  parts of the city were taking place here as if Wildnight 
  wasn’t just hours away.
  Jovi stopped at a wide gate with a wrought iron arch 
  over it. The intricate pattern of the ironwork culminat-
  ing in an ornate brass K. Inside the gatehouse stood a 
  bored-looking young man barely strong enough to swing 
  a sword. Jovi looked at him quizzically before digging 
  around in his pocket and drawing out a folded paper. 
  “You’re new. When did you start?” Jovi asked him as he 
  handed him the paper. The young man’s voice cracked 
  as he answered “Yesterday.” while glancing blankly at 
  the paper. “That looks ok. I’ll let you in.” and moved to 
  open the gate.
  Stend was certain the boy couldn’t read the paper and 
  started having a sinking feeling about the situation. Any 
  merchant desperate enough to hire an illiterate kid as a 
  guard must have a very bad situation on his hands.
  Jovi passed through the gate and motioned for Stend to 
  follow. The grounds of the estate were well groomed, 
  with trees and flowers in raised beds lining the main 
  drive. The roundabout in front of the manor house had 
  a medium sized fountain featuring Kol Korran as a fine-
  ly dressed dwarf atop a mound of coins. The wide stairs 
  leading up to the main doors were low and shallow, 
  raising only a few feet.  The doors were ornately carved 
  wood and stained glass. Jovi continued walking around 
  the side of the building towards the carriage house.
  
  28
  “The guard’s barracks are attached to the carriage house. 
  There is room for a dozen guards. All but the master’s 
  personal guards stay there. Inside the house, there is a 
  room set aside for his four personal guards.” Jovi ex-
  plained. 
  Upon entering the guard’s quarters, the voice of the 
  sergeant could be heard dressing someone down. It was 
  quite a sight. A dwarf of House Kundarak shouting and 
  dressing down a large human man who was visibly shak-
  en. This could have been due to the forcefulness of his 
  voice, or the greater dragonmark visible along his neck 
  coming out of the collar of his armor.
  Noticing Jovi and Stend, the sergeant ordered the man 
  to get back in line and approached them. “Brought me 
  another slacker, did ya Jovi?” he says “I’m Sergeant 
  Yurdarak. You can call me Sarge. What kind of experi-
  ence do you have?”
  “I was a member of the Sharn city guard for 10 years 
  before resigning and becoming a sellsword. I’ve been 
  doing that for about 6 years but recently ran into a 
  streak of bad luck. I came to Wroat to break it.” Stend 
  says. “My sword is as good as the gold.”
  Sarge looked at him while he spoke. After a moment’s 
  silence and consideration, “Fair enough. Since we are 
  short of men, you’ll have a chance to prove yourself as 
  the night officer.”
  Jovi’s beaming face began to sag a little at hearing this. 
  He was hoping to get that position by bringing back 
  a good candidate. After hearing Stend’s experience 
  though, he realized he brought back too good of a can-
  didate. At least he still had his day shift.
  Sarge motioned for Stend to follow him and walked 
  back to the front of the line of new guards. He pointed 
  to 3 of them. “You are on the overnight shift. You’ll 
  report to Stend here are the 22nd hour. Stend, your du-
  ties start at the 20th hour and you will relieve me. I will 
  relieve you at the 8th hour tomorrow. You should pick a 
  rack and get some sleep. The rest of you, outside.”
  Stend didn’t hesitate. Picking a rack midway from the 
  door on the bottom, the weariness from travel and walk-
  ing across town ensured he promptly fell asleep. It also 
  helped that some habits of soldiering are hard to break.
  The chime of the 19th hour could be heard from the 
  square, causing Stend to awaken. The sun was sinking 
  into the western horizon and painting the sky with am-
  ber and scarlet. He noticed a uniform tunic and a plate 
  of meat, cheese, and bread along with a mug of weak ale 
  was waiting for him on a side table. The snoring of his 
  crew could be heard from around the room. He decided 
  he would wake them after his meal.
  Banging on a shield with his dagger pommel, he shouted 
  “You have two hours to dress, wash and eat. I’ll meet 
  you here at the 22nd hour.” He then left and went to 
  find Sarge.
  Walking the estate gardens, Stend could hear the begin-
  nings of revelers from the street. Wildnight was never 
  his favorite time of year. As a guardsman, he had spent 
  most celebrations arresting drunks and vandals. The 
  occasional murder always threw a wrench in things but 
  most of his patrols were near the red-light district and 
  involved fights.
  The sounds of celebration coming from the street here, 
  however, had a different tone to them. It sounded more 
  like a large street party than the rolling bar fight he was 
  used to.
  Stend found Sarge in the house near a portly fellow that 
  was richly dressed. Sarge motioned him forward. “Mas-
  ter Kemble, this is Stend Faldren, from Sharn. He will 
  be the night officer until we can find a suitable replace-
  ment for Kendrick.”
  Master Kemble looked at Stend with mild interest and 
  returned to his meal. After a moment, he turned to 
  Sarge and said “You’re dismissed. I’ll see you in the 
  morning.” His voice was deep and raspy, much deeper 
  than one would expect from a man of his size.
  “Good evening. I’ll just have a word with Stend before 
  retiring.” 
  
  29
  Sarge walked over to Stend and stood facing Master 
  Kemble so that he could see him during the conver-
  sation. He explained the basics of the rotations and 
  Stend’s duties as night officer. Stend and two of the 
  personal guards were to remain within sight of Master 
  Kemble at all times until he retired, then the two per-
  sonal guards were to be posted at his door. The other 
  four guards are to patrol the grounds in teams of two. 
  Each will have a whistle as well as a light wand. The 
  light wand will direct a small ball of mage light so they 
  can see around the grounds. In the case of something 
  happening, they are to blow their whistles. The whistles 
  are magically linked to the lights on the grounds and in 
  the house. This will cause them all to light and sound 
  an alarm when blown. Sarge then hands his whistle to 
  Stend and leaves.  
  Stend introduced himself to the personal guards stand-
  ing near Master Kemble. They seemed amiable enough 
  but responded with curt answers. Stend made a mental 
  note to try to speak with them when they were longer 
  on duty.
  After his meal, Master Kemble moved to the library to 
  read. The library was lightly stocked with books as if 
  Master Kemble were only starting his collection. The 
  shelves seemed to be organized by subject matters. 
  There were manuals on magic, bookkeeping, economics, 
  sciences, and alchemy.  
  When the watch changed at the 22nd hour, Master 
  Kemble retired to bed. After ensuring the personal 
  guards were in place, Stend walked the house and then 
  met his crew on the grounds. They had already been 
  briefed by the previous watch and were getting ready to 
  do another pass when all the lights came on and a keen-
  ing wail rose.
  Sarge burst from the guard’s quarters and ran towards 
  the house, Stend following close behind. As they round-
  ed the corner of the house towards the front doors, they 
  heard glass shattering from an upstairs window. As glass 
  rained down on them, a dark form landed with a thump 
  a few feet in front of them.
  In the split second it took for Stend and Sarge to register 
  what is in front of them and draw their weapons, the 
  slender form had already turned and bolted for the front 
  gate. Stend’s crew came running up to aid in the chase.
  
  30
  Here’s Where Your Story Begins
  This is meant to be an inspiration and a plot hook for your adventure. The party can play newly hired guards of 
  Master Kemble. Below you will find a brief description of the NPCs including Master Kemble, Sergeant Donsun 
  Yurdarak, and the mysterious assassin.
  Some possible adventure hooks:
  • 
  The characters are new guards of Master Kemble.
  • 
  The characters are outside the estate and the chase hoping to catch the assassin.
  • 
  For a smaller party, they are the assassin or working for the assassin to distract and delay the guards.
  Stend Faldren - Fighter Soldier background
  After spending years as a Sharn city guard, he resigned to try to earn a fortune as a mercenary. Working the odd job 
  has allowed him to better his lifestyle but recent setbacks have caused him to change locations to find more work. 
  His wife, having gotten used to the higher lifestyle is willing to let him travel as needed, as long as he continues to 
  bring back gold. Stend uses the Knight stat block from the Monster Manual.
  Jovi Gersi - A young aspiring fighter looking to make a name for himself. Recently hired by Master Kemble to fill 
  his guard ranks since several were injured or killed 3 nights ago by a would-be assassin. Jovi uses the Thug or Ban-
  dit stat blocks from the Monster Manual can be used.
  Sergeant Donsun Yurdarak - Dwarven fighter and member of the House Kundarak. Has a Greater dragon-
  mark that runs from his left shoulder and up his neck. Brusque and businesslike, he is the archetypal military ser-
  geant. He does not fraternize with his men and doesn’t tolerate slacking or horseplay. He’s paid well to do a job, so 
  does that job well. Sergeant Yurdarak uses the Veteran from the Monster Manual with added dwarf racial features 
  and Greater Mark of Warding features.
  Master Kemble - Merchantman who has had steady growth in business over the years. Recently won a contract 
  from a rival and has seen a large increase in wealth. Currently his wife and children are at their summer home in the 
  north and are due to arrive two days after Wildnight. Master Kemble stays in the city during the week then travels to 
  the country on Friday afternoons. 
  This is the second attempt on Kemble’s life in a week. Previously, the assassin was able to escape but was not able to 
  make good on the contract. Maybe this time they were able to.
  Master Kemble uses the Noble stat block from the Monster manual.
  The Assassin - The assassin is a member of House Tarkanan bearing a lesser aberrant dragonmark. Skilled in eva-
  sion and disguise, they will not be easy to catch in the crowd of Wildnight. You should use the Assassin stat block 
  from the Monster Manual. Be sure to level it accordingly for a stronger group.
  Other guards on the estate use the Guard stat block from the Monster Manual. Any commoners on the street will 
  flee from any combat if they can.
  
  31
  
  32
  Madness of Wildnight 
  Designer: Jeremiah Jaggers
  During the throws of Wildnight, it’s not unheard of for people to be driven mad. Sometimes this madness is a sim-
  ple as an overwhelming sense of sadness, to an extreme feeling of rage. Sometimes it’s only a few minutes, and at 
  times the emotions of the night can change one forever. 
  Below are some new tables a DM can use either on Wildnight or at any time Madness is a possibility.
  d100
  Short Term Madness   (1d10 minutes)
  1-20
  The character becomes obsessed with demonstrating her prowess in combat and will interfere with other player characters in order to 
  do so. 
  21-30
  The character is only able to focus on her deepest passion and becomes incapacitated for the duration.
  31-40
  The character is overwhelmed by feelings of love for a deity and immediately grovels in prayer. The effect ends if the creature takes any 
  damage.
  41-50
  The character is overcome with a deep anger and all attacks, saves, and ability checks are made with disadvantage.
  51-60
  The character becomes enamored with another player character and will do anything to impress them.
  61-70
  The character experiences extreme sadness and becomes incapacitated.
  71-80
  The character’s strong desire to maintain her cleanliness is uncontrollable as she becomes paralyzed anytime her clothing or equip-
  ment gets dirty.
  81-90
  The character acts as if she is under the spell enlarge/reduce and has disadvantage on Wisdom and Dexterity checks
  91-100
  The character becomes comfortable in the current setting and will resist all attempts to leave.
  d100
  Long Term Madness   (1d10*10 hours)*
  1-20
  The character begins to obsess about the source of madness and must make a DC 15 Wisdom save or is unable to sleep. The save may 
  be repeated once per day. The character is immune to the sleep spell.
  21-30
  The character engages in study to learn something new (such as a language, instrument, or tool) and is unwilling to communicate 
  about anything except her study.
  31-40
  The character engages in a ritual to demonstrate her devotion to her work, ideals, or commitment to others. On each turn, you must 
  use your bonus action to engage in ritualistic activities. Examples include prayer, dancing, or singing a song.  
  41-50
  The character becomes incapacitated as she begins to question her devotion and loyalty to an ideal, person, place, or thing. 
  51-60
  Whenever the character takes damage, he or she must make a DC 15 Wisdom saving throw or spend their next turn closely examining 
  the wound.
  61-70
  The character describes his or her surroundings constantly and in great detail.
  71-80
  The character casts off all regard for social norms and removes anything he or she is wearing. 
  81-90
  The character is overcome with feelings of euphoria when in close proximity to others and will attempt to get close to anyone she sees.
  91-100
  The character believes someone is trying to steal their material possessions. All perception checks are made with disadvantage.
  *Variant: (1d4 +1 days)
  D100
  Indefinite Madness   (until cured)
  1-20
  “I devote all of my effort toward accomplishing the task at hand, regardless of what else is happening.”
  21-30
  “I am unable to hold a conversation without bringing up my deepest held passions”
  31-40
  “I am unwilling to accept the word of experts without first confirming it for myself”
  41-50
  “I only consume fine foods and beverages”
  51-60
  “I must express my brilliance to everyone I meet”
  61-70
  “I continuously talk about myself”
  71-80
  “The animosity that I once held for a creature [DM discretion] has been replaced with a passion for its wellbeing and safety”
  81-85
  “I ridicule anyone who disagrees with me”
  86-90
  “I frequently retreat into deep thought and become lost or confused easily”
  91-95
  “I see the good in every situation, even in cases where none may exist”
  96-100
  “I only feel pleasure when killing”
  
  33
  Skullitos
  Designer: Jennifer Hawkins
  Yo! It’s me, Bodhi Shredder (because of my sick shredding skills on the soarsled), with another sweet message from, 
  E.M.O. Whether you’re decking la casa for Wildnight or just want the choiciest merch for the every-day, you won’t 
  look like a total paddle-orc if you haul out your trés gnarly gear from E.M.O. This month, E.M.O. is releasing all 
  new Skullitos - and you gotta collect ‘em all, bras! There’s the one that’s just for show (Hang 10!), then one that can 
  scry and let you know what’s going down at tu casa while you’re out (Tubular!), one that sings that song whenever 
  you walk by… you know, “na na na na, du-ba-na-na, na na na, DU BE NA na NA!” (Gnarly!) and plushy ones for 
  your kids and dogs to sleep with (Shocker!)! And at only 1 Copper each, bodacious bros! So don’t get wiped out! 
  Point your nose to E.M.O. stores near you. You’ll be radder than Balinor nailin’ a 360 reverse bulette roll! You’ll be 
  cooler than a tight shore breeze on Xen’drik! Ride that tube and buy a collection of Skullitos today! 
  SKULLITO
  2 lbs. Rarity: Common. Requires Attunement (Cursed). Value: 1 Copper 
  Minor Auras: Enchantment and Transmutation
  These minor magical tchotchkes appear to be the decorated skulls of humanoid children (although maker, E.M.O. brand, insists 
  they are produced Ethically, “Mutant”-free, and Organically!). 
  Obvious functions are left to DMs’ discretion, but suggestions include: nothing (purely decorative), lighting up or singing when 
  motion is detected, acting as a container for candy or similar, being a plushie.
  As such items are wont to do, Skullitos should trend leading up to Wildnight, entering homes and remaining in close proximity 
  to various humanoids - in turn leading to Attunement. Upon Attunement, Skullitos begin to siphon off the heightened emotions 
  experienced by humanoids as Wildnight approaches. 
  The culmination of such siphoning is also left to DMs’ discretion, but suggestions include: a villain using the gathered emotional 
  energy to power an evil ritual, a villain taking advantage of a town who has become apathetic, a genuinely benign objective related 
  to helping the grieving / preventing the regrets associated with decisions made around highly emotional Wildnight / etc. 
  Investigation of a Skullito can easily lead to the discovery of such ulterior motives as well as to subsequent adventures (e.g. to 
  stop a ritual, to stop the conquest of a town, to collect/destroy all Skullitos in a town “scavenger hunt style,” etc.). Or DMs could 
  just use these as a fun, innocent garnish to a Wildnight celebration in their home games… (Feliz Wildnight!)
  
  34Festlings
  The Curious Children of Celebration
  
  35
  Festlings
  Designer: Zach Pickett
  The Curious Children of  Celebration. Festlings 
  are the children of the very first celebrations where 
  the gods themselves had a raucous time. It is said that 
  they sprung from divine wine spilled upon the land of 
  the fey. Now, festlings seek to have a grand old-time 
  spreading mischief and mayhem anywhere they can. Be 
  it breaking into a shop for laughs, talking a farmer into 
  spending a night drinking, or inciting impromptu parties, 
  Festlings can always find a good time.
  Made by Merriment. How do festlings come into 
  being? That is a good question which many unhappy 
  merchants, scandalized couples, and livid lawmen have 
  asked through the ages. Some say that they spring up 
  from druidic holidays celebrated on the wrong days, oth-
  er say that if enough spirits are spilled some will spring 
  forth, and others believe that a particularly big party will 
  be enough to make a horde of its own. All of these the-
  ories might be missing a point, as the cosmic humor of 
  the Feywild might just spontaneously add some festlings 
  to the world for no other reason than ‘it thinks that is 
  funny’. And to be quite honest, festlings find everything 
  funny. Shaking one is almost impossible!
   A Darker Humor. Sometimes a joke can go, as the 
  typical mortal would say it, “too far”. This can happen 
  with festlings when there is something else influencing 
  their merriment. Say a demon or a hag got their hands 
  on a few and taught them ‘their way to party’. Festlings 
  are quite impressionable (a fact which is exaggerated as 
  a fey being) and their very abilities and attitudes change 
  with this new found ‘guidance’. They become ever more 
  violent and murderous, finding the pain and suffering 
  they spread to be all part of the fun. After all, it’s not 
  any fun until someone loses an eye!
  
  36
  Tempting Taunters
  Sticks and Stones. A tempting taunter appears as if it 
  were a child’s straw doll. Out of the tangle of twigs, one 
  might make out a vicious grin and glinting stones where 
  its eyes would be. These little creatures are a handful to 
  keep up with, as it is extremely difficult to pin one down. 
  Adding to the matter is their ability to twist the mind 
  in order to gain accomplices and scapegoats for their 
  schemes. 
  A Kid’s Worst Friend. A taunter’s favorite companions 
  are the impressionable, weak-minded, and the naïve. 
  And, as luck (or misfortune) would have it, children fit 
  the bill quite well. A child’s irresponsible and oftentimes 
  rude actions might be blamed on a taunter, whether one 
  is truly to blame or not. They hide inside of fields, attics, 
  trees, and towers, pretty much anywhere which is hard to 
  scale or offers the taunter plenty of paths of escape. 
  Adding to their cleverness is their audacity. One might 
  live for quite a while in the open, relying upon their 
  magic and natural skill to conceal their true identity. A 
  taunter’s tongue is sharp, so much so that one is likely 
  to go a long while before discovery. One little village 
  believed for years that they were graced by tiny gods 
  of riddle and rhyme; that is until someone finally got 
  the wiser (after the thirtieth monthly insult competi-
  tion turned deadly) and ran the taunter’s out of town. 
  Thanks to their swiftness, taunter’s are seldom caught or 
  cornered.
  Miscreants with Malicious Intent. When they go 
  down a bad path, a taunter begins to enjoy playing peo-
  ple against each other at an entirely sinister level. Now 
  known as miscreants, they will turn people against each 
  other at the most dangerous and deadly times possible. 
  Giving a lumberjack a spark of madness as he returns 
  home, ax in hand. Whispering evil thoughts into the 
  barber’s mind during a rather close shave. A miscreant 
  might be behind some of the most unexpected murders 
  plaguing communities, and that’s exactly what one is. A 
  plague. And like any plague, it must be killed off before 
  it spreads further.
  Variant: Malicious Miscreant 
  When a powerful evil being influences a festling, their 
  mostly harmless jests take a turn for the for the worst. 
  Where a taunter once tried to cause minor chaos with 
  its magic, a miscreant actively seeks out destruction by 
  causing fratricide with its powers.
  Tempting Taunter
  Tiny fey plant (Festling), Chaotic Neutral
  Armor Class 14 (natural armor)
  Hit Points 15 (6d4)
  Speed 40ft. climb 30ft 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  8(-1) 
  14 (+2) 10 (+0) 11 (+0) 12 (+1) 14 (+2)
  Saving Throws Dex +4, Cha +4
  Skills Acrobatics +4, Deception +6, Insight +5, Persua-
  sion +6
  Damage Resistance bludgeoning and piercing
  Condition Immunities charmed
  Senses passive Perception 11
  Languages Common, Elvish, Sylvan
  Challenge 1 (200 XP)
  Innate Spellcasting. The taunter’s innate spellcasting 
  ability is Charisma (spell save DC 12). The taunter can 
  innately cast the following spells, requiring no material 
  components:
  At will: vicious mockery (as 5th level: 5 [2d4])
  2/day: suggestion
  Swift and Slippery. The taunter can use the dash and 
  disengage actions as bonus actions.
  Wiley Tongue. The taunter is doubly prof cient in 
  deception, persuasion, and insight; additionally, they 
  can cast vicious mockery as a bonus action.
  Actions
  Sling. Ranged Weapon Attack: +4 to hit, range 30/120 
  ft., one target, Hit: 4 (1d4 + 2) bludgeoning damage.
  Reactions
  Defl ecting Tone. When hit by an attack by a creature 
  within 60 feet, the taunter can use its reaction to in-
  crease its armor class by 5 against that attack, possibly 
  causing the attack to miss. This has no ef ect if the 
  attacker is immune to being charmed.
  Revel Rouser
  
  37
  Malicious Miscreant
  Tiny fey plant (Festling), Chaotic Evil
  Armor Class 14 (natural armor)
  Hit Points 15 (6d4)
  Speed 40ft. climb 30ft 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  8(-1) 
  14 (+2) 10 (+0) 11 (+0) 12 (+1) 14 (+2)
  Saving Throws Dex +4, Cha +4
  Skills Acrobatics +4, Deception +6, Insight +5, Persua-
  sion +6
  Damage Resistance bludgeoning and piercing
  Damage Immunities f re
  Condition Immunities charmed
  Senses passive Perception 11
  Languages Common, Elvish, Sylvan
  Challenge 1 (200 XP)
  Innate Spellcasting. The miscreant’s innate spell-
  casting ability is Charisma (spell save DC 11, +3 spell 
  attack bonus). The miscreant can innately cast the 
  following spells, requiring no material components:
  At will: vicious mockery (as 5th level: 2d4)
  2/day each: crown of madness, suggestion
  Swift and Slippery. The miscreant can use the dash 
  and disengage actions as bonus actions.
  Wiley Tongue. The miscreant is doubly prof cient in 
  deception, persuasion, and insight; additionally, they 
  can cast vicious mockery as a bonus action.
  Actions
  Hurl Burning Pitch. Ranged Weapon Attack: +4 to hit, 
  range 30/120 ft., one target, Hit: 4 (1d4 + 2) blud-
  geoning damage. If the target is a creature, the pitch 
  clings to them and continues to burn. At the beginning 
  of each of its turns, the creature takes (2) 1d4 f re 
  damage. A creature can end this damage by using its 
  action to attempt a DC 10 Dexterity check to extin-
  guish the f ames.
  Reactions
  Defl ecting Tone. When hit by an attack by a creature 
  within 60 feet, the miscreant can use its reaction to 
  increase its armor class by 5 against that attack, possi-
  bly causing the attack to miss. This has no ef ect if the 
  attacker is immune to being charmed.
  Massacre Monger
  Large fey plant (Festling, Shapechanger), Chaotic 
  Evil
  Armor Class 16 (natural armor)
  Hit Points 152 (16d10 + 64)
  Speed 30ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  18 (+4) 14 (+2) 19 (+4) 14 (+2) 13 (+1) 18 (+4)
  Saving Throws Dex +5, Wis +4, Cha +7
  Skills Deception +7, Performance +10, Persuasion 
  +7
  Damage Resistance bludgeoning and piercing
  Damage Immunities f re
  Condition Immunities charmed
  Senses passive Perception 11
  Languages Common, Elvish, Sylvan
  Challenge 11 (7,200 XP)
  Charge. If the rouser moves at least 10 feet 
  straight towards a target and then hits it with ram 
  attack on the same turn, the target takes an extra 
  9 (2d8) bludgeoning damage. If the target is a 
  
  38
  Vexing Vandals
  Theft and Personal Amusement. There’s something 
  exhilarating about kicking down a door and looting a room 
  (no need to feel ashamed, we’ve all done it) and it is made 
  all the better when done alongside friends. Of course, 
  it should be quite startling to the old shopkeep when 
  his door is smashed down on festival night by a gang of 
  wicker men wielding clubs and wearing the latest in sto-
  len jewelry. The vandals will mug, loot, and steal all they 
  can get their ‘sticky’ hands on. Do they need a tenth bag 
  of freshly ground flour? No. Do they enjoy the look on 
  peoples’ faces when they disappear from sight with all their 
  hard-earned goods? Absolutely.
  Honey Pot Bandits. Vandals are cunning and effective 
  muggers, despite their relatively simple minds. With their 
  illusory magic, they’ll set a trap in a secluded place off the 
  beaten path. Imagine your surprise when you go to pick 
  up a sack of gold in an alleyway, only to wake up an hour 
  later bruised, beaten, and thoroughly robbed (shouldn’t be 
  going down alleyways anyway, just saying). Their prowess 
  in ambush and invisibility make a potent pair, meaning 
  that they can rob you midday and get away without being 
  noticed by the town guard just a stone’s throw away. 
  Their greed is great, so much that they can give others a 
  taste. One individual might be in the middle of fighting an 
  entire gang of vandals but then lose track of it all at the 
  sight of a very attractive copper piece on the street. Some 
  scholars wonder if the vandals store all their loot or lose 
  track of it in the pursuit of the next shiny bauble which 
  catches their sight. Perhaps there is a tremendous, ev-
  er-growing pile of ill-gotten gains within the fey wild, the 
  stash of the grandest vandal gangs.
  The Most Avid of  Arsonists. Fires are enjoyed by many 
  alongside celebrations. A roaring bonfire for roasting 
  meats, crackling poppers which dance through the nights, 
  bright and happy, colored lanterns hanging upon strings, 
  the roaring blaze of a building set alight by overzealous 
  party goers…. When vandalism goes bad, things go up in 
  flames. A festling’s affinity for fire finds its wings in the 
  arsonists, as nothing can truly capture the experience of 
  burning down a building more than burning it down while 
  still inside. A gang of arsonists could level a town in a 
  single night if they put their minds to it. Though, fire mar-
  shals everywhere should be thankful that arsonists often 
  take their time to admire their work, standing absolutely 
  enchanted by the dancing embers in the night sky. And 
  thanks to their magic, so can you!
  Variant: Avid Arsonist
  When a powerful evil influences a festling, their mostly 
  harmless jests take a turn for the for the worst. Where a 
  vandal once sought merely material wealth, an arsonist 
  wants to burn everything to the ground. 
  Vexing Vandal
  Medium fey plant (Festling), Chaotic Neutral
  Armor Class 14 (natural armor)
  Hit Points 60 (8d8 + 24)
  Speed 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  16 (+3) 14 (+2) 17 (+3) 9 (-1) 
  11 (+0) 12 (+1)
  Saving Throws Str +5, Dex +4
  Skills Athletics +7, Stealth +6
  Damage Resistance bludgeoning and piercing
  Condition Immunities charmed
  Senses passive Perception 11
  Languages understands Common, Elvish, and Sylvan 
  but doesn’t speak
  Challenge 4 (1,100 XP)
  Innate Spellcasting. The vandal’s innate spellcasting 
  ability is Charisma (spell save DC 11). The vandal can 
  innately cast the following spells, requiring no material 
  components:
  At will: minor illusion, invisibility
  Mugging. Once per turn, the vandal deals an addition-
  al 9 (2d8) damage when it hits a target with a weapon 
  attack and has advantage on the attack roll.
  Lust for Wealth. As a bonus action, the vandal can 
  cloud a creature’s mind with greed. The target must be 
  within 30 feet and must succeed on a DC 11 Charis-
  ma saving throw or be unable to see or hear other 
  creatures if some form of wealth is within its view. This 
  lasts until the end of the creature’s next turn.
  Smash and Grab. The Vandal is doubly prof cient in 
  athletics and stealth; additionally, they deal double 
  damage to structures and objects.
  Actions
  Multiattack. The vandal makes two attacks with its 
  great club.
  Great Club. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target, Hit: 7 (1d8 + 3) bludgeoning damage.
  Tempting Taunter
  
  39
  Avid Arsonist
  Medium fey plant(Festling), Chaotic Evil
  Armor Class 14 (natural armor)
  Hit Points 60 (8d8 + 24)
  Speed 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  16 (+3) 14 (+2) 17 (+3) 9 (-1) 
  11 (+0) 12 (+1)
  Saving Throws Str +5, Dex +4
  Skills Athletics +7, Stealth +6
  Damage Resistance bludgeoning and piercing
  Damage Immunities f re
  Condition Immunities charmed
  Senses passive Perception 11
  Languages understands Common, Elvish, and Sylvan 
  but doesn’t speak
  Challenge 4 (1,100 XP)
  Innate Spellcasting. The arsonist’s innate spellcasting 
  ability is Charisma (spell save DC 11, +3 spell attack 
  bonus). The vandal can innately cast the following 
  spells, requiring no material components:
  At will: produce f ame (as 5th level: 2d8)
  2/day: burning hands 10 (3d6)
  Mugging. Once per turn, the vandal deals an addition-
  al 9 (2d8) damage when it hits a target with a weapon 
  attack and has advantage on the attack roll.
  Bewitched by Blazes. As a bonus action, the arsonist 
  can af  ict its love of f re upon a creature’s mind. The 
  target must be within 30 feet and attempt a DC 11 
  Charisma saving throw or be charmed by the arson-
  ist if f ames are within its view. Attacks made against 
  a creature charmed in this manner are made with 
  advantage. This lasts until the end of the creature’s 
  next turn. 
  Smash and Grab. The Vandal is doubly prof cient in 
  athletics and stealth; additionally, they deal double 
  damage to structures and objects.
  Actions
  Multiattack. The vandal makes two attacks with its 
  blazing great club.
  Blazing Great Club. Melee Weapon Attack: +5 to hit, 
  reach 5 ft., one target, Hit: 7 (1d8 + 3) bludgeoning 
  damage and 3 (1d6) f re damage.
  Malicious Miscreant
  Tiny fey plant (Festling), Chaotic Evil
  Armor Class 14 (natural armor)
  Hit Points 15 (6d4)
  Speed 40ft. climb 30ft
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  8(-1) 
  14 (+2) 10 (+0) 11 (+0) 12 (+1) 14 (+2)
  Saving Throws Dex +4, Cha +4
  Skills Acrobatics +4, Deception +6, Insight +5, 
  Persuasion +6
  Damage Resistance bludgeoning and piercing
  Damage Immunities f re
  Condition Immunities charmed
  Senses passive Perception 11
  Languages Common, Elvish, Sylvan
  Challenge 1 (200 XP)
  Innate Spellcasting. The miscreant’s innate 
  spellcasting ability is Charisma (spell save DC 11, 
  Revel Rousers
  To Party is Their Life. Toss back a drink and get your 
  dance moves on when a mysterious stranger strikes up 
  an absolutely enchanting tune, for a rouser has entered 
  your midst! Thanks to its magic to change forms, they 
  can easily enter villages and incite the most awesome of 
  festivals. If they didn’t, people would probably notice 
  and question the intentions of the ten-foot-tall, horned, 
  tree man kneeling at the open bar! Their song and dance 
  can rival that of a well-learned bard and their ability to 
  bring food and drink to any occasion often means that 
  they will be welcome again next time if anyone is sober 
  or coherent enough to remember them after eight solid 
  hours of drink and dance. Rousers have been known to 
  keep a party going for days!
  Bar Brawlers and Blitzers of  Ballrooms. A rouser’s 
  prowess is rivaled by its ability to win a fight. Sporting a 
  set of four ram’s horns, a couple of fists able to throw 
  one of kilter, and one of the oddest breath weapons this 
  side of the feywild, a rouser is no pushover, which is 
  especially useful when the town guard tries to break up 
  the party. A rouser’s intoxicating breath is said to contain 
  one hundred percent, pure grain alcohol which is likely 
  to give even the hardiest dwarf a tingle, just try to avoid 
  any open flames (or not, it is your party).
  Mongers and Their Massacres. Parties can become 
  bloodbaths with the right push, shove, or absolute 
  magical strong-arming used, and a monger has just that. 
  They are really bad eggs who want the streets to run red 
  with blood rather than brown with mead. These bug-
  gers prefer letting the commoners beat themselves and 
  each other to death while it sits back and conducts the 
  carnage like a sadistic maestro, jumping in to finish the 
  survivors off once it’s had its fun. Where the rouser’s 
  breath would give you a hangover, a monger’s will burn 
  the meat off your bones. Let’s just be thankful the skele-
  tons don’t continue to dance…. Or do they?
  
  40
  Revel Rouser
  Large fey plant (Festling, Shapechanger), Chaotic Neutral
  Armor Class 16 (natural armor)
  Hit Points 152 (16d10 + 64)
  Speed 30ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  18 (+4) 14 (+2) 19 (+4) 14 (+2) 13 (+1) 18 (+4)
  Saving Throws Dex +5, Wis +4, Cha +7
  Skills Deception +7, Performance +10, Persuasion +7
  Damage Resistance bludgeoning and piercing
  Damage Immunities f re
  Condition Immunities charmed
  Senses passive Perception 11
  Languages Common, Elvish, Sylvan
  Challenge 11 (7,200 XP)
  Charge. If the rouser moves at least 10 feet straight 
  towards a target and then hits it with ram attack on the 
  same turn, the target takes an extra 9 (2d8) bludgeon-
  ing damage. If the target is a creature, it must succeed 
  on a DC 15 Strength saving throw or be pushed 15 feet 
  away and knocked prone.
  Innate Spellcasting. The taunter’s innate spellcasting 
  ability is Charisma (spell save DC 12). The taunter can 
  innately cast the following spells, requiring no material 
  components:
  At will: friends
  2/day each: suggestion, create food and water (makes a 
  feast and alcoholic beverages)
  1/day each: major image, Otto’s irresistible dance
  Actions
  Multiattack. The rouser makes two attacks with its 
  unsteadying f sts.
  Unsteadying Fists. Melee Weapon Attack: +7 to hit, 
  reach 5 ft., one target, Hit: 11 (2d6 + 4) bludgeoning 
  damage. If the target is a creature, it must succeed on 
  a DC 15 Constitution saving throw or have disadvan-
  tage on attack rolls and ability checks until the end of 
  its next turn.
  Ram. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target, Hit: 14 (4d4 +4) bludgeoning damage.
  Intoxicating Breath (recharge 5-6). The rouser exhales 
  a 30-foot cone of intense, gaseous alcohol. Each crea-
  ture in that area must attempt a DC 15 Constitution 
  saving throw, taking 28 (4d12 + 2) poison damage on 
  a failed save, or half as much damage on a successful 
  one. If the poison damage reduces a target to 0 hit 
  points, the target is stable but poisoned for 1 hour, 
  even after regaining hit points, and is incapacitated 
  while poisoned in this way.
  Heart of the Party. The rouser can magically take on 
  the likeness of any humanoid of challenge 6 or less. 
  The rouser retains all its own statistics.
  Song of Merriment. As an action, the rouser begins 
  to sing. All creatures with an intelligence score of 5 or 
  more within 100 feet of it which are not deafened must 
  succeed on a DC 15 Charisma saving throw or become 
  charmed for the duration of the song, Creatures 
  charmed by the rouser are unable to attack and follow 
  the directions of the rouser (usually raucous party-
  ing) who commands them verbally using the lyrics of 
  the song. The creatures can repeat the saving throw 
  whenever they are damaged or commanded to do 
  something potentially dangerous. The ef ect ends if the 
  rouser’s concentration (as if concentrating on a spell) 
  is interrupted or it is silenced. When the ef ect ends for 
  a creature, it is immune to the song of merriment of 
  all rousers for 24 hours.
  Avid Arsonist
  Medium fey plant(Festling), Chaotic Evil
  
  41
  Massacre Monger
  Large fey plant (Festling, Shapechanger), Chaotic Evil
  Armor Class 16 (natural armor)
  Hit Points 152 (16d10 + 64)
  Speed 30ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  18 (+4) 14 (+2) 19 (+4) 14 (+2) 13 (+1) 18 (+4)
  Saving Throws Dex +5, Wis +4, Cha +7
  Skills Deception +7, Performance +10, Persuasion +7
  Damage Resistance bludgeoning and piercing
  Damage Immunities f re
  Condition Immunities charmed
  Senses passive Perception 11
  Languages Common, Elvish, Sylvan
  Challenge 11 (7,200 XP)
  Charge. If the rouser moves at least 10 feet straight 
  towards a target and then hits it with ram attack on the 
  same turn, the target takes an extra 9 (2d8) bludgeon-
  ing damage. If the target is a creature, it must succeed 
  on a DC 15 Strength saving throw or be pushed 15 feet 
  away and knocked prone.
  Innate Spellcasting. The monger’s innate spellcasting 
  ability is Charisma (spell save DC 15, +7 spell attack 
  bonus). The monger can innately cast the following 
  spells, requiring no material components:
  At will: friends, major image
  2/day each: suggestion, create food and water (makes a 
  feast and alcoholic beverages)
  1/day each: Otto’s irresistible dance
  Actions
  Multiattack. The monger makes two attacks with 
  its maddening claws.
  Variant: Massacre Monger
  When a powerful evil influences a festling, their mostly harmless jests take a turn for the for the worst. Where a 
  rouser once sought raucous merriment, a monger wants to turn a party into a bloodbath.
  Maddening Claws. Melee Weapon Attack: +7 to hit, 
  reach 5 ft., one target, Hit: 11 (2d6 + 4) slashing 
  damage. If the target is a creature, it must succeed on 
  a DC 15 Wisdom saving throw or lose its ability to tell 
  friend from foe, considering all creatures it can see 
  as enemies. Whenever the af ected creature chooses 
  another creature as a target, it must choose the target 
  at random from among the creatures it can see within 
  range of the attack, spell, or other ability it’s using. If 
  an enemy provokes an opportunity attack from the 
  af ected creature, the creature must make that attack 
  if it is able to. This ef ect lasts until the end of the 
  creature’s next turn.
  Ram. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target, Hit: 14 (4d4 +4) bludgeoning damage.
  Immolating Breath (recharge 5-6). The rouser exhales 
  a 30-foot cone of intense f ames. Each creature in that 
  area must succeed on a DC 15 Dexterity saving throw, 
  taking 28 (4d8 + 10) f re damage on a failed save, or 
  half as much damage on a successful one. If the f re 
  damage reduces a target to 0 hit points, the creature 
  must make a DC 15 Constitution saving throw or be 
  killed and all but their bones turned to ash.
  Heart of the Party. The monger can magically take on 
  the likeness of any humanoid of challenge 6 or less. 
  The monger retains all its own statistics.
  Song of Slaughter. As an action, the monger begins 
  to sing. All creatures with an intelligence score of 5 
  or more within 100 feet of it which are not deafened 
  must make a DC 15  Charisma saving throw or be-
  come charmed for the duration of the song. Creatures 
  charmed by the rouser are instantly hostile to all 
  creatures other than the monger and their actions can 
  be guided by the monger (usually f ghting one another 
  to the death) who commands them verbally using the 
  lyrics of the song. The creatures can repeat the saving 
  throw whenever they are damaged and at the end of 
  their turns. The ef ect ends if the monger’s concentra-
  tion (as if concentrating on a spell) is interrupted or 
  it is silenced. When the ef ect ends for a creature, it is 
  immune to the Song of Slaughter of all mongers for 24 
  hours.
  
  42UNDEAD OF EBERRON
  
  43
  
  44
  Undead
  Designer: Kenny Morris
  The throws of the Fury are felt by not only the living 
  but the undead as well. Leading up to Wildnight, the 
  undead become more brazen and filled with passion. 
  Throughout all Khorvaire, the wilds and the streets 
  alike become hunting grounds for these creatures. Many 
  believe that disguising oneself as a living dead being is 
  the only way to avoid being attacked.  Others use this 
  disguise excuse as a way to hide their true identity whilst 
  living out their deepest desires in the open. 
  Crypt Thing
  These vigilant, skeletal guardians are created to defend 
  important crypts and graveyards. Unlike most undead, 
  crypt things are made using alteration, conjuration, and 
  necromancy. The defense of their charge is foremost, 
  and they can magically banish intruders. They are also 
  skilled warriors who can deal with anyone that is able to 
  avoid their banishment ability.
  Ancestral crypt things are not created by magic. They 
  raise on their own when their family resting place has 
  been desecrated. They are powerful defenders of ancient 
  bloodlines.
  Undead Nature. A crypt thing doesn’t require air, food, 
  drink, or sleep.
  Crypt Thing, Created
  Medium undead, lawful neutral
  Armor Class 16 (chainmail)
  Hit Points 66 (10d8 + 30)
  Speed 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  16 (+3) 11 (+0) 16 (+3) 13 (+1) 16 (+3) 14 (+2)
  Saving Throws Wis +6, Cha +5
  Skills Perception +6
  Damage Resistance cold, necrotic
  Damage Immunities poison; bludgeoning, pierc-
  ing, and slashing from nonmagical attacks
  Condition Immunities charmed, exhaustion, 
  frightened, paralyzed, poisoned
  Senses darkvision 60 ft. passive Perception 16
  Languages Any languages it knew in life.
  Challenge 5 (1800 XP)
  Bound. The created crypt thing is magically 
  bound to the tomb or graveyard that it protects. 
  The crypt thing cannot move more than 60 feet 
  from the site it is bound to.
  Magic weapons. The created crypt thing’s weap-
  on attacks are magical.
  Turn Immunity. The created crypt thing is im-
  mune to ef ects that turn undead.
  Actions
  Multiattack. The created crypt thing makes two 
  melee attacks.
  Greatsword. Melee Weapon Attack: +6 to hit, 
  reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing 
  damage.
  Banish Interloper (Recharge 5-6). The created 
  crypt thing magically teleports any number of vis-
  ible creatures of its choice up to 30 feet outside 
  of, or anywhere within the crypt thing’s bound 
  site. Creatures cannot be teleported into objects 
  or terrain unless there is a hollow space that the 
  creature can f t in. The target(s) must succeed on 
  a DC 13 Charisma saving throw to avoid being 
  teleported. 
  Teleport. The created crypt thing magically tele-
  ports to an unoccupied space within 20 feet as a 
  bonus action.
  
  45
  Crypt Thing, Ancestral
  Medium undead, lawful neutral
  Armor Class 20 (full plate and shield)
  Hit Points 161 (17d8 + 85)
  Speed 30 ft.
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  20 (+5) 11 (+0) 20 (+5) 13 (+1) 19 (+4) 15 (+2)
  Saving Throws Str +11, Wis +10, Cha +8
  Skills Athletics +11, Insight +10, Perception +10
  Damage Resistance cold, necrotic
  Damage Immunities poison; bludgeoning, piercing, 
  and slashing from nonmagical attacks
  Condition Immunities charmed, exhaustion, fright-
  ened, paralyzed, poisoned
  Senses truesight 120 ft. passive Perception 20
  Languages Any languages it knew in life.
  Challenge 17 (18,000 XP)
  Bound. The ancestral crypt thing is magically bound 
  to the tomb or graveyard that it protects. The crypt 
  thing cannot move more than 60 feet from the site it 
  is bound to.
  Legendary Resistance (3/Day). If the ancestral crypt 
  thing fails a saving throw, it can choose to succeed 
  instead.
  Magic weapons. The ancestral crypt thing’s weapon 
  attacks are magical.
  Rejuvenation. The ancestral crypt thing reforms in its 
  bound site in one month after being destroyed, unless 
  the bound site is also destroyed.
  Turn Immunity. The ancestral crypt thing is im-
  mune to ef ects that turn undead.
  Actions
  Multiattack. The ancestral crypt thing makes two 
  melee attacks.
  Warhammer. Melee Weapon Attack: +11 to hit, 
  reach 5 ft., one target. Hit: 9 (1d8 + 5) bludgeon-
  ing damage and 18 (4d8) force damage.
  Shield Bash. Melee Weapon Attack: +11 to hit, 
  reach 5 ft., one creature. Hit: 7 (1d4 + 5) blud-
  geoning damage and 10 (4d4) force damage. 
  If the target is a Medium or smaller creature, it 
  must succeed on a DC 19 Constitution saving 
  throw or be stunned until the end of its next turn.
  Banish Interloper (Recharge 5-6). The ancestral 
  crypt thing magically teleports any number of vis-
  ible creatures of its choice up to 60 feet outside 
  of, or anywhere within the crypt thing’s bound 
  site. Creatures cannot be teleported into objects 
  or terrain unless there is a hollow space that the 
  creature can f t in. The target(s) must succeed on 
  a DC 16 Charisma saving throw to avoid being 
  teleported. 
  Teleport. The ancestral crypt thing magically tele-
  ports to an unoccupied space within 30 feet as a 
  bonus action.
  Reactions
  Dedicated Sentry. The f rst time the ancestral 
  crypt thing reaches 50 hit points or less, their 
  Banish Interloper ability recharges and can be 
  used immediately.
  Legendary Actions
  The ancestral crypt thing can take 3 legendary 
  actions, choosing from the options below. Only 
  one legendary action option can be used at a time 
  and only at the end of another creature’s turn. 
  The crypt thing regains spent legendary actions at 
  the start of its turn.
  Shield Bash. The ancestral crypt thing makes one 
  shield bash attack.
  Teleport. The ancestral crypt thing magically tele-
  ports to an unoccupied space within 60 feet.
  Sweeping Strike (Costs 2 Actions). Each creature 
  within 5 feet of the ancestral crypt thing must suc-
  ceed on a DC 19 Dexterity saving throw, taking 14 
  (2d8+5) bludgeoning and 27 (6d8) force damage 
  on a failed save, or half as much damage on a 
  successful one. 
  
  46
  Drowned
  The Drowned are the awakened dead of those long lost 
  at sea. These bloated, rotting corpses have a sickly dark 
  fluid that weeps from their eyes, mouths, ears, nostrils, 
  and open wounds. A vicious stench follows them wher-
  ever they go. 
  Disciples of dark sea gods and goddesses will sacrifice 
  themselves to the depths to be “reborn” as Drowned 
  Priests. They act as beacons for lesser Drowned and per-
  form dark rituals that consist of sacrificing humanoids 
  by drowning them. 
  If a sacrifice is good enough for their fickle gods, they 
  are rewarded with one of the Drowned being trans-
  formed into a Drowned Captain. The Drowned Captain 
  emanates a fog that bolsters and protects the Drowned.
  Undead Nature. A drowned doesn’t require air, food, 
  drink, or sleep.
  Drowned Captain (Sea Zombie)
  Medium undead, chaotic evil
  Armor Class 15 (natural)
  Hit Points 123 (12d8 + 60)
  Speed 25 ft. swim 25 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  20 (+5) 9 (-1) 
  20 (+5) 11 (+0) 13 (+1) 10 (+0)
  Saving Throws Str +8, Con +8
  Skills Athletics +8, Perception +4
  Damage Vulnerability cold, lightning
  Damage Resistance f re
  Damage Immunities poison
  Condition Immunities charmed, exhaustion, fright-
  ened, poisoned
  Senses darkvision 60 ft. passive Perception 14
  Languages Any languages it knew in life
  Challenge 5 (1,800 XP)
  Forbidding Fog. A gloomy fog surrounds the drowned 
  captain out to 60 feet. All drowned in the fog have 
  advantage on Constitution saving throws. Creatures 
  making ranged attacks into the fog have disadvantage. 
  After the drowned captain dies, the fog dissipates in 2 
  (1d4) rounds.
  Stench. Any creature that starts its turn within 10 feet 
  of the drowned captain must succeed on a DC 16 Con-
  stitution saving throw or be poisoned for 1 minute. 
  The creature can repeat the saving throw at the end 
  of each of its turns, ending the ef ect on itself on a 
  success. On a successful saving throw, the creature is 
  immune to the drowned’s Stench for 24 hours.
  Turn Immunity. The drowned is immune to ef ects 
  that turn undead.
  Undead Fortitude. If damage reduces the drowned 
  priest to 0 hit points, it must make a Constitution sav-
  ing throw with a DC of 5 + the damage taken, unless 
  the damage is radiant or a critical hit. On a success, 
  the drowned drops to 1 hit point instead.
  Actions
  Infectious Slam. Melee Weapon Attack: +8 to hit, 
  reach 5 ft., one target. Hit: 14 (2d8 +5) bludgeon-
  ing damage and 13 (3d8) poison damage. The 
  target must succeed on a DC 16 Constitution sav-
  ing throw or its hit point maximum is reduced by 
  an amount equal the poison damage taken. This 
  reduction lasts until the target f nishes a long rest 
  or is the target of an ef ect that removes disease. 
  The target dies if this ef ect reduces its hit point 
  maximum to 0.
  Heucuva Acolyte
  Medium undead, chaotic evil
  Armor Class 14 (natural)
  Hit Points 22 (4d8 + 4)
  Speed 30 ft.
  
  47
  Drowned Priest (Sea Zombie)
  Medium undead, chaotic evil
  Armor Class 13 (natural)
  Hit Points 85 (10d8 + 40)
  Speed 25 ft., swim 25 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  17 (+3) 9 (-1) 
  18 (+4) 12 (+1) 17 (+3) 11 (+0)
  Saving Throws Con +6, Wis +5
  Skills  Athletics +5, Perception +5, Religion +3
  Damage Vulnerability cold, lightning
  Damage Resistance f re
  Damage Immunities poison
  Condition Immunities charmed, exhaustion, fright-
  ened, poisoned
  Senses darkvision 60 ft. passive Perception 15
  Languages Any languages it knew in life
  Challenge 4 (1,100 XP)
  Stench. Any creature that starts its turn within 10 feet 
  of the drowned priest must succeed on a DC 14 Con-
  stitution saving throw or be poisoned for 1 minute. 
  The creature can repeat the saving throw at the end 
  of each of its turns, ending the ef ect on itself on a 
  success. On a successful saving throw, the creature is 
  immune to the drowned’s Stench for 24 hours.
  Turn Immunity. The drowned is immune to ef ects 
  that turn undead.
  Undead Fortitude. If damage reduces the drowned 
  priest to 0 hit points, it must make a Constitution sav-
  ing throw with a DC of 5 + the damage taken, unless 
  the damage is radiant or a critical hit. On a success, 
  the drowned drops to 1 hit point instead.
  Spellcasting. The drowned priest is an 8th-level spell-
  caster. Its spellcasting ability is Wisdom (spell save DC 
  13, +5 to hit with spell attacks). The drowned priest has 
  the following cleric spells prepared:
  Cantrips (at will): thaumaturgy, toll the dead
  1st level (4 slots): bane, guiding bolt, infl ict wounds
  2nd level (3 slots): aid, blindness/deafness
  3rd level (3 slots): bestow curse, call lightning 
  4th level (3 slots): control water, blight
  Actions
  Infectious Slam. Melee Weapon Attack: +5 to hit, reach 
  5 ft., one target. Hit: 7 (1d8 +3) bludgeoning damage 
  and 13 (3d8) poison damage. The target must succeed 
  on a DC 14 Constitution saving throw or its hit point 
  maximum is reduced by an amount equal the poison 
  damage taken. This reduction lasts until the target 
  f nishes a long rest or is the target of an ef ect that 
  removes disease. The target dies if this ef ect reduces 
  its hit point maximum to 0.
  Drowned Captain (Sea Zombie)
  Medium undead, chaotic evil
  Armor Class 15 (natural)
  Hit Points 123 (12d8 + 60)
  Speed 25 ft. swim 25 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  
  48
  Drowned (Sea Zombie)
  Medium undead, chaotic evil
  Armor Class 13 (natural)
  Hit Points 37 (5d8 + 15)
  Speed 25 ft. swim 25 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  17 (+3) 9 (-1) 
  16 (+3) 7 (-2) 
  11 (+0) 5 (-3)
  Saving Throws Wis +2
  Skills Athletics +5
  Damage Vulnerability cold, lightning
  Damage Resistance f re
  Damage Immunities poison
  Condition Immunities charmed, exhaustion, fright-
  ened, poisoned
  Senses darkvision 60 ft. passive Perception 10
  Languages Any languages it knew in life
  Challenge 1 (200 XP)
  Stench. Any creature that starts its turn within 5 feet 
  of the drowned must succeed on a DC 13 Constitution 
  saving throw or be poisoned for 1 minute. The creature 
  can repeat the saving throw at the end of each of its 
  turns, ending the ef ect on itself on a success. On a 
  successful saving throw, the creature is immune to the 
  drowned’s Stench for 24 hours.
  Turn Immunity. The drowned is immune to ef ects 
  that turn undead.
  Undead Fortitude. If damage reduces the drowned 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 a critical hit. On a success, the drowned 
  drops to 1 hit point instead.
  Actions
  Infectious Slam. Melee Weapon Attack: +5 to hit, 
  reach 5 ft., one target. Hit: 7 (1d8 +3) bludgeoning 
  damage and 4 (1d8) poison damage. The target 
  must succeed on a DC 13 Constitution saving 
  throw or its hit point maximum is reduced by an 
  amount equal the poison damage taken. This 
  reduction lasts until the target f nishes a long rest 
  or is the target of an ef ect that removes disease. 
  The target dies if this ef ect reduces its hit point 
  maximum to 0.
  Drowned Priest (Sea Zombie)
  Medium undead, chaotic evil
  Armor Class 13 (natural)
  Hit Points 85 (10d8 + 40)
  Speed 25 ft., swim 25 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  17 (+3) 9 (-1) 
  18 (+4) 12 (+1) 17 (+3) 11 (+0)
  Saving Throws Con +6, Wis +5
  Skills  Athletics +5, Perception +5, Religion +3
  Damage Vulnerability cold, lightning
  Damage Resistance f re
  
  49
  Heucuva
  These skeletal, homicidal wretches are cursed priests, 
  clerics, and pilgrims who betrayed the trust that their 
  positions afforded them. Their ability to cast spells has 
  been stripped and they are unable to pass on after they 
  die. Due to this, Heucuva are driven to madness. They 
  blame the living for their plight and make it a point to 
  spread suffering. 
  Undead Nature. A heucuva doesn’t require air, food, 
  drink, or sleep.
  Heucuva Acolyte
  Medium undead, chaotic evil
  Armor Class 14 (natural)
  Hit Points 22 (4d8 + 4)
  Speed 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  11 (+0) 15 (+2) 13 (+1) 7 (-2) 
  15 (+2) 8 (-1)
  Skills Stealth +4
  Damage Resistance cold; bludgeoning, slashing, 
  and piercing from nonmagical weapons that are not 
  silvered
  Damage Immunities poison
  Condition Immunities charmed, exhaustion, poisoned
  Senses darkvision 60 ft. passive Perception 12
  Languages Understands the languages it knew in life. 
  Cannot speak.
  Challenge 1 (200 XP)
  Turn Resistance. The heucuva has advantage on sav-
  ing throws against any ef ect that turns undead.
  Actions
  Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6 + 3) slashing damage and 3 (1d6) 
  poison damage. The target must succeed on a DC 
  11 Constitution saving throw or be poisoned for 1 
  minute.
  Life Mirage. The heucuva can mold shadows to as-
  sume the appearance of any living medium humanoid 
  they have seen. Anyone looking at the heucuva must 
  succeed on a DC 12 Intelligence saving throw to see 
  through this illusion. Creatures using darkvision and 
  within 15 feet of the heucuva automatically see through 
  this ability.
  Heucuva Priest
  Medium undead, chaotic evil
  
  50
  Heucuva High Priest
  Medium undead, chaotic evil
  Armor Class 15 (natural)
  Hit Points 105 (14d8 + 42)
  Speed 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  11 (+0) 16 (+3) 16 (+3) 11 (-0) 
  20 (+5) 10 (+0)
  Saving Throws Dex +7, Wis +9
  Skills Perception +9, Stealth +7
  Damage Resistance cold
  Damage Immunities poison; bludgeoning, slashing, 
  and piercing from nonmagical weapons that are not 
  silvered
  Condition Immunities charmed, exhaustion, poisoned
  Senses darkvision 60 ft. passive Perception 19
  Languages Understands the languages it knew in life. 
  Cannot speak.
  Challenge 9 (5,000 XP)
  Magic Resistance. The heucuva has advantage on 
  saving throws against spells and other magical ef ects.
  Turn Resistance. The heucuva is immune to ef ects 
  that turns undead.
  Actions
  Multiattack. The heucuva makes two melee attacks.
  Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6 + 3) slashing damage and 21 (6d6) 
  poison damage. The target must succeed on a DC 15 
  Constitution saving throw or be poisoned for 1 min-
  ute. If a living creature fails the saving throw, it also 
  gains a wasting disease that causes the af  icted crea-
  ture to lose 1 Strength and 1 Constitution every time 
  they take a long rest. Anything that cures the disease, 
  also heals the ability lose.
  Life Mirage. The heucuva can mold shadows to as-
  sume the appearance of any living medium humanoid 
  they have seen. Anyone looking at the heucuva must 
  succeed on a DC 17 Intelligence saving throw to see 
  through this illusion. Creatures using darkvision and 
  within 15 feet of the heucuva automatically see through 
  this ability.
  Heucuva Priest
  Medium undead, chaotic evil
  Armor Class 15 (natural)
  Hit Points 52 (8d8 + 16)
  Speed 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  11 (+0) 16 (+3) 14 (+2) 9 (-1) 
  16 (+3) 8 (-1)
  Saving Throws Wis +5
  Skills Stealth +5
  Damage Resistance cold; bludgeoning, slashing, 
  and piercing from nonmagical weapons that are not 
  silvered
  Damage Immunities poison
  Condition Immunities charmed, exhaustion, poisoned
  Senses darkvision 60 ft. passive Perception 13
  Languages Understands the languages it knew in life. 
  Cannot speak.
  Challenge 4 (1,100 XP)
  Turn Resistance. The heucuva has advantage on sav-
  ing throws against any ef ect that turns undead.
  Actions
  Multiattack. The heucuva makes two melee attacks.
  Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6 + 3) slashing damage and 10 (3d6) 
  poison damage. The target must succeed on a DC 12 
  Constitution saving throw or be poisoned for 1 min-
  ute. If a living creature fails the saving throw, it also 
  gains a wasting disease that causes the af  icted crea-
  ture to lose 1 Strength and 1 Constitution every time 
  they take a long rest. Anything that cures the disease, 
  also heals the ability lose.
  Life Mirage. The heucuva can mold shadows to 
  assume the appearance of any living medium 
  humanoid they have seen. Anyone looking at the 
  heucuva must succeed on a DC 13 Intelligence 
  saving throw to see through this illusion. Crea-
  tures using darkvision and within 15 feet of the 
  heucuva automatically see through this ability.
  
  51
  Ju-Ju Zombie
  Medium undead, neutral evil
  Armor Class 14 (natural)
  Hit Points 37 (5d8 + 15)
  Speed 30 ft.
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  16 (+3) 13 (+1) 17 (+3) 7 (-2) 
  8 (-1) 
  5 (-3)
  Saving Throws Wis +1
  Skills Athletics +5
  Damage Resistance f re, cold; bludgeoning and pierc-
  ing from nonmagical weapons
  Damage Immunities force, lightning, necrotic, poison
  Condition Immunities charmed, exhaustion, poisoned
  Senses passive Perception 9
  Languages understands the languages it knew in life 
  but can’t speak
  Challenge 2 (450 XP)
  Spider Climb. The ju-ju zombie can climb diffi  cult 
  surfaces, including upside down on ceilings, without 
  needing to make an ability check.
  Undead Fortitude. If damage reduces the ju-ju 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 Ju-Ju zombie drops to 1 hit point instead.
  Actions
   Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6 +3) bludgeoning damage and 7 
  (2d6) necrotic damage.
  Skeleton Warrior
  Medium undead, neutral evil
  Armor Class 18 (full plate)
  Ju-Ju Zombie
  These terrors are usually made by accident. On rare 
  occasions, when a humanoid is killed by necrotic pow-
  ers, the victim is transformed into a Ju-Ju Zombie. Ju-Ju 
  Zombies are not rotting, slow-moving corpses.
  Their skin is tight and leathery. And their movement is 
  just as fast as when they were alive. The ability to climb 
  on walls and even ceilings is gained, and horrible to wit-
  ness. Their blows are infused with the energy that killed 
  them.
  Undead Nature. A skeleton warrior doesn’t require air, 
  food, drink, or sleep.
  
  52
  Skeleton Warrior
  Skeleton Warriors are eternally enslaved to their necro-
  mancer creators. Necromancers can find the burial place 
  of great warriors and after breaching whatever defenses 
  of the crypt (Thanks adventurers!) they can bind the 
  warrior’s soul to a pair of specially prepared circlets. 
  These circlets are what binds the Skeleton Warrior to the 
  necromancer’s service. The Skeleton Warrior continues 
  to have independent thought and often grows to despise 
  their master.
  Circlet Bound. During creation, the Skeleton Warrior’s 
  soul is bound to two circlets. A domination circlet that is 
  placed on the head of the warrior. And a control circlet. 
  If the circlets ever touch, the warrior crumbles to dust. 
  If the warrior is destroyed by other means and the cir-
  clet is still active, the skeleton warrior reconstitutes itself 
  wherever the domination circlet is.
  Control Circlet. The wearer of the control circlet 
  makes an opposed Charisma check against the Skeleton 
  Warrior. If the wearer wins, control over the warrior is 
  gained. After control is gained, the circlet must stay in 
  the controller’s possession or risk losing control. For 
  each hour that the circlet is out of the controller’s pos-
  session, the warrior rolls a Charisma check DC 15. Upon 
  success, the warrior moves to slay the controller, then 
  searches for the control circlet. 
  Domination Circlet. If placed on a living humanoid’s 
  head, the new wearer of the domination circlet must 
  make a contested Charisma check against the warrior. 
  If the warrior wins the check, it gains control of the 
  wearer’s body. The check is repeated every dawn until 
  the circlet is removed. Once the warrior makes three 
  successful Charisma checks, the body is taken forever. A 
  successful DC 20 Strength check can remove the domi-
  nation circlet.
  Undead Nature. A skeleton warrior doesn’t require air, 
  food, drink, or sleep.
  Skeleton Warrior
  Medium undead, neutral evil
  Armor Class 18 (full plate)
  Hit Points 165 (22d8 + 66)
  Speed 30 ft.
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  16 (+3) 11 (+0) 17 (+3) 10 (+0) 13 (+1) 11 (+0)
  Saving Throws Str +9, Con +7
  Skills Athletics +9, Perception +5
  Damage Resistance cold
  Damage Immunities necrotic, poison; bludgeoning, 
  piercing, and slashing from nonmagical attacks
  Condition Immunities charmed, exhaustion, poisoned
  Senses darkvision 120 ft. passive Perception 15
  Languages the languages it knew in life
  Challenge 13 (10,000 XP)
  Improved Critical. The skeleton warrior’s weapon 
  attacks score a critical hit on a roll of 18-20.
  Magic weapons. The skeleton warrior’s weapon at-
  tacks are magical.
  Turn Immunity. The skeletal warrior is immune to 
  ef ects that turn undead.
  Actions
  Multiattack. The Skeleton Warrior makes three attacks 
  when using the Attack action.
  Greatsword. Melee Weapon Attack: +9 to hit, reach 5 
  ft., one target. Hit: 11 (2d6 + 4) slashing damage.
  Reactions
  Punish the Coward. The skeleton warrior may make 
  one attack on a creature within 5 feet who is casting a 
  spell. If the skeleton warrior does damage, the target 
  must succeed on a Concentration saving throw. On a 
  failure, the creature’s spell fails and has no ef ect.
  
  53
  Zombie Lord
  Spreading death and decay through the world is the 
  zombie lords only motivation. Though they share many 
  traits with more typical zombies, the zombie lords are 
  intelligent and can make and execute devious schemes. 
  Powerful necromancers can create zombie lords, but 
  they also occur occasionally as unforeseen consequences 
  of dark rituals. Also, when a powerful necromancer is 
  defeated, and their zombie hordes become uncontrolled, 
  a zombie may become a zombie lord.
  Lord of  the Dead. Any dead humanoids within the 
  radius of the Lord of Stench ability raise as zombies 
  (if recently dead), skeletons (if long dead), or shadows 
  (if there are scant physical remains) in 2 (1d4) rounds, 
  under the zombie lord’s control. Any undead that is 
  within the aura at the end of their turn (are CR2 or less 
  and have 6 Intelligence or less) fall under the zombie 
  lord’s control. Once the zombie lord has gained control 
  of an undead creature, that control is retained up to one 
  mile. The zombie lord can communicate with undead he 
  controls, telepathically, up to one mile.
  Undead Nature. A zombie lord doesn’t require air, 
  food, drink, or sleep.
  Zombie Lord
  Medium undead, neutral evil
  Armor Class 16 (chainmail)
  Hit Points 171 (18d8 + 90)
  Speed 20 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  18 (+4) 7 (-2) 
  20 (+5) 11 (+0) 16 (+3) 9 (-1)
  Saving Throws Con +9, Wis +7
  Skills Athletics +8, Perception +7
  Damage Immunities necrotic, poison
  Condition Immunities charmed, exhaustion, fright-
  ened, paralyzed, poisoned
  Senses darkvision 120 ft. passive Perception 17
  Languages Any languages it knew in life.
  Challenge 11 (7,200 XP)
  Lord of Stench. A virulent ef  uvium emanates from 
  the zombie lord, out to 120 feet. Living creatures 
  that can smell the stench must succeed on a DC 17 
  Constitution saving throw or become poisoned for 1 
  minute. The target can repeat the saving throw at the 
  end of each of its turns, ending the ef ect on itself on 
  a success. If the saving throw fails by 5 or more, the 
  creature takes 9 (2d8) necrotic damage. 
  Undead Fortitude. If damage reduces the zombie lord 
  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 lord drops to 1 hit point instead.
  Actions
  Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 13 (2d8 + 4) bludgeoning damage and 22 
  (5d8) necrotic damage.
  Death’s Touch (Recharge 6). Melee Weapon Attack: 
  +8 to hit, reach 5 ft., one target. Hit: 54 (12d8) necrotic 
  damage, DC 15 Constitution saving throw, Half dam-
  age on success. If the saving throw fails by 10 or more, 
  the creature dies and (if humanoid) raises as a Ju-Ju 
  zombie under the zombie lord’s control.
  
  54
  Welcome to The Khyber Khronicle; a collection of  
  encounters and DM tools that can be used to enhance 
  any adventure as the DM sees fit.
    
  Within this volume:
  • Two encounters that can easily be placed in any       
  ongoing adventure
  • One plot hook introducing new NPCs 
  • New racial feats
  • New tables for the DM to use
  • More monsters
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Mount Ogden Gaming/Mount Ogden Gaming.-.The Khyber Khronicle.-.Volume 02.pdf