TEXT: 1
  a  5t h  edit ion rav enl of t  at l a s
  wildlands
  t h e  j u n g l e  b o o k
  
  2
  The
  Ravenloft Gazetteer
  how to use this atlas
  This is a series of Ravenloft Gazetteers updated for 5th edition, following closely to the original source 
  material, and in some cases embellished with new information where ambiguity allows. Each Atlas takes 
  on a new domain of Ravenloft, and is separated into parts. For instance, this Atlas is based around the 
  domain called the Wildlands. Included with every part is a short prologue detailing the nature of the 
  domain and its Darklord. These locations are sometimes bound to the intrinsic nature of the domain, but 
  can usually be ported over to other modules or homebrew campaigns with a little ingenuity. 
  As time goes on, more areas will be added to the Atlas, and occasional revisions may be made for the 
  sake of continuity. In the fashion of the original Ravenloft Gazetteers, these atlases are a combination 
  of descriptive information, settlements, random encounter charts, boxed text, mechanics, flavour and a 
  variety of other information based on what seems pertinent at any given time. Hack, chop and use as you 
  will. The only person who gets a say in how you use any Ravenloft material is you (and, of course, the 
  ineffable Dark Powers.) Enjoy, and if you like it, the surest way to make sure more get made is to leave a 
  rating (or a review). 
  
  3
  What are the Wildlands?
  The Wildlands are a demiplane nested in the 
  dark mists of Ravenloft. Like the other domains 
  of Ravenloft, the demiplane is self-contained, 
  and difficult to escape from. This has led many 
  to speculate that the domains of Ravenloft hold 
  some kind of purpose, though this has never been 
  revealed. The first and most important feature of 
  a domain is its Darklord. This malevolent being 
  is a creature of darkness that committed a crime 
  so terrible that the mists snatched them away. 
  Many domains spring forth from the evil of the 
  ensnared Darklord, and thus the entire demiplane 
  is permeated by their particular brand of evil. 
  In the Wildlands, the Darklord is an evil, powerful 
  and treacherous beast called King Crocodile. All 
  animals of the jungle fear King Crocodile. 
  What To Expect
  Adventurers who have the misfortune to enter 
  the Wildlands will encounter the spirits of the 
  animals tricked into giving up their powers to King 
  Crocodile. Surviving these encounters will lead 
  the characters inorexably to the swamps of the 
  Wildlands, and eventually to King Crocodile himself. 
  The Wildlands are a survival adventure at heart, 
  and much of the difficulty of the area is rooted in 
  concerns about food, water and disease. 
  The Darklord
  King Crocodile
  Once upon a time, there was a horrible crocodile, 
  who was so large, vicious and ugly that the other 
  animals called him King Crocodile, and avoided him 
  when they could. As King Crocodile grew, so did his 
  hunger, and he began to eat up all the other jungle 
  creatures, one by one. 
  The Hairless Apes
  The animals came together to discuss what to do 
  about King Crocodile. None were strong enough to 
  defeat him alone, and they were all too afraid to 
  attack him. Instead, they decided to call on the aid 
  of the hairless ape, a distant foreigner species with 
  a reputation for efficient murder. Unfortunately, 
  the hairless ape came to the jungle, and began to 
  harvest the trees, soil and animals indiscriminately, 
  burning large swathes of forest in their death 
  machines.
  The Solution
  The animals panicked, and came to King Crocodile. 
  “Oh mighty crocodile,” they said, trembling. “You 
  are the only creature powerful enough to defeat the 
  hairless ape. Will you not aid us?”
  King Crocodile considered, and smiled his pointy 
  smile. “Of course, best beloved,” he said. “But I will 
  need to borrow your abilities to best the hairless 
  ape.” The animals, frightened and worried, agreed 
  one by one. All but two. King Crocodile refused the 
  gift of the Fly, who he considered weak. And the 
  python refused to give him his gift of wisdom. 
  Betrayal
  King Crocodile, armed with the strength of the 
  elephant, the craftiness of the monkey and other 
  countless gifts, massacred the hairless apes, 
  restoring a grim peace to the jungle. However, when 
  the animals asked for their powers back, King 
  Crocodile just smiled, and gobbled them up too. The 
  spirits of the animals fled into the jungle. 
  Prophecy
  King Crocodile, however, had not taken every power 
  in the jungle. Python approached him once more, 
  and finally have King Crocodile a gift. “My gift to 
  you, King Crocodile,” she said, “is a prophecy. You 
  will die alone, at the hands of the weakest of your 
  enemies. No-one will pity you. No-one will offer 
  you succour. And when it is over, you will be eaten 
  and reborn to suffer again the same fate, for there 
  will always be a King Crocodile.” The Python left, 
  taking all the snakes from the jungle, and the mists 
  descended upon King Crocodile, drowning his anger 
  in their embrace.   
  Prologue: 
  Law of the Jungle
  Once, in the deep jungle, there was a Crocodile. He 
  was so terrible, so vast, so evil, that all the jungle 
  animals feared him greatly. 
  Yhis is the story of King Crocodile. But it is also 
  your story. 
  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 without the express written permission of Wiz-
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  Artwork in this module is privately licensed by the author for non-exclusive commercial purposes through obsidian dawn, inkydeals, adobe, gabriel pickard,, d comerci and others. 
  
  4
  Marks of Horror
  Pdiare uses several themes to achieve the desired 
  feel, one which focuses on the brutality of 
  nature, the predictability of mortal folly, and the 
  inevitability of death. 
  Vicious Cirles. The Wildlands is trapped in an 
  endless cycle of betrayals that beget more betrayals. 
  No-one can be trusted farther than the characters 
  can throw them. 
  Survival of the Fittest. The animals of the 
  Wildlands will do anything to survive. Survive, at 
  any cost. Nothing matters so much as this one goal.  
  Hungry Jungle. The jungle is anathema to civilised 
  humanoids. There is a high chance that, rather 
  than death by violence, the sheer hostility of the 
  environment to most life will end the lives of the 
  unprepared. 
  The Powers That Be
  Like any other Ravenloft setting, Wildlands exists 
  and continues to exist by the whim of the Dark 
  Powers an enigmatic entity/set of entities that 
  control (to one extent or another) the creation 
  and maintenance of the demiplanes of dread. The 
  reasons they might do this are unclear, as are the 
  extent of their powers, but several theories are 
  widely agreed upon. 
  Ravenloft is a punishment To become Lord of a 
  domain of dread is to commit a terrible evil, and be 
  stolen away for eternal torment
  The punishment is self-inflicted A key component 
  of the misery of a domain is the fact that each 
  Darklord is bound by their own cravings and selfish 
  impulses. In the Wildlands, King Crocodile is a 
  victim of his own vicious impulses and treacherous 
  ways.  
  Time is relative. Ravenloft’s punishments are 
  infinite, and character spirited away by the mists 
  might later return to find no time has passed at 
  all. Darklords are defeated, and rise again from the 
  ashes to be challenged by yet more adventurers. 
  Collateral Damage. The dark powers are not 
  afraid of collateral damage in their enforcement of 
  the domains of dread. Adventurers die in droves. 
  Innocent citizens picked up by the mists fall prey 
  to creatures of the night. It’s impossible to say for 
  sure who or what the Dark Powers are, but they 
  clearly are prepared to accept bodies piling up by 
  the wayside. 
  Earlier Iterations of Wildlands
  The Ravenloft Gazetteer for 5th edition is pulled 
  from multiple sources across earlier editions of 
  Dungeons and Dragons. In this case, Islands of 
  Terror was a particularly helpful resource. This 
  product borrows some of the ideas from earlier 
  sources while presenting an alternative version 
  of The Wildlands scaled for fifth edition and this 
  product.
  Entering the Wildlands
  You can introduce parties to Odiare any way you 
  desire, but the classic tried and tested method is an 
  abduction by the Mists of Ravenloft.
  Creeping Fog
  You are traveling down a lonely road, tired from 
  the day’s exertions. The weather looks like it 
  might be about to take a turn for the worse, and 
  rainclouds are moving in on the horizon. Before 
  long, a deep and fog swallows your party whole. 
  This is a simple hook very familiar to Ravenloft 
  fans. The fog obscures vision. When the fog passes 
  some hours later, the characters find themselves 
  having wandered into the swampy jungles of the 
  Wildlands. 
  The mists recede, and you are somewhere 
  mysterious indeed. You are in a deep and humid 
  forest, with creepers down below and a thick 
  canopy overhead. The trilling of exotic birds 
  sounds in the distance, and the chittering of 
  insects close at hand. You are already sweating.
  Alterations to Magic
   The Wildlands resides in its own Demiplane, isolat-
  ed from all others. No spell, not even a Wish spell, 
  allows one to escape. Astral Projection, Teleport and 
  all similar spells cast with the intent of leaving The 
  Wildlands simply fail, as do all effects that Ban-
  ish a creature to another plane of existence. These 
  restrictions apply to magic items and artefacts. 
  Magic that allows transit to the Border Ethereal is 
  the exception to this rule. A creature that enters the 
  Border Ethereal from The Wildlands is pulled back 
  into The Wildlands upon leaving that plane. 
  For the purposes of spells whose effects change 
  across planar boundaries, The Wildlands is consid-
  ered its own plane. Magic that summons creatures 
  or objects from other planes functions normally in 
  The Wildlands, as does magic that involves an ex-
  tradimensional space. Any spells cast within such a 
  space are subject to the same restrictions as in the 
  rest of The Wildlands. 
  Whilst in The Wildlands, characters who receive 
  spells from deities or otherworldly patrons continue 
  to do so. Spells that allow contact with beings from 
  other planes often receive false answers.  
  Spells and abilities that conjure or otherwise 
  provide infallible access to food and/or drink fail 
  in the Wildlands eg. Goodberry. 
  
  5
   Wildlands:
  the jungle book
  He will not play with the other children
  And yet he watches them so closely
  I have hope he will join them, one day
  He is my son, and if I love him enough
  Perhaps he will change
  The World Axis
  The Wildlands is an uncompromising and vicious 
  jungle filled with deadly animals and resentful 
  spirits. Leagues of jungle stretch eternally in every 
  direction, filled to the teeth with lethal distractions 
  and ugly demises. 
  The Endless Jungle
  The Wildlands traps visitors by preventing them 
  exiting the domain by foot. No matter how far a 
  creature travels in the jungle or in which direction 
  it goes, it gets turned around so that it eventually 
  finds itself back in the Wildlands Creatures who at-
  tempt to fly out of the jungle canopy find themselves 
  obstructed by the grasping, obstructive canopy that 
  blocks and frustrates their efforts. The canopy is in-
  exhaustible, and always defies any attempt to burn 
  or cut through it. 
  Animals of the Wildlands
  The animals of the Wildlands are special - they can 
  speak common, and generally act with humanoid 
  sensibilities. It has always been this way in the 
  Wildlands, and the animals are spooked when hu-
  manoids approach them speaking their language. 
  The Wildlands boats an impressive diversity of 
  creatures drawn from jungle mythology, all of whom 
  eo-exist in a predatory and likely unsustainable 
  ecosystem propped up by the will of the Dark Pow-
  ers. 
  Optional Rule: Jungle Madness
  With this approach, there is no permanent DM. 
  Everyone makes a character, and one person starts 
  as the DM and runs the game as normal. That per-
  son’s character becomes an NPC who can tag along 
  with the group or remain on the sidelines, as the 
  group wishes. At any time, a player can spend a plot 
  point to become the DM. That player’s character be-
  comes an NPC, and play continues. It’s probably not 
  a good idea to swap roles in the middle of combat, 
  but it can happen if your group allows time for the 
  new DM to settle into his or her role and pick up 
  where the previous DM left off. 
  Setting Up
  Print out a copy of the board on page 7. When the 
  adventure starts, find a token to represent the 
  party. Place the token on the space marked START. 
  Always keep track of which space this token is 
  currently on. 
  Travelling in the Wildlands
  This section contains information that will help you 
  run this domain smoothly. For each day that the 
  party travels through the Wildlands, follow these 
  steps:
   
  1. Let the players decide whether the party plans to 
  move at a normal pace, a fast pace or a slow pace. 
  2. Roll a d4 for slow travel, a d6 for normal travel 
  and a d10 for fast travel. Move the party counter 
  along the board a number of squares equal to 
  the result, and reference the correct encounter in 
  ENCOUNTERS (starting p.8)
  3. At the end of the day, check for diseases, 
  dehydration and starvation. 
  Dehydration
  Characters who explore the Wildlands need plenty 
  of water to stay hydrated. The water found in rivers 
  and on the ground is unfit for drinking unless it is 
  boiled first. At the end of each day, any character 
  who hasn’t drunk at least 2 gallons of fresh water 
  must succeed on a DC 15 Constitution saving 
  throw or suffer 1 level of exhaustion. The saving 
  throw is made with disadvantage if the character 
  is wearing medium armor, heavy armor, or heavy 
  clothing. Characters traveling at a fast pace, instead 
  of a normal or slow pace, take a –5 penalty on their 
  saving throws against dehydration.
  Starvation
  All plants are poisonous and unfit to eat in the 
  Wildlands unless purified by magic. However, many 
  creatures the adventurers might meet and kill can 
  be butchered, but the meat they yield spoils after a 
  single day if uneaten. 
  Creature Size
  Food Gained
  Tiny
  1 lb.
  Small
  4lb.
  Medium
  16lb.
  Large
  32lb.
  
  6
  Sleeping Sickness
  The biting flies of the WIldlands carry with them 
  a terrible sickness that all animals of the jun-
  gle have learned to fear. In the distant past, King 
  Crocodile spurned the alleigance of the fly, consid-
  ering it beneath him. Now, he pays the price for his 
  short-sightedness, as the humble fly is now the vec-
  tor for one of the deadliest forces in the Wildlands 
  - the sleeping sickness. 
  Infection
  A humanoid or beast that takes damage from any 
  creature in the WIldlands is  exposed to the disease 
  at the end of the encounter, as the flies congregate 
  to the smell of blood. Humanoids (being particularly 
  vulnerable) are also exposed to the disease when 
  they finish a long rest. 
   
  A beast or humanoid exposed to the disease must 
  succeed on a DC 16 Constitution saving throw or 
  become infected. A creature with natural armor has 
  advantage on the saving throw. It takes 3d6 hours 
  for symptoms to develop, after which the infected 
  creature gains a level of exhaustion. At the end of 
  each long rest thereafter, an infected creature must 
  make a successful DC 13 Constitution saving throw, 
  or the infection stage increases by one. 
  Symptoms
  The symptoms themselves depend on the stage, and 
  the symptoms are cumulative. Characters cured of 
  the disease do not recover any ability scores lost, 
  as the neurological damage is permanent. Spells of 
  similar or greater power to regenerate can restore 
  the lost ability points. 
  Stage
  Effect
  I
  1 levels of Exhaustion. Headaches, 
  muscle pain. 
  II
  2 levels of Exhaustion. Disorientation, 
  confusion.  Reduce Intelligence or 
  Wisdom by 1.
  III
  3 levels of Exhaustion. Disrupted sleep 
  cycles. Seizures.  Reduce Intelligence 
  or Wisdom by 2.
  IV
  4 levels of Exhaustion. Coughing blood. 
  Delirious ranting. Hallucinations.   Re-
  duce Intelligence or Wisdom by 3.
  V
  5 levels of Exhaustion. Coma. Reduce 
  Intelligence or Wisdom by 4.
  VI
  Death.
  Diagnosis
  Though this form of the disease is unique to the 
  wildlands, it has common similarities to many par-
  asitic diseases in other worlds. The disease is only 
  possible to diagnose accurately in Stage II onwards.  
  A successful DC 14 Wisdom (Medicine) check will 
  illuminate the cause and dire prognosis of the dis-
  ease. 
  Cure
  Sleeping Sickness can be cured by application of a 
  tincture derived from a Swamp Lotus, which grow 
  only in the vicinity of King Crocodile’s lair. A char-
  acter proficient in Nature can use their knowledge 
  of common remedies and plants to deduce that a 
  flower able to help cure such a sickness must grow 
  in a swamp. A swamp lotus is dark but beautiful 
  flower that hides in swamplands, specifically the 
  Swamplands now occupied by King Crocodule - see 
  Encounter 39. A character proficient in a herbalist’s 
  kit can attempt to concoct a cure from the lotus, 
  which requires a DC10 ability check using the kit or 
  a functional substitute. 
  
  7
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  2
  
  8
  ENCOUNTERS
  The following passages describe the encounters that 
  take place when the group counter enters a certain 
  space on the board. 
  GREY encounters are HORROR  encounters, repre-
  senting things that go bump, and unknown horrors 
  in the darkness of the canopy. These slow the party 
  down.
  RED encounters are TERROR encounters, where 
  violence and slaughter showcase the lethality of the 
  jungle. These speed the party onwards.
  GREEN encounters are UNFORTUNATE EVENTS 
  which impact the characters’ ability to survive by 
  delaying them or attacking their resources.
  WHITE indicates that the day is free from toil and 
  trouble. These do not have a page reference. 
  YELLOW indicates a STORY MOMENT. If the party 
  token would move through a YELLOW square, in-
  stead stop the token and proceed with the encoun-
  ter. From then on, treat the square as a WHITE 
  square. 
  1: Shadows in the Rain
  Rain falls through the thick canopy, trickling down 
  trunks and splashing over your clothes. Overhead, 
  thunder booms. In the quiet pattering of rain hitting 
  leaves, you can almost hear a rhythm...the rhythm 
  of the Jungle. And it hungers.  
  The hum of the jungle is syncopated, and whispers 
  “King Crocodile” is hungry to those skilled in mu-
  sical instruments. Any beasts with the party flee 
  into the jungle, never to return. The rain soon turns 
  torrential, and the party waste 1d4 days traveling 
  in circles. If characters insist on traveling by foot, 
  every character gains 1 level of exhaustion automat-
  ically and must make a successful DC 10 Constitu-
  tion check or gain another.
  3: Tiger, Tiger
  A rustle. A shifting form somewhere in the dark-
  ness. This is all the warning you have as the tiger 
  attacks. 
  The tiger is looking for easy meat. If subdued and 
  confronted, it growls angrily about there being so 
  little food anymore, now that King Crocodile eats ev-
  erything he can find. If it gets the chance, the tiger 
  slays a character and drags them off into the jungle 
  to make a quick meal out of them. 
  4: The Cat Who Walked Alone
  The constant chirping and buzzing of jungle 
  creatures falls quiet, as a shadow appears on a 
  tree branch nearby. A naked man is lounging on an 
  overhang. As it moves, you can see that it is slightly 
  translucent. “Hairless apes,” it purrs. “Why have you 
  returned to the jungle?”
  The black panther was once feared throughout 
  the jungle for his stealth and grace. Having giv-
  en his powers to King Crocodile, the panther was 
  gobbled up along with the rest of the animals. His 
  spirit haunts the hidden jungle paths, avoiding the 
  malice of King Crocodile and feeling sorry for him-
  self. When ‘hairless apes’ enter the jungle, the Cat 
  tracks them down to ascertain their intent. 
  The Black Panther wishes King Crocodile dead for 
  his betrayal, and hopes that the hairless apes will 
  agree to end his evil once and for all. Black Panther 
  doesn’t think highly of hairless apes, considering 
  them a force for destruction, but is quite happy to 
  point them at King Crocodile and watch chaos erupt 
  from a distance.  
  Black Panther’s blessing is easy to acquire The first 
  character that agrees to find and kill King Crocodile 
  is offered Black Panther’s blessing. Black Panther 
  does not bless anyone who refuses.
  Panther’s Blessing. Whilst you have the Black 
  Panther’s blessing, your Dexterity score becomes 23 
  unless it is already higher. Your skin turns a deep 
  jet black if it was not already, and your eyes become 
  yellow and feline. You have occasional cravings for 
  tiny rodents.
  5: Fungal Rot
  You awaken to find that the damp, dark conditions 
  have taken a terrible toll on your rations. A rather 
  dangerous looking fungus has rotted some of them 
  away. 
  The party loses 2d6 days of rations. Anyone who 
  eats any of the compromised rations becomes poi-
  soned for 1d4 hours and spends that time vomiting 
  miserably. 
  
  9
  6: Hungry Hungry Humanoids
  As you walk through the jungle, a silky smooth 
  voice permeates the trees. There is something 
  deeply predatory about its inflection as it says “Best 
  beloveds. You have returned. Come! Come quickly. I 
  am waiting.”
  The shadow of a gigantic crocodile springs into 
  sharp relief against the trees for a moment, then 
  fades. Characters feel an aching hunger in their 
  stomachs, and must consume twice as much food 
  for the next three days. 
  7: A Cry For Help
  As you wander through the thick trees and tan-
  gled, heavy undergrowth, you find you are being 
  watched. A snail with a sparkling iridescent shell 
  as large as a horse is watching you from behind a 
  nearby tree. It seems shy.
  The flail snail acts demur until someone gets 
  close, and then tries to batter them to death. If it 
  is wounded, it retreats into its shell and begins to 
  wail. The wailing attracts a pack of 2d6 hungry 
  wolves, who enter combat at the start of the next 
  round. The party can move 1d4 squares forward. 
  8: Thieving Monkeys
  The chatter of mischievous monkeys flutters down 
  from the canopy overhead. Chimps are lumber-
  ing down the branches to meet you...and they are 
  carrying cudgels. “Give us the food” they gurn. “And 
  no-one gets hurt.”
  These 3d6 monkeys are looking for food, and have 
  no compunction becoming violent to take it. Use 
  opposed strength (athletics) and dexterity (sleight of 
  hand checks) where necessary to have the monkeys 
  steal as much as they can before they are routed. 
  9: Paper Rot
  A wave of sickening, moist heat ripples through 
  the jungle, rotting boots and disintegrating organic 
  materials. The smell is horrible. 
  All mundane papers and parchments carried by the 
  party are destroyed, including spellbooks.  
  Countermeasures.  Magical items, scrolls, and 
  items in extradimensional spaces are unaffected. 
  10: The Elephant’s Child
  You almost trip on something large protruding 
  from the undergrowth, but quickly see it for what it 
  is - a huge tusk half-buried in mud. Other skeletons 
  of large elephantine forms are scattered here in the 
  muck and grime. A whisper passes through the 
  trees. “What do you want from me, murderers?”
  The White Elephant was the first animal to give its 
  powers to King Crocodile. Whilst strong and hardy, 
  the elephant is fearful and anxious inside, which 
  King Crocodile leveraged to his advantage. The 
  Elephant grieves, for many of her kind were killed 
  by hairless apes, and her child was eaten by King 
  Crocodile.
  The White Elephant is quick to anger, and hates 
  herself for her cowardice and inability to protect 
  her own. If angered, she raises a skeleton from the 
  bones, and attacks with it. She coos and dotes on 
  halflings and gnomes, considering them to be chil-
  dren. She will offer her blessing to anyone who says 
  they will avenge her child, eaten by King Crocodile.
  Elephant’s Blessing. Whilst you have White Ele-
  phant’s blessing, your Strength score becomes 23 
  unless it is already higher. You begin to grow tusks 
  over the next 1d4 days.
  11: Monument to Wisdom
  There is a statue here, abandoned in the jungle 
  and half-obscured by strangling vines. It seems to 
  depict a large river snake, coiled to strike. The air is 
  dead around it, the atmosphere heavy and lifeless. 
  Anyone who touches the statue hears the last words 
  of Python to King Crocodile
  “My gift to you, King Crocodile, is a prophecy. You 
  will die alone, at the hands of the weakest of your 
  enemies. No-one will pity you. No-one will offer you 
  succour. And when it is over, you will be eaten and 
  reborn to suffer again the same fate, for there will 
  always be a King Crocodile.”
  12: Paper Rot
  A wave of sickening, moist heat ripples through 
  the jungle, rotting boots and disintegrating organic 
  materials. The smell is horrible. 
  All mundane papers and parchments carried by the 
  party are destroyed, including spellbooks.  
  Countermeasures.  Magical items, scrolls, and 
  items in extradimensional spaces are unaffected. 
   
  
  10
  13: Touch Me
  Your wanderings are interrupted by bright spots 
  of virulent colour dotted amongst the trees. Tiny 
  frogs are appearing everywhere, painted with neon 
  colours. They all gibber the same refrain in high 
  pitched voices: “touch me.”
  The frogs are curious, and highly poisonous. They 
  swarm the party. Anyone foolish enough to touch a 
  frog with their bare skin takes 12d6 poison damage 
  as a lethal dose of frog poison courses through their 
  system.
  14: Humbugs
  At night, you often find bugs in your shoes, hair and 
  pockets. They hum a dreary harmony. It’s incredi-
  bly distracting. 
  Each character’s shoes and hair are infested with 
  humbugs, a tiny jungle insect that lets off a pecu-
  liar buzzing. Humbugs are scared off by loud noises 
  and jaunty music. 
  16: Wandering Spider
  There is something in the trees. A vast, stealthy 
  presence crunching through the foreground. It has 
  eight legs, and an engorged abdoment. As it nears 
  your location, it pauses. “I can hear your steps, little 
  morsels” it chitters. “You cannot run from me.”
  This is a phase spider (but Huge sized and with 
  102 hit points), one of the  most tenacious threats 
  in the Jungle. If the party flee from the spider, it 
  follows them. There is a 50% chance that as long 
  as the spider is alive, whenever the party land on a 
  new square,  you repeat this encounter instead. 
  17: Monkey’s Paw
  There is a thwack as a monkey nut hits the floor 
  beside you. Then, another. Soon enough, the sky 
  is raining nuts, as hooting and ooking monkeys 
  hurl them at you from tree branches. Something is 
  moving amongst them, up there in the canopy. A 
  spectre of twilight barely visible from this distance. 
  Monkey is a trickster and a lover of things going 
  delightfully awry. His shenanigans came to and end 
  when King Crocodile took Monkey’s cunning. Mon-
  key resents King Crocodile in an abstract way, but 
  mostly wants to see the wretched reptile get some 
  kind of embarrassing comeuppance. 
  To talk with Monkey, adventurers will need to climb 
  the 100ft tall trees to the canopy, where the mon-
  keys are cackling at them. Some of the monkeys will 
  harrass. or even attack those who climb upwards. 
  Monkey manifests as a gloating, many armed ape 
  with a toothy smile, and he is rude to just about 
  everyone. To secure Monkey’s blessing, a charac-
  ter must show some willing to take King Crocodile 
  down a peg and humiliate him in some way.
  Monkey’s Blessing. Whilst you have Monkey’s 
  blessing, one of your hands becomes a monkey’s 
  paw, but retains the functionality of your normal 
  hand. This hand acts as both gloves of missile snar-
  ing, gloves of swimming and climbing and gloves of 
  thievery.
  18: Explorer Camp
  You stumble into a open clearing, scattered around 
  with the wreckage of tents, an overturned cooking 
  pot and skeletons in a variety of strange positions. 
  The scene is one of carnage, though it has likely 
  remained here for some considerable time after 
  the tragedy occurred. 
  This is all that remains of a hunting expedition 
  from a neighboring domain destroyed by the ravag-
  es of the jungle. Investigation of the corpses with a 
  successful Wisdom (Medicine) check DC 15 reveals 
  that whilst the cause of death was likely an attack 
  by a large predator, the hunters were also gravely 
  sick and dehydrated. The camp’s supplies are large-
  ly inert, destroyed or rotten. 
  20: Trench Foot
  The trek through the humid, damp jungles had 
  wreaked havoc on your feet and legs. They are 
  itchy, sore, waterlogged and are showing signs of 
  fungal infection. Pushing on without handling it 
  could have consequences. 
  If characters insist on traveling with Trench Foot, 
  every character gains 1 level of exhaustion automat-
  ically and must make a successful DC 10 Constitu-
  tion check or gain another.
  Countermeasures. Drying out boots somehow and 
  resting for a day, or casting lesser restoration on 
  each character. 
  
  11
  21: Horrorpotamus
  You are walking alongside a wide murky river, 
  when a large disturbance breaks the surface of the 
  water. A gigantic hippopotamus looms towards 
  you with an evil smile. “OH GOODIE” it rumbles. “I 
  LIKE THE SQUISHIES TWO LEGS”. 
  The Hippopotamus *use the statistics for a mam-
  moth, but remove the Gore attack and rename 
  Stomp to Bite) is a dangerous but lazy predator. If 
  seriously wounded or inconvenienced, it gives up 
  and sinks back into the river. 
  22: Fabric Rot
  The humid weather is having a deleterious effect 
  on your clothes. Fabrics and leathers are rapidly 
  rotting away before your eyes. 
  Have each character roll a d6. On a 1, that charac-
  ter’s clothes are all ruined and fall apart by sun-
  down. On a 2-5, they must choose two items of 
  clothing and discard them. On a 6, their clothes are 
  unaffected. This does not affect metal armour. 
  23: Lure
  A sing-song voice, edged with a nasty tempera-
  ment, wafts through the trees. Little birds, lost, 
  astray, little birds coming my way, little birds to feed 
  my hunger, little birds are lost no longer. 
  A pathway opens up in the treeline, seeming to 
  stretch into the distant  jungle. If the party heads 
  down it, move them to square 39. 
  24: How the Sloth began to Dream
  You come to a fork in the jungle path. It seems 
  oddly calm here, with the jungle sounds fading to 
  a low hum in the background. A stone is planted in 
  the earth, around which animals of all kinds, from 
  big cats to monkeys, are sound asleep, snoozing 
  peacefully. 
  Grey Sloth is slumbering under the stone, and 
  wakes up only if the stone is touched by a human-
  oid creature, or damaged in some way. Animals near 
  the stone are sleeping normally, with disadvantage 
  on Wisdom (Perception) checks made to detect in-
  truders. If awoken, the animals act as they would in 
  the wild - this is, of course, likely to quickly devolve 
  into bloody chaos, which also awakens Grey Sloth. 
  The spirit emerges from the stone ever-so-slowly, 
  and takes a dim view of anyone who has brought 
  bloodshed into his home.  
  Sloth requires time to think about whether he 
  can help the characters. He retreats back into his 
  slumber, and refuses to move for an entire day. At 
  the end of the day, he bestows his blessing on any 
  character who has shown patience and poise. 
  Sloth’s Blessing. Whilst you have Sloth’s blessing, 
  your Constitution is increased to 23 unless it is 
  already higher. You grow coarse hair all over your 
  body, and your speed is halved.
  25: Blight
  The putrid stench has become almost overwhelm-
  ing. An infection from the jungle has attacked your 
  wooden materials, turning them a sickly yellow and 
  rendering them prone to snapping. 
  All wooden materials on the party rot or break, in-
  cluding but not limited to wands, quarterstaffs and 
  ten-foot poles. 
  Countermeasures. Quickly applied, the mending 
  cantrip can cure this affliction on 1d4 items before 
  the damage becomes irreversible. 
  26: Murder Mist
  Mist seeps into the jungle behind you, laden with an 
  acrid poison that stings your nostrils. A touch from 
  it is agony, and it is creeping fast towards you. 
  The mist advances at a rate of 10 feet per round. A 
  creature that touches the mists must succeed on 
  a Dexterity saving throw or take 2d10 acid damage 
  and 2d10 poison damage. Move the characters for-
  ward 3 squares. 
  Countermeasures. A dispel magic spell destroys the 
  mist in a 20-foot square starting at a point chosen 
  by the caster within the spell’s range, and allows 
  the characters to pass unscathed. More specific 
  spells such as gust or warding wind may have simi-
  lar effects, at your discretion. 
  
  12
  27: The Butterfly Effect
  There’s something hanging in your path. It looks a 
  little like a cocoon, but covered in slime and as big 
  as a human, if they curled up. A fluttering, shim-
  mering presence surrounds it. “Oh,” a disembod-
  ied voice frets from inside. “Don’t look at me. I’m 
  hideous.”
  Pink Butterfly is stuck in his cocoon phase, unable 
  to progress into a true Butterfly ever since Croco-
  dile took his gift of graceful movement and never 
  returned it. Butterfly is incredibly vain and self-ob-
  sessed and he only cares about killing King Croco-
  dile so that he can be a beautiful butterfly again. He 
  will not grant his blessing for anything less, but he 
  also won’t grant it to anyone he considers ugly.
  Butterfly’s Blessing. Whilst you have Butterfly’s 
  blessing, your Charisma is increased to 23 unless it 
  is already higher. You grow vestigial antennae, and 
  your skin becomes brightly patterned in pink. 
  29: Those Who Came Before
  The jungle paths have become damper, and wetter, 
  until you find yourself in something of a bayou. 
  Human corpses drift by under the water, too many 
  to count, all brutalized and half-eaten. Behold, the 
  jungle seems to say, the legacy of man. 
  These corpses are damaged, but 2d4 are coherent 
  enough to pose a threat as zombies, in addition to 
  2d6 crawling claws. The zombies are the remnants 
  of humans killed by King Crocodile on his road to 
  ascension. 
  30: How Spider Got Her Meal
  One night, as you sleep, a strange dream comes to 
  you.  The silhouette of a spider talks to you. Pleads 
  with you. Bargains with you.  You must defeat King 
  Crocodile, she insists. But you will need a plan. 
  Red Spider wants King Crocodile gone, as ever since 
  the nasty amphibian took spider’s intellect, the 
  Spider hasn’t been able to weave her webs around 
  the Wildlands without the crocodiles being one step 
  ahead of her. Red spider is wheedling and convinc-
  ing, insisting that with her help, King Crocodile can 
  be brought low. 
  Butterfly’s Blessing. Whilst you have Butterfly’s 
  blessing, your Intellect is increased to 23 unless it 
  is already higher. You grow six vestigial eyes on your 
  forehead, and a climb speed of 20ft. 
  31: Russet Mold
  Your path is blocked by a sinister red rusty fungus 
  growing on the path in front of you. it reeks of poi-
  son and death. 
  Any creature that comes within 5 feet of russet 
  mold must make a DC 13 Constitution saving throw 
  as the mold emits a puff of spores. On a failed save, 
  the creature becomes poisoned. While poisoned in 
  this way, the creature takes 7 (2d6) poison damage 
  at the start of each of its turns, sprouting mold as 
  it takes damage. The creature can repeat the saving 
  throw at the end of each of its turns, ending the 
  effect on itself on a success. Any magic that neu-
  tralizes poison or cures disease kills the infestation. 
  A creature reduced to 0 hit points by the mold’s 
  poison damage dies. 
  Russet mold can be hard to kill, since weapons and 
  most types of damage do it no harm. Effects that 
  deal acid, necrotic, or radiant damage kill 1 square 
  foot of russet mold per 1 damage dealt. A pound 
  of salt, a gallon of alcohol, or a magical effect that 
  cures disease kills russet mold in a square area 
  that is 10 feet on a side. Sunlight kills any russet 
  mold in the light’s area.
  Going around the Russet Mold requires a detour, 
  causing the party to return 1d6 spaces back. 
  32: Blinding Sickness
  You awaken in the morning to pitch blackness. You 
  can’t see a thing! 
  The ubiquitous flies of the Wildlands have worked 
  their dark ways once more, and infected the party 
  with a Blinding Sickness. This sickness lasts only 
  24 hours, after which it fades. The party can choose 
  to travel whilst blind, at their own peril. 
  33: Mire the Mind
  This place. The things you’ve seen. The constant 
  heat, the bugs, the damp...you can’t take it any 
  more. You have to get out. 
  Each character must succeed on a Wisdom saving 
  throw (DC12) or gain the Long Term Madness trait 
  “I have to get out of here, at any cost.”
  
  13
  34: Rust
  You awaken to a dreadful sight. Your weapons, 
  armour and other metal gear has rusted during the 
  night....almost to nothing. 
  All non-magical metal equipment has rusted.
  Weapons take a permanent and cumulative −1 pen-
  alty to damage rolls
  Armour and shields take a permanent and cumu-
  lative −1 penalty to the AC they offer
  All other non-magical metal equipment is destroyed. 
  36: Catoblepas
  The foul smell of the swampy jungle reaches new 
  and ever more disgusting heights, like a dwarf’s 
  foot stuck in a trash can. An ugly looking bovine 
  creature with a spiked tail and a foul expression 
  seems to be the cause. 
  The catoblepas is a nasty-spirited animal. It de-
  mands belly rubs from adventurers, and spends a 
  long time bullying them into stroking it and petting 
  it. If it doesn’t get what it wants (and this is likely) 
  it uses its Death Ray to make an example of the 
  person who irritates it the most. 
  37: The Fly
  The constant buzzing of flies around you becomes 
  louder and louder, with thousands of the pestilent 
  vermin humming around you in swarms. It is then 
  that you notice the presence in the swarms. A 
  singular, malign entity of far greater power than 
  anything you have yet encountered. 
  King Crocodile never accepted a gift from the Fly, so 
  the Fly is stronger than all the animal spirits bar 
  King Crocodile himself. Fly is a venomous, poison-
  ous, vicious little monster, who exists only to kill 
  creatures with diseases. 
  So you’ve come to kill the crocodile, have you? It 
  laughs, nastily. He’s already dying, you know. I 
  killed him. The sickness is in him, just like it is in 
  you. You’ll all die. All die. All die. 
  The clouds of flies dissipate, still crying out that last 
  refrain. Die. Die. Die. 
  38: The Point of No Return
  The ground breaks away nearby into a sharp cliff. 
  There are jagged rocks at the bottom, and hun-
  dreds of feet below what look like the skeletons 
  of countless humanoids. The path continues on 
  past it...but perhaps you would prefer this route? It 
  would be quick. And easy. 
  Characters who hurl themselves from the cliff meet 
  a quick and painless end. 
  
  14
  39: Heart of Darkness
  Blackened trees and fetid waters surround this 
  clearly. Evil bleeds from every weeping tree, every 
  pestilent pool of water. This is where your journey 
  ends, one way or another. 
  Before you have had a chance to truly take in your 
  surroundings (and perhaps that is something to be 
  thankful for , best beloved) something moves in the 
  water. What you had mistaken for a tranch of land is 
  rising from the earth, shining black scales covered 
  in mud and filth. A wicked smile full of sharp teeth. 
  Yellow eyes full of cruelty and cunning. An unnatu-
  ral grace. His rising form blocks out the sun. 
  King Crocodile. 
  This is King Crocodile (see Appendices). As soon 
  as King Crocodile appears, all the animal spirits re-
  move their blessings, hastily apologizing but fleeing 
  the scene. Characters lose all benefits and cosmetic 
  effects from the blessings. 
  King Crocodile laughs, a dark laugh. “Fools.” he 
  chuckles. “Did you really think you ever stood a 
  chance? The weak are doomed to be eaten. And 
  you are weak. Tired. Alone.” His eyes are hypnotic, 
  and exultant. 
  There are several topics King Crocodile is eager to 
  discuss. He can be distracted and kept talking in-
  definitely on these topics.
  • A possible cure for the Sleeping Sickness
  • The treachery of the Serpent, and the foolishness 
  of prophecy
  • How beautiful and strong King Crocodile is
  Eventually, of course, no matter what deal the char-
  acters make with King Crocodile, he attacks them 
  with an intent to consume them. King Crocodile is 
  beyond rehabilitation, and treacherous to the core. 
  Allow the charade to continue as long as possible, 
  with King Crocodile slowly, ever so slowly, moving 
  closer and smiling his toothy grin. King Crocodile is 
  a terrible actor, so his intent to eat them should be 
  obvious to all but the most gullible souls. 
  When King Crocodile attacks, 6 crocodiles emerge 
  from the swamp to aid him. 
  Aftermath
  If the characters are successful in slaying King 
  Crocodile, read the following:
  King Crocodile falls into the swamp with a crash, 
  water surging around you. Crocodiles leap from the 
  waves to pounce on the body, tearing off chunks.  
  Reptile turns on reptile, until they are gouging each 
  other to shreds for supremacy. Undoubtedly, one 
  will prevail, and grow fat on the flesh of the others. 
  You see, best beloved, there must always be a King 
  Crocodile. A mist billows through the trees, cloud-
  ing the carnage, and sweeping you into darkness. 
  
  15
  I: 
  Monsters
  Ravenloft harbours horrors both old and new, the 
  ever changing mists conspiring to introduce adven-
  turers to new vistas of horror. New monsters that 
  appear in this volume of the Gazetteer are de-
  scribed below. 
  King Crocodile
  King Crocodile is the Darklord of the Wildlands, 
  and a more vicious and treacherous animal never 
  did exist. He cares only for his endless hunger, and 
  for murder. His sweet words and diplomacy are be-
  trayed every single time. There is nothing to redeem 
  in King Crocodile. 
  King Crocodile
  Gargantuan beast chaotic evil
  Armor Class 18 (natural armor)
  Hit Points 136 (13d12 + 52)
  Speed 30 ft., swim 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  21 (+5)
  21 (+5)
  21 (+5)
  21 (+5)
  4 (-3)
  21  (+5)
  Saving Throws CON +8, WIS +0
  Skills Athletics +11, Intimidation +8, Perception +3, 
  Stealth +8
  Damage Immunities Acid
  Damage Resistances Bludgeoning, Piercing, and 
  Slashing from Nonmagical Attacks 
  Condition Immunities Charmed, Frightened, Paralyz-
  ed, Petrified
  Senses Blindsight 60 ft., Passive Perception 13
  Challenge 7 
  Hold Breath. King Crocodile can hold its breath for 
  up to 24 hours
  Legendary Resistance (5/Day). If King Crocodile fails 
  a saving throw, he can choose to succeed instead..
  Confidence. King Crocodile regains 10 hit points at 
  the start of his turn. If King Crocodile sees a snake, 
  this trait doesn’t function at the start of his next 
  turn. King Crocodile dies only if it starts its turn with 
  0 hit points and doesn’t regenerate.
  Actions
  Multiattack. King Crocodile makes two attacks: one 
  with its bite and one with its tail.
  Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 21 (3d10 + 5) piercing damage, and the 
  target is grappled (escape DC 16). Until this grapple 
  ends, the target is restrained, and King Crocodile 
  can’t bite another target.
  Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one 
  target not grappled by King Crocodile. Hit: 14 (2d8 + 
  5) bludgeoning damage. If the target is a creature, 
  it must succeed on a DC 16 Strength saving throw or 
  be knocked prone.
  Swallow. Melee Weapon Attack: +7 to hit, reach 5 
  ft., one Medium or smaller creature King Crocodile 
  is grappling. Hit: 16 (2d10 + 5) piercing damage, the 
  target is swallowed, and the grapple ends. The swal-
  lowed target is blinded and restrained, it has total 
  cover against attacks and other effects outside  King 
  Crocodile, and it takes 10 (3d6) acid damage at the 
  start of each of King Crocodile’s turns. King Croc-
  odile can have up to five targets swallowed at a time.
  If King Crocodile dies, a swallowed creature is no 
  longer restrained by it and can escape from the 
  corpse using 10 feet of movement, exiting prone.
  Legendary Actions
  King Crocodile can take 3 legendary actions, choos-
  ing from the options below. Only one legendary ac-
  tion option can be used at a time and only at the end 
  of another creature’s turn. King Crocodile regains 
  spent legendary actions at the start of his turn.
  Move. King Crocodile moves up to his speed without 
  provoking opportunity attacks.
  Bite. King Crocodile makes one Bite attack.
  Evil Laugh. King Crocodile laughs evilly. Each crea-
  ture of King Crocodile’s choice that is within 120 feet 
  of King Crocodile’s and aware of him must succeed 
  on a DC 16 Wisdom saving throw or become fright-
  ened until the end of their next turn. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Oliver Clegg/Ravenloft Gazetteer Wildlands.pdf