TEXT: 8.8.2019
  Isle of the Abbey | GM Binder
  https://www.gmbinder.com/documents/print/-Lk5sXDvr_WIFfqs5w3G
  1/13
  
  8.8.2019
  Isle of the Abbey | GM Binder
  https://www.gmbinder.com/documents/print/-Lk5sXDvr_WIFfqs5w3G
  2/13
  Introduction
  Isle	 of	 the	 Abbey	 is	 the	 fourth	 adventure	 of	 seven	 in	 the
  Ghosts	of	Saltmarsh	campaign	book.	In	this	throwback	to
  2nd	 edition,	 brave	 adventurers	 are	 send	 to	 investigate	 a
  ruined	abbey	on	an	undead-infested	isle,	pitting	them	against
  desperate	 cultists,	 devious	 traps	 and	 unliving	 guardians,	 as
  they	must	delve	deep	to	�ind	the	abbey's	hidden	treasures.
  Isle	of	the	Abbey	is	a	classic	one-shot	adventure	that	can	be
  inserted	 into	 any	 campaign,	 and	 will	 usually	 take	 up	 1-2
  sessions	 of	 gameplay.	 The	 story	 is	 generic	 and	 easily
  changeable,	 while	 the	 adventure	 itself	 focuses	 heavily	 on
  combat	and	exploration.
  In	 this	 document,	 we	 seek	 to	 make	 running	 Isle	 of	 the
  Abbey	fun	and	manageable	for	you	and	your	players,	as	well
  as	 giving	 you	 advice	 on	 how	 to	 �it	 Isle	 of	 the	 Abbey	 into	 a
  greater	campaign.	This	document	includes:
  Tips	 to	 help	 you	 make	 Isle	 of	 the	 Abbey	 part	 of	 a
  Ghosts	of	Saltmarsh-campaign.
  Advice	 on	 bringing	 Isle	 of	 the	 Abbey	 to	 the
  Forgotten	Realms.
  A	more	elaborate	Skull	Dunes	Encounter	to	help	set
  the	mood	for	the	adventure.
  DM's	Notes	for	quick	and	easy	reference	at	the	table.
  Monster	 Stat	 Blocks	 for	 every	 foe	 in	 the	 adventure,
  arranged	for	swift	and	easy	use.
  Running IotA
  In	 this	 section,	 you'll	 �ind	 advice	 on	 how	 to	 run	 Isle	 of	 the
  Abbey.	 We	 strongly	 recommend	 that	 you	 read	 Chapter	 5	 of
  Ghosts	 of	 Saltmarsh	 before	 reading	 these	 suggestions.	 As
  always,	use	only	what	makes	sense	to	you	–	you	know	best,
  what	works	at	your	table.
  Part of a Campaign
  The	backstory	for	Isle	of	the	Abbey	is	vague	(pirates	burned
  down	 an	 abbey	 inhabited	 by	 evil	 cultists)	 and	 the	 hook	 is
  pretty	generic	(the	mariner's	guild	needs	the	isle	cleared	of
  threats	 so	 they	 can	 construct	 a	 lighthouse).	 While	 this	 is
  exactly	 enough	 to	 run	 Isle	 of	 the	 Abbey	 as	 a	 one-shot
  adventure,	 you	 may	 want	 to	 change	 some	 things	 around	 if
  you	want	the	adventure	to	�it	into	a	larger	campaign.
  Below	we'll	go	over	different	ways	you	can	intertwine	Isle
  of	the	Abbey	with	the	other	Ghosts	of	Saltmarsh-adventures,
  to	 create	 a	 more	 cohesive	 nautical	 campaign.	 You	 can	 read
  general	 advice	 about	 constructing	 a	 Ghosts	 of	 Saltmarsh-
  campaign	centered	around	a	greater	evil	on	our	blog.
  Changing the Story
  The	 given	 background	 for	 the	 adventure	 is	 that	 a	 band	 of
  pirates	 grew	 frustrated	 with	 the	 evil	 clerics,	 whom	 they
  traded	unfavorably	with,	and	decided	to	raze	the	abbey.	They
  succeeded,	 but	 suffered	 heavy	 losses	 traversing	 the	 Skull
  Dunes,	 and	 were	 subsequently	 destroyed	 by	 the	 local
  mariner's	 guild.	 However,	 a	 small	 pack	 of	 evil	 clerics	 and
  underlings	 survived	 by	 taking	 refuge	 in	 the	 abbey's	 cellar,
  where	they	unwittingly	guard	the	abbey's	secret	treasures.
  The	 easiest	 way	 to	 �it	 Isle	 of	 the	 Abbey	 intro	 a	 greater
  campaign	 is	 to	 change	 the	 reason	 why	 the	 party	 needs	 to
  travel	to	the	isle.	Instead	of	being	a	simple	quest	for	reward,
  the	trip	to	Abbey	Isle	becomes	about	securing	vital	resources
  such	 as	 knowledge	 or	 weapons,	 necessary	 to	 win	 the	 �ight
  against	the	sahuagin	or	the	campaign's	main	threat.
  If	you	keep	the	book's	order	of	the	adventures,	Isle	of	the
  Abbey	precedes	The	Final	Enemy	and	the	confrontation	with
  the	 sahuagin.	 In	 this	 order,	 it	 would	 make	 sense	 that	 the
  party's	 errand	 to	 the	 isle	 has	 something	 to	 do	 with	 the
  sahuagin.	There's	several	ways	you	can	do	this:
  Keep	the	original	hook	but	make	it	more	speci�ic.	Instead
  of	 an	 anonymous	 mariner's	 guild	 hiring	 the	 party,	 the
  adventurers	 are	 sent	 by	 the	 Saltmarsh	 Town	 Council	 to
  clear	 the	 isle	 so	 a	 forward	 operating	 base	 against	 the
  sahuagin	can	be	established.
  The	 abbey's	 clerics	 are	 worshipers	 of	 Umberlee	 (or
  another	 evil	 deity	 of	 the	 sea),	 likely	 to	 possess	 items
  necessary	to	successfully	explore	and	assault	the	sahuagin
  fortress.	Simply	scrap	area	18	of	the	sahuagin	fortress	in
  The	Final	Enemy	and	move	some	of	the	coffer's	contents	(a
  cloak	of	the	manta	ray	and	12	potions	of	water	breathing)
  to	the	chest	in	area	14	of	the	Abbey	Ruins.
  If	you	instead	change	the	order	of	the	adventures	and	run	Isle
  of	the	Abbey	after	The	Final	Enemy	(as	suggested	on	our	blog),
  Abbey	 Isle	 can	 serve	 as	 the	 place	 where	 the	 party	 learns
  about	the	campaign's	greater	threat,	hooking	them	into	the
  later	adventures,	The	Styes	and	Tammeraut's	Fate.	Such	as:
  During	their	investigation	and	assault	of	the	sahuagin	lair,
  the	party	has	found	clues	that	the	sahuagin	were	spurred
  on	by	followers	of	an	evil	deity	or	other	entity,	as	well	as	a
  map	 or	 other	 clue	 that	 leads	 them	 to	 Abbey	 Isle.	 To
  understand	 and	 eliminate	 the	 greater	 threat,	 the
  Saltmarsh	Town	Council	or	even	the	Lord's	Alliance	sends
  the	party	to	Abbey	Isle	to	�igure	out	what's	going	on.
  In	this	scenario,	the	cultists	on	the	isle	are	only	one	cell	of
  evil	clerics	–	not	important	by	themselves	but	possessing
  information	 that	 can	 clue	 the	 characters	 in	 to	 more
  threatening	 activities	 in	 The	 Styes	 or	 near	 Tammeraut's
  Wreck.	 This	 information	 might	 come	 from	 Bayleaf,	 the
  bard	 hired	 to	 train	 guards,	 who	 can	 inform	 the	 party
  about	who	hired	him.
  In the Forgotten Realms
  In	 Ghosts	 of	 Saltmarsh,	 it's	 suggested	 that	 the	 adventure
  might	take	place	near	Dragon	Reach	in	the	Sea	of	Fallen	Stars,
  and	that	the	cultists	are	worshipers	of	the	dark	goddess	Shar.
  This	 is	 an	 interesting	 setup	 for	 the	 adventure,	 involving	 an
  exciting	(and	underutilized)	region	and	a	fascinating	faction
  (the	Shadovar	and	the	Netherese).
  It	does,	however,	move	the	adventure	quite	a	bit	away	from
  where	you	would	have	placed	the	previous	adventures,	if	you
  are	also	running	them.	Thus,	you	might	want	to	bring	the	Isle
  of	 the	 Abbey	 to	 the	 Sword	 Coast	 instead.	 Whether	 you've
  placed	 Saltmarsh	 near	 the	 Mere	 of	 Dead	 Men	 or	 south	 by
  Daggerford,	 you	 can	 have	 Abbey	 Isle	 be	 one	 of	 the	 small
  clusters	of	isles	near	Thornhold	–	a	vital	spot	for	keeping	an
  eye	on	the	Sahuagin	(or	just	close	enough	for	the	adventure
  to	feasibly	function	as	a	brief	sidequest).
  As	previously	mentioned,	the	story	is	somewhat	vague	and
  generic,	 allowing	 you	 to	 easily	 convert	 it	 to	 any	 setting.
  Instead	of	the	local	mariner's	guild,	the	hiring	faction	might
  be	 the	 Saltmarsh	 City	 Council,	 the	 Lord's	 Alliance,	 or
  Waterdeep's	Master	Mariners'	Guild.	The	cultists	on	the	isle
  can	 be	 devoted	 to	 any	 evil	 deity	 of	 the	 Forgotten	 Realms
  pantheon,	 with	 Umberlee,	 Shar,	 Talos,	 Cyric,	 Bhaal	 or	 Bane
  being	some	of	the	more	obvious	choices.
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  The Skull Dunes
  The	expedition	through	the	Skull	Dunes	is	a	main	feature	of
  this	 adventure	 and	 it	 is	 an	 interesting	 concept.	 In	 a	 sort	 of
  twisted	form	of	Minesweeper,	the	party	must	avoid	squares
  inhabited	by	skeletons,	as	they	make	their	way	to	the	abbey.
  To	 make	 this	 process	 more	 engaging	 for	 your	 players,
  we've	 provided	 a	 player's	 version	 of	 the	 skull	 dunes	 map,
  which	will	allow	them	to	visualize	their	journey.	We've	also
  included	three	simple	Desert	Encounter	Maps,	which	you	can
  use	to	run	the	encounters	against	the	skeletons.
  To	further	enhance	the	Skull	Dunes	–	making	it	more	than
  just	a	slog	through	skeleton	encounters	–	you	can	add	in	an
  encounter	 along	 the	 way.	 Below,	 we'll	 draw	 on	 one	 of	 the
  encounter	 suggestions	 in	 the	 book	 (GoS	 p.	 101)	 and	 add	 a
  pirate	encounter	to	the	journey.
  Encounter: Knife-Catcher Skeen
  While	traversing	the	dunes	–	at	any	time	of	your	choosing	–
  the	party	runs	into	the	unfortunate	Knife-Catcher	Skeen:
  Suddenly the eerie silence of the desert is broken by high-
  pitched scream of "Help! Help! O' by the gods, help!". The
  pitiful sounds are coming from a middle-aged man about 50
  feet in front of you, as he stumbles towards you. His bald
  head shines bright red and his weathered face is covered in
  dry sores. His scraggly red beard is filled with sand and dried
  saliva. The source of the man's terror crests the dune behind
  him: a band of skeletons, striding purposefully – but not
  swiftly – through the sand, their rusted weapons aimed
  toward their prey. "Can't run.. no more.. help.. please," the
  man cries, falling to his knees and panting heavily.
  Chasing	the	desperate	Knife-Catcher	Skeen	are	whatever	
  skeletons	the	party	would	otherwise	encounter	at	this	
  point	–	or	a	single	skeletal	swarm	if	you	prefer.	
  Skeen	(CN	human	male	bandit)	has	suffered	three	
  levels	of	exhaustion	and	is	little	help	in	the	ensuing	�ight.
  If	 the	 party	 manages	 to	 defeat	 the	 skeletons	 and	 save
  Skeen,	the	exhausted	pirate	offers	his	sincere	gratitude	and
  answers	any	questions	the	characters	may	have,	making	sure
  to	paint	the	cultists	in	a	bad	light	(to	justify	the	pirates'	attack
  on	the	abbey).	Skeen	freely	relates	the	following	to	the	party:
  His	 name	 is	 Knife-Catcher	 Skeen	 (he	 once	 caught	 a
  throwing	knife	in	mid-air),	a	member	of	the	drow	pirate
  Jesorin	Filizar's	crew,	sailing	aboard	'The	Black	Knife'.
  For	 years,	 the	 pirates	 fenced	 their	 booty	 to	 the	 clerics,
  who	distributed	it	to	temples	along	the	coast,	but	felt	they
  were	often	being	cheated	by	the	cult.
  Finally	fed	up,	the	pirates	decided	to	sack	the	abbey.	In	the
  ensuing	battle,	the	abbey	was	set	ablaze	and	Skeen	was
  knocked	unconscious.	When	he	awoke,	the	ruins	were	still
  smoldering,	but	his	fellow	pirates	were	long	gone.
  Skeen	 stuck	 around	 the	 area	 for	 a	 while,	 but	 was
  eventually	scared	off	when	cultists	began	appearing	from
  the	 abbey's	 cellars.	 It	 was	 only	 yesterday	 he	 decided	 to
  attempt	the	Skull	Dunes,	but	realized	he	had	forgotten	the
  safe	route	the	pirates	had	cut	through	the	dunes.
  Skeen	 knows	 the	 basic	 descriptions	 of	 the	 four	 most
  prominent	 survivors	 (Odium,	 Ozymandias,	 Bayleaf	 and
  Ogmund),	and	is	aware	of	the	tension	between	the	pairs.
  Skeen	 also	 relates	 the	 rumor	 that	 there's	 treasures
  guarded	by	fearsome	undead	hidden	beneath	the	abbey,
  but	doesn't	know	if	there's	any	truth	to	the	story.
  Knife-Catcher	Skeen	wants	nothing	more	than	to	get	off	the
  isle	and	be	anywhere	else	–	he'll	even	promise	to	give	up	the
  pirate's	life,	if	the	party	will	allow	him	to	escape.	If	forced	to
  choose	 between	 wandering	 the	 Skull	 Dunes	 alone	 or	 going
  with	the	party,	Skeen	will	reluctantly	follow	along	back	to	the
  abbey,	staying	in	the	background	if	�ighting	breaks	out.	While
  he	 will	 try	 to	 ingratiate	 himself	 with	 the	 party	 by	 being	 as
  useful	 as	 possible,	 Skeen	 is	 not	 above	 betraying	 the
  characters	to	save	himself,	if	necessary.
  The	 encounter	 with	 Knife-Catcher	 Skeen	 requires	 little
  work	on	your	part	while	helping	you	better	set	the	scene	for
  the	showdown	at	the	abbey.	The	more	your	characters	know
  about	 the	 power	 dynamics	 between	 the	 survivors	 before
  arriving,	 the	 better	 the	 chance	 that	 they'll	 engage	 in
  interesting	 negotiations	 with	 the	 various	 NPC's.	 Also	 –
  knowing	 about	 the	 hidden	 treasures	 improves	 the	 chance
  that	 the	 party	 doesn't	 just	 kill	 everyone	 and	 goes	 home
  without	ever	delving	into	the	Winding	Way.
  If	you	want	to	further	complicate	manners	further,	you	can
  even	have	Jesorin	Filizar	and	a	small	band	of	pirates	show	up
  as	 the	 party	 is	 leaving	 the	 abbey	 with	 their	 loot,	 having
  simply	waited	for	someone	else	to	brave	the	dangerous	traps
  and	 guardians	 and	 secure	 the	 hidden	 treasures.	 Knife-
  Catcher	Skeen	might	suddenly	�ind	himself	caught	between
  his	old	crew	and	his	new	pals	–	or	maybe	the	devious	pirate
  was	in	on	the	ploy	all	along...
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  DM's Notes
  Background
  For	three	months,	clerics	on	Abbey	Isle	have	fought	with
  local	pirates.
  Pirates	 burned	 the	 abbey	 to	 the	 ground,	 before	 being
  destroyed	by	the	local	mariners'	guild.
  A	small	number	of	clerics	and	minions	took	refuge	in	the
  abbey's	cellar.
  Guildmaster	 Tabeth	 offers	 the	 characters	 2,000	 gp	 to
  explore	 the	 island	 and	 clear	 it	 of	 threats	 so	 they	 can
  construct	 a	 lighthouse.	 Explains	 that	 undead	 guard	 the
  only	safe	approach:	the	Skull	Dunes.
  The	guild	doesn't	know	there	are	survivors	on	the	island.
  The	guild's	contact	in	the	area	is	Major	Ursa,	who	mans	a
  lighthouse	on	a	nearby	isle.	The	guild	will	loan	the	party	a
  rowboat	 to	 Ursa's	 island	 (6	 hours).	 From	 there,	 it's
  another	2	hours	to	Abbey	Isle.
  The Island
  A	mile	wide	and	two	miles	long.
  Ringed	by	tall	granite	cliffs	and	surrounded	by	dangerous
  rocky	shoals	(see	'Climbing	the	Cliffs).'.
  Only	the	sandy	area	at	the	southernmost	tip	of	the	island
  is	safe	to	land	(see	'The	Skull	Dunes')
  Island	 has	 little	 wildlife	 and	 is	 covered	 in	 grass,	 small
  plants,	gnarled	trees	and	shrubs.
  The Skull Dunes
  Desolate	sandy	dunes	(dif�icult	terrain).
  Whenever	anyone	comes	near	buried	skeletons,	they	rush
  up	to	attack.	Impossibly	to	avoid	by	stealth.	Skeletons	do
  not	pursue	characters	into	water	deeper	than	3	feet.
  Encounter	Procedure:
  The	party	lands	in	the	square	south	of	number	12.
  Can	only	move	across	sides,	not	diagonally.
  Pirates'	 Path.	 Lead	 character	 makes	 Perception
  check.	 Result	 is	 the	 number	 of	 squares	 party
  travels	 along	 pirates'	 path	 before	 stumbling	 into
  adjacent	square	with	skeletons.
  Phase	 1.	 If	 the	 party	 enters	 unmarked	 square,
  nothing	happens.	If	party	enters	numbered	square,
  they	 are	 attacked	 by	 that	 many	 skeletons.
  Skeletons	expend	half	their	move	rising	from	sand.
  Phase	2.	When	the	party	has	slain	twenty	or	more
  skeletons,	 they	 are	 attacked	 by	 three	 skeletal
  swarms	 and	 a	 skeletal	 juggernaut.	 Swarms
  begin	combat	60	feet	from	party,	juggernaut	is	240
  feet	 away.	 After	 defeat,	 no	 more	 skeletons	 hinder
  the	party.
  Climbing the Cliffs
  Characters	that	swim	to	cliffs	or	wade	around	the	island
  after	landing	by	the	Skull	Dunes,	can	attempt	to	climb	the
  cliffs	and	evade	the	skeletons.
  Lowest	cliffs	are	45	ft.	above	water.	DC	12	Athletics	after
  each	15	ft.	climbed,	failure	means	falling	on	jagged	rocks,
  taking	 normal	 falling	 damage	 +	 plus	 additional	 slashing
  damage	equal	to	the	falling	damage.
  Major Ursa
  LG male human veteran 
  Huge, barrel-chested balding man with bright red
  beard. Dressed in gaudy red and yellow kilt with a
  warhammer and dagger hanging from a broad
  leather belt.
  What Ursa Knows
  “The only safe place to get ashore on the
  reef-ringed, rocky little island is a large sandy
  beach known as the Skull Dunes. The dunes
  are full of undead, because the clerics of the
  abbey created an army of skeletons to guard
  the beach. The skeletons lie under the sand
  and attack anyone who comes near.”
  “The pirates got ashore somehow. There’s
  probably a path through the undead but
  finding it’s the problem. We didn’t catch up
  with the pirates till after they’d left the island.
  They’d taken as good as they gave. They were
  a miserable, sorry lot when we attacked and
  routed what was left of them. One shipload
  escaped, but we sank the others. The sea and
  the sharks got the survivors, so we never got
  a firsthand account of what happened on the
  island or of how they got through the dunes.”
  “As for the abbey, who knows for sure? We
  never got anywhere near the place. Smoke
  rose from the island for days after the pirates
  attacked. Maybe that means the island’s been
  abandoned, or maybe the abbey burned, and
  the clerics are waiting to rebuild. That’s what
  you’ve been hired to find out.”
  The Abbey Ruins
  50	percent	chance	the	party	will	land	unseen	at	the	Skull
  Dunes	during	the	day.	Won't	notice	night	arrival.
  1. Rubble and Cellar Entrance
  DESCRIPTION	 –	 Abbey	 is	 reduced	 to	 great	 square	 of
  sooty	 stones	 and	 blackened	 rubble.	 Piles	 of	 debris	 has
  been	 made,	 one	 with	 metal	 kitchenware,	 one	 with
  porcelain	and	pottery,	one	with	wood	and	charcoal.	In	the
  center	of	the	ruins	is	a	staircase	leading	down.
  DEBRIS	–	Nothing	of	value	is	here.
  STAIRCASE	–	leads	to	a	charred	wooden	door	(AC	15,	30
  HP,	damage	threshold	5,	DC	14	Strength	to	open).
  2. Common Area
  DESCRIPTION	 –	 Combination	 of	 dining	 hall	 and
  gambling	 den,	 reeks	 of	 soured	 food,	 makeshift	 table	 of
  burned	planks,	with	chairs	made	of	kegs	and	strewn	with
  scraps	of	wood.
  CULTISTS	 –	 Ogmund	 (gladiator),	 1	 cultist	 and	 1
  acolyte	 are	 here.	 Ogmund	 questions	 characters,	 other
  survivors	quickly	hear	commotion	and	arrive.
  3. Kitchen
  DESCRIPTION	–	humid	and	greasy,	large	cauldron	with
  smoldering	 charcoal	 in	 center	 of	 room,	 cookware	 and
  seasoning	on	�loor	and	shelves,	ornate	scroll	tube	on	shelf,
  large	tub	of	dirty	water	and	dirty	dishes	in	corner.
  KITCHENWARE	–	nothing	of	value	except	three	butcher
  knives	(daggers),	scroll	tube	has	recipes	for	�latbread,	�ish
  stew	and	seagull	loaf.
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  4. Ogmund's Quarters
  DESCRIPPTION	 –	 reeks	 of	 wine,	 small	 kegs	 scattered
  everywhere,	 �loor-to-ceiling	 wine	 rack	 with	 bottles	 on
  southern	wall,	pallet	of	rags	and	sacks	in	center	of	room.
  KEGS	 –	 All	 empty,	 except	 one	 that	 contains	 studded
  leather	armor	and	leather	boots.
  PALLET	–	25gp	and	a	dagger	with	whalebone	handle	and
  scabbard	(50gp).
  5. Barracks
  DESCRIPTION	–	Three	crude	pallets,	large	iron	kettle	in
  center,	pile	of	lumber	in	northeast	corner.
  CULTISTS	–	a	veteran	is	napping	on	a	pallet.
  LUMBER	–	Hidden	behind	the	lumber	are	�ive	spears,	a
  shortbow,	quiver	with	20	arrows,	two	shortswords,	three
  daggers,	two	shields	and	a	chain	mail.
  6. Meditation Room
  DESCRIPTION	–	Cleared	of	debris,	black	velvet	curtains
  on	 three	 walls,	 east	 wall	 decorated	 with	 red	 dragon
  devouring	sheep.	Near	west	wall	is	stone	table	with	odd
  discolorations	and	scorch	marks,	and	a	burning	brazier,	a
  half-melted	statue	and	two	damaged	candlesticks	on	it.
  CULTISTS	–	an	acolyte	is	here.
  SECRET	DOOR	–	a	character	with	passive	Perception	13
  or	 higher	 notices	 abrasions	 on	 stone	 �loor	 in	 southwest
  corner	and	�inds	hidden	door	if	they	pull	back	the	curtain.
  TABLE	 –	 the	 candlesticks	 are	 gold	 (10gp	 each),	 the
  damaged	statue	is	silver	(20gp).
  7. Ozymandias' Quarters
  DESCRIPTION	–	Filled	with	kegs,	bags,	boxes,	a	rough	cot
  in	one	corner,	clutter	everywhere	else.
  CULTISTS	–	Ozymandias	(priest)	and	a	veteran	is	here.
  STORAGE	–	Kegs	of	beef	and	pork,	bags	of	beans,	rice	and
  �lour,	two	boxes	of	fresh	vegetables,	gardening	tools,	keg
  of	nails,	box	of	carpentry	tools,	three	lanterns,	ten	�lasks
  of	oil,	two	50-ft.	rope,	20	torches,	two	10-foot	poles.
  COT	–	Careful	search	of	cot	�inds	four	potions	of	healing	in
  fancy	crystal	decanters	(20gp	each	when	empty).
  TREASURE	–	Ozymandias	has	the	golden	medallion.
  8. Bayleaf's Quarters
  DESCRIPTION	–	Empty	weapon	racks,	bins	and	shelves
  on	walls.	A	bedroll	of	three	blankets	next	to	leather	boots.
  CULTISTS	–	Bayleaf	(bard)	and	veteran	is	here.
  BAYLEAF'S	TREASURE	–	Boots	of	Striding	and	Springing
  next	to	bed.	DC	14	Perception	spots	loose	�loorstone	with
  Bayleaf's	 treasure	 hidden	 under	 it:	 spell	 scrolls	 of	 silent
  image	and	phantasmal	force,	leather	pouch	with	75gp	and
  ruby	earrings	(150gp).
  9. Odium's Quarters
  DESCRIPTION	 –	 Filled	 with	 statues	 and	 �igurines	 of
  dogs,	 horses,	 monks,	 pilgrims,	 footmen,	 knights,	 garden
  gnomes,	 between	 one	 and	 three	 feet	 tall.	 On	 north	 wall
  are	life-size	statues	of	robed	skeleton	with	scythe	and	a
  medusa.	In	front	of	statues	are	a	pallet	of	several	blankets.
  CULTISTS	–	Odium	(cult	fanatic)	is	here.
  STATUES	–	Small	statues	are	glazed	clay,	large	statues	are
  stone,	used	as	scarecrows	in	the	garden.	DC	14	Perception
  �inds	 hidden	 compartment	 in	 medusa	 statue's	 base
  containing	 spell	 scrolls	 of	 command	 and	 hold	 person,	 a
  gilded	 tome	 of	 dark	 incantations	 in	 aquan	 and	 infernal
  (25gp)	and	a	large	silver	holy	symbol	(50gp).
  The Survivors
  Live of vegetable garden, salted pork and fish
  from the lower cliffs. Use purify food and
  drink on seawater for drinking and cooking.
  Have no control of the undead in the Skull
  Dunes and no means of leaving the isle.
  Will capture or kill anyone coming to the
  island, perhaps trying to ransom captured
  characters for transportation to the mainland,
  so they can contact their superiors for orders.
  They have tried to contact superiors with
  sending and animal messenger to no avail.
  50% the characters can land unseen at Skull
  Dunes during day, 100% during night.
  If approached with hostility, they fight to the
  death, except for Bayleaf who surrenders.
  If approached with diplomacy, will negotiate
  only if offered a way off the island.
  Ozymandias
  NE Male human priest
  Highest ranking cleric and leader of the
  survivors. 
  Is 
  capable 
  administrator 
  but
  followed only out of respect of hierarchy.
  Wants to hold island until he can get help
  from the mainland. Wears a special golden
  medallion that prevents harm from undead in
  the Winding Way.
  Odium
  NE male human cult fanatic
  Visiting when abbey was attacked. Is a
  grumbler and a griper, dislikes Ozymandius
  and neither will help the other if attacked.
  Wants off the island, will bargain – can draw a
  map of the ruins for 200gp and passage off
  the island.
  Bayleaf
  LE male elf bard
  Mercenary who works for highest bidder,
  hired to train guards. Can be bought off for
  500gp and safe passage off island. Knows
  there are treasure-filled tunnels beneath
  abbey, and that it is heavily guarded.
  Ogmund
  CE male human gladiator
  Huge, stupid, mean-spirited fighter. Was
  knocked unconscious during fight with
  pirates and is embarassed about it. Can't be
  negotiated with, demands surrender or fight.
  10. Disciples' Quarters
  DESCRIPTION	–	Several	large	bookcases	with	books	and
  scrolls,	high	chair	and	scribe's	desk,	four	bedrolls	stacked
  in	corner.
  CULTISTS	–	a	cultist	is	here.
  BOOKSHELVES	–	Most	are	bookkeeping,	one	set	of	�ive
  books	 bound	 in	 blue	 leather	 and	 trimmed	 in	 copper
  contain	details	of	evil	rites	and	ceremonies	(20gp	each).
  DESK	–	DC	12	Thieves	Tools'	opens,	contains	two	vials	or
  rare	ink	(25gp)	and	spell	scrolls	of	light	and	bless.
  4
  
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  The Winding Way
  TUNNELS	–	Smooth	walls	and	�loors,	10-foot	ceilings.
  A. Trip Wire
  TRAP	 –	 A	 wire	 at	 ankle	 height.	 If	 walked	 through	 or
  disarm	 fails,	 stone	 in	 ceiling	 falls	 on	 triggering	 creature
  (DC	14	Dex	save	or	4d8	bludgeoning	damage).
  SPOTTING	–	Passive	perception	16+	or	DC	14	Perception
  check	�inds	trip	wire	and	stone	block	above.
  DISARM	–	DC	12	Thieves'	Tools	can	disarm	trap.
  B. Open Pit and Illusion
  TRAP	–	6	feet	by	6	�it	and	10	feet	deep	pit,	covered	by
  illusion.	A	creature	that	falls	in	takes	4d10	acid	damage
  from	corrosive	slime	on	bottom,	and	at	end	of	every	turn.
  DC	10	Athletics	to	climb	out.
  SPOTTING	 –	 Passive	 perception	 19	 or	 higher	 notices
  illusory	�loor	shimmering.
  C. Spiked Pit Trap
  TRAP	–	6	feet	by	6	�it	and	10	feet	deep	pit	with	spikes	on
  the	 bottom,	 covered	 by	 wooden	 trapdoor	 painted	 like
  tunnel	�loor.	Opens	when	more	than	50	lbs.	placed	on	it,
  1d6	 bludgeoning	 and	 2d8	 piercing	 damage	 from.	 DC	 10
  Athletics	to	climb	out.
  SPOTTING	–	Passive	perception	16+	or	DC	14	Perception
  check	�inds	the	trapdoor.
  D. False Door with Overhead
  Block
  TRAP	 –	 False	 door	 with	 handle	 connected	 with	 wire	 to
  large	stone	above	door.	If	character	tries	to	open	door	or
  disarm	 fails,	 stone	 block	 falls	 on	 character	 (DC	 14	 Des
  save	or	8d8	bludgeoning	damage).
  SPOTTING	–	Passive	perception	16+	or	DC	14	Perception
  check	�inds	wire.
  DISARM	–	DC	12	Thieves'	Tools	can	disarm	trap.
  E. Door with Crossbow
  TRAP	–	When	door	is	opened,	ballista	makes	attack	(+6
  to	hit,	3d10	piercing	damage)	against	creature	that	opens.
  11. Entrance Guardroom
  DESCRIPTION	 –	 Short	 tunnel	 widens	 into	 unfurnished
  and	 undecorated	 30	 ft.	 square	 chamber,	 two	 enormous
  skeletal	 guardians	 with	 prominent	 horns	 and	 massive
  rusted	axes*.	Near	the	eastern	wall,	a	grotesque	�igure	in
  tattered	robes	and	a	two	dark	�igures	guard	an	open	door.
  GUARDIANS	–	two	minotaur	skeletons,	two	specters
  and	 a	 bodak	 attack	 characters,	 unless	 one	 is	 wearing
  golden	 medallion.	 They	 attack	 until	 destroyed	 or
  intruders	 are	 driven	 back	 out	 of	 the	 room.	 If	 characters
  are	winning,	the	specters	leave	through	eastern	door	and
  try	to	lure	the	party	into	the	traps	in	the	Winding	Way.
  *In	 the	 Ghosts	 of	 Saltmarsh	 book,	 the	 description	 of	 area	 11	 also
  includes	�ive	�igures	with	painted	faces,	although	these	creatures	are
  not	mentioned	elsewhere.	This	leftover	from	the	original	adventure
  (where	 this	 room	 also	 featured	 �ive	 zombies	 with	 face	 paint)	 has
  been	replaced	with	a	description	of	the	bodak	and	the	specters.
  **In	 Ghosts	 of	 Saltmarsh,	 the	 description	 of	 area	 12	 mentions
  three	 ogres,	 although	 only	 one	 ogre	 zombie	 is	 in	 the	 room.	 This
  description	has	been	altered	to	include	the	ghasts	instead.
  12. Hallway Guardroom
  DESCRIPTION	 –	 The	 hallway	 widens	 into	 50	 ft.	 square
  chamber.	 An	 enormous,	 rotten	 ogre	 stand	 close	 to
  southern	 wall,	 �lanked	 by	 two	 pale	 �igures**.	 A	 large
  crystal	minotaur	statue	block	exit	in	southern	wall.
  GUARDIANS	 –	 An	 *ogre	 zombie,	 two	 ghasts	 and	 a
  minotaur	 living	 crystal	 statue	 attack	 characters,
  unless	one	is	wearing	golden	medallion.	They	attack	until
  characters	are	dead	or	have	been	driven	away.
  13. False Treasure Room
  TRAPPED	DOOR	–	Door	leading	to	this	room	is	trapped
  with	 poisonous	 gas.	 Passive	 perception	 16	 or	 DC	 14
  Perception	check	notices	wire	from	door	to	vial	above	(DC
  12	Thieves'	Tools	to	disarm).	Triggers	if	door	is	opened	or
  disarm	fails,	creatures	in	10	ft.	square	must	make	DC	14
  Con	save,	2d8	poison	damage	on	fail,	halved	on	success.
  Creatures	that	fail	are	also	poisoned	for	1	minute.
  DESCRIPTION	–	Chests,	urns,	large	strongbox	in	alcoves
  along	chamber	walls.	Some	open,	gold	and	jewelry	spilling
  out.	In	center	is	a	green	stone	statue	of	a	beautiful	elf.
  GUARDIAN	 –	 The	 statue	 is	 a	 vampiric	 jade	 statue,
  attacks	 characters	 if	 they	 touch	 any	 treasure,	 pursues
  until	destroyed	or	party	leaves	beyond	area	11.
  STRONGBOX	–	Locked	and	trapped.	DC	16	Investigation
  check	 �inds	 trap	 (DC	 12	 Thieves'	 Tools	 disarm).	 DC	 12
  Thieves'	Tools	to	unlock.	Trap	triggers	if	opened	or	disarm
  fails,	DC	14	Dex	save	or	poison	needle	deals	4d8	poison
  damage.	Contains	old	rags,	bits	of	metal,	and	paper	with
  message:	"Dear	thief:	A	lot	of	work	for	nothing,	wasn't	it?".
  SECRET	 DOOR	 –	 Passive	 perception	 16+	 or	 DC	 16
  Perception	check	notices	secret	door	behind	strongbox.
  FALSE	TREASURE	–	The	treasure	in	urns	and	chests	are
  gold-painted	wooden	coins,	iron	rings	painted	silver	and
  bits	of	colored	glass.
  14. Treasure Room
  DESCRIPTIOMN	–	Two	massive	granite	pillars,	walls	of
  shiny	black	iron,	several	bags,	chests	and	urns	scattered
  about.	Shimmer	in	the	air,	like	heat	from	�ire.	Shimmering
  fades	 between	 characters	 and	 pillar,	 revealing	 two
  humanoid	forms	made	of	same	iron	as	walls.
  PHANTASMAL	FORCE	–	Walls	are	under	effects	of	major
  image	spell	to	make	them	look	like	solid	iron.
  GUARDIANS	–	Two	living	 iron	 statues	 attack	 anyone
  who	is	not	a	resident	of	the	abbey.
  TREASURE	 –	 Stored	 in	 the	 room	 are	 480gp,	 1200sp,
  1000gp	in	gems	and	jewelry,	as	well	as	�ive	bolts	of	silk
  (100gp	each),	two	potions	of	healing,	a	bag	of	holding	and
  mithral	armor	(your	choice	of	type).
  Conclusion
  If	the	characters	cannot	reach	the	abbey,	they	receive	no
  reward.
  If	they	�ind	a	path	through	the	skull	dunes,	but	don't	clear
  the	abbey,	they	receive	100gp.
  If	 they	 capture/kill/deport	 the	 abbey's	 survivors,	 they
  receive	full	2,000	gp	reward.	Captured	survivors	are	held
  on	the	island	until	the	lighthouse	is	built.
  5
  
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  Monster Stat Blocks
  Skull Dunes
  6
  Skeletal Juggernaut
  Large undead, lawful evil
  Armor Class 13 (armor scraps)
  Hit Points 142 (19d38)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 14 (+2) 15 (+2) 6 (–2) 8 (–1) 5 (–3)
  Damage Vulnerabilities bludgeoning
  Damage Immunities poison
  Condition Immunities exhaustion, poisoned
  Senses darkvision 60 ft., passive Perception 9
  Languages —
  Challenge 5 (1,800 XP)
  Disassemble. If the juggernaut is reduced to 0 hit
  points, twelve skeletons rise from its remains.
  Falling Apart. If the juggernaut does not have all of
  its hit points at the start of its turn, it loses 10 hit
  points.
  Actions
  Multiattack. The juggernaut makes two claws
  attacks.
  Claws. Melee Weapon Attack: +6 to hit, reach 10
  ft. Hit: 12 (2d8 + 3) slashing damage.
  Avalanche of Bones (Recharge 5–6). The juggernaut
  collapses into a large heap before quickly
  reforming. Each creature within 10 feet of the
  juggernaut must make a DC 14 Dexterity saving
  throw, taking 18 (4d8) bludgeoning damage on a
  failed save, or half as much damage on a
  successful one. A creature that fails this saving
  throw is also knocked prone.
  Skeleton
  Medium undead, lawful evil
  Armor Class 13 (armor scraps)
  Hit Points 13 (2d8 + 4)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0) 14 (+2) 15 (+2) 6 (–2) 8 (–1) 5 (–3)
  Damage Vulnerabilities bludgeoning
  Damage Immunities poison
  Condition Immunities exhaustion, poisoned
  Senses darkvision 60 ft., passive Perception 9
  Languages understands all languages it spoke in
  life but can't speak
  Challenge 1/4 (50 XP)
  Actions
  Shortsword. Melee Weapon Attack: +4 to hit, reach
  5 ft. Hit: 5 (1d6 + 2) piercing damage.
  Shortbow. Ranged Weapon Attack: +4 to hit, range
  80/320 ft. Hit: 5 (1d6 + 2) piercing damage.
  Skeletal Swarm
  Large swarm of Medium undead, lawful evil
  Armor Class 13 (armor scraps)
  Hit Points 60 (8d10 + 16)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1) 14 (+2) 15 (+2) 6 (–2) 8 (–1) 5 (–3)
  Damage Vulnerabilities bludgeoning
  Damage Resistances piercing, slashing
  Damage Immunities Poison
  Condition 
  Immunities 
  charmed, 
  exhaustion,
  frightened, 
  paralyzed, 
  petrified, 
  poisoned,
  prone, restrained, stunned
  Senses darkvision 60 ft., passive Perception 9
  Languages —
  Challenge 2 (450 XP)
  Deafening Clatter. Creatures are deafened while in
  the swarm’s space.
  Swarm. The swarm can occupy another creature’s
  space and vice versa, and the swarm can move
  through any opening large enough for a Small
  humanoid. The swarm can’t regain hit points or
  gain temporary hit points.
  Actions
  Slash. Melee Weapon Attack: +4 to hit, reach 0 ft.,
  one target in the swarm’s space. Hit: 11 (2d8 + 2)
  slashing damage, or 6 (1d8 + 2) slashing damage if
  the swarm has half of its hit points or fewer.
  
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  Abbey Inhabitants
  7
  Veteran
  Medium humanoid (any race), any alignment
  Armor Class 17
  Hit Points 58 (9d8 + 18)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 13 (+1) 14 (+2) 10 (+0) 11 (+0) 10 (+0)
  Skills Athletics +5, Perception +2
  Senses passive Perception 12
  Languages any one language (usually Common)
  Challenge 3 (700 XP)
  Actions
  Multiattack. The veteran makes two longsword
  attacks. If it has a shortsword drawn, it can also
  make a shortsword attack.
  Longsword. Melee Weapon Attack: +5 to hit, reach
  5 ft. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10
  + 3) slashing damage if used with two hands.
  Shortsword. Melee Weapon Attack: +5 to hit, reach
  5 ft. Hit: 6 (1d6 + 3) piercing damage.
  Heavy Crossbow. Ranged Weapon Attack: +3 to hit,
  range 100/400 ft. Hit: 6 (1d10 + 1) piercing
  damage.
  Acolyte
  Medium humanoid (any race), any alignment
  Armor Class 10
  Hit Points 9 (2d8 + 0)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0) 10 (+0) 10 (+0) 10 (+0) 14 (+2) 11 (+0)
  Skills Medicine +4, Religion +2
  Senses passive Perception 12
  Languages any one language (usually Common)
  Challenge 1/4 (50 XP)
  Spellcasting. The acolyte is a 1st-level spellcaster.
  Its spellcasting ability is Wisdom (spell save DC
  12, +4 to hit with spell attacks). The acolyte has
  the following cleric spells prepared:
  Cantrips (at will): light, sacred flame, thaumaturgy
  1st level (3 slots): bless, cure wounds, sanctuary
  Actions
  Club. Melee Weapon Attack: +2 to hit, reach 5 ft.
  Hit: 2 (1d4) bludgeoning damage.
  Cultist
  Medium humanoid (any race), any non-good
  alignment
  Armor Class 12
  Hit Points 9 (2d8 + 0)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0) 12 (+1) 10 (+0) 10 (+0) 11 (+0) 10 (+0)
  Skills Deception +2, Religion +2
  Senses passive Perception 10
  Languages any one language (usually Common)
  Challenge 1/8 (25 XP)
  Dark Devotion. The cultist has advantage on saving
  throws against being charmed or frightened.
  Actions
  Scimitar. Melee Weapon Attack: +3 to hit, reach 5
  ft.. Hit: 4 (1d6 + 1) slashing damage.
  Cult Fanatic
  Medium humanoid (any race), any non-good
  alignment
  Armor Class 13 (leather)
  Hit Points 33 (6d8 + 6)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0) 14 (+2) 12 (+1) 10 (+0) 13 (+1) 14 (+2)
  Skills Deception +4, Persuasion +4, Religion +2
  Senses passive Perception 11
  Languages any one language (usually Common)
  Challenge 2 (450 XP)
  Dark Devotion. The fanatic has advantage on saving
  throws against being charmed or frightened.
  Spellcasting. The fanatic is a 4th-level spellcaster.
  Its spell casting ability is Wisdom (spell save DC
  11, +3 to hit with spell attacks). The fanatic has
  the following cleric spells prepared:
  Cantrips (at will): light, sacred flame, thaumaturgy
  1st level (4 slots): command, inflict wounds, shield
  of faith
  2nd level (3 slots): hold person, spiritual weapon
  Actions
  Multiattack. The fanatic makes two melee attacks.
  Dagger. Melee or Ranged Weapon Attack: +4 to
  hit, reach 5 ft. or range 20/60 ft., one creature. Hit:
  4 (1d4 + 2) piercing damage.
  
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  8
  Priest
  Medium humanoid (any race), any alignment
  Armor Class 13
  Hit Points 27 (5d8 + 5)
  Speed 25 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0) 10 (+0) 12 (+1) 13 (+1) 16 (+3) 13 (+1)
  Skills Medicine +7, Persuasion +3, Religion +4
  Senses passive Perception 13
  Languages any two languages
  Challenge 2 (450 XP)
  Divine Eminence. As a bonus action, the priest can
  expend a spell slot to cause its melee weapon
  attacks to magically deal an extra 10 (3d6) radiant
  damage to a target on a hit. This benefit lasts until
  the end of the turn. If the priest expends a spell
  slot of 2nd level or higher, the extra damage
  increases by 1d6 for each level above 1st.
  Spellcasting. The priest is a 5th-level spellcaster. Its
  spellcasting ability is Wisdom (spell save DC 13,
  +5 to hit with spell attacks). The priest has the
  following cleric spells prepared:
  Cantrips (at will): light, sacred flame, thaumaturgy
  1st level (4 slots): cure wounds, guiding bolt,
  sanctuary
  2nd level (3 slots): lesser restoration, spiritual
  weapon
  3rd level (2 slots): dispel magic, spirit guardians
  Actions
  Mace. Melee Weapon Attack: +2 to hit, reach 5 ft.
  Hit: 3 (1d6) bludgeoning damage.
  Gladiator
  Medium humanoid (any race), any alignment
  Armor Class 16
  Hit Points 112 (15d8 + 45)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4) 15 (+2) 16 (+3) 10 (+0) 12 (+1) 15 (+2)
  Saving Throws Str +7, Dex +5, Con +6
  Skills Athletics +10, Intimidation +5
  Senses passive Perception 11
  Languages any one language (usually Common)
  Challenge 5 (1800 XP)
  Brave. The gladiator has advantage on saving
  throws against being frightened.
  Brute. A melee weapon deals one extra die of its
  damage when the gladiator hits with it (included in
  the attack).
  Actions
  Multiattack. The gladiator makes three melee
  attacks or two ranged attacks.
  Spear. Melee or Ranged Weapon Attack: +7 to hit,
  reach 5 ft. and range 20/60 ft. Hit: 11 (2d6 + 4)
  piercing damage, or 13 (2d8 + 4) piercing damage
  if used with two hands to make a melee attack.
  Shield Bash. Melee Weapon Attack: +7 to hit, reach
  5 ft., one creature. Hit: 9 (2d4 + 4) bludgeoning
  damage. If the target is a Medium or smaller
  creature, it must succeed on a DC 15 Strength
  saving throw or be knocked prone.
  Reactions
  Parry. The gladiator adds 3 to its AC against one
  melee attack that would hit it. To do so, the
  gladiator must see the attacker and be wielding a
  melee weapon.
  Bard
  Medium humanoid (human), any alignment
  Armor Class 15 (chain shirt)
  Hit Points 44 (8d8 + 8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0) 14 (+2) 12 (+1) 10 (+2) 13 (+1) 14 (+2)
  Saving throws Dex +4, Wis +3
  Skills Acrobatics +4, Perception +5, Performance +6
  Senses passive Perception 15
  Languages Any two languages
  Challenge 3 (700 XP)
  Spellcasting. The bard is a 4th-level spellcaster. Its
  spellcasting ability is Charisma (spell save DC 12, +4
  to hit with spell attacks). It has the following bard
  spells prepared:
  Cantrips (at will): friends, mage hand, vicious mockery
  1st level (4 slots): charm person, healing word,
  heroism, sleep, thunderwave
  2nd level (3 slots): invisibility, shatter
  Song of Rest. The bard can perform a song while taking
  a short rest. Any ally who hears the song regains an
  extra 1d6 hit points if it spends any Hit Dice to regain
  hit points at the end of that rest. The bard can confer
  this benefit on itself as well.
  Taunt (2/day). The bard can use a bonus action on its
  turn to target one creature within 30 feet of it. If the
  target can hear the bard, the target must succeed on a
  DC 12 Charisma saving throw or have disadvantage on
  ability checks, attack rolls, and saving throws until the
  start of the bard’s next turn.
  Actions
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5
  ft. Hit: 5 (1d6 + 2) piercing damage.
  Shortbow. Ranged Weapon Attack: +4 to hit, range
  80/320 ft. Hit: 5 (1d6 + 2) piercing damage.
  
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  11. Entrance Guardroom
  9
  Minotaur Skeleton
  Large undead, lawful evil
  Armor Class 12
  Hit Points 67 (9d10 + 18)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4) 11 (+0) 15 (+2) 6 (–2) 8 (–1) 5 (–3)
  Damage Vulnerabilities bludgeoning
  Damage Immunities poison
  Condition Immunities exhaustion, poisoned
  Senses darkvision 60 ft., passive Perception 9
  Languages understands Abyssal but can't speak
  Challenge 2 (450 XP)
  Charge. If the skeleton moves at least 10 feet
  straight toward a target and then hits it with a gore
  attack on the same turn, the target takes an extra 9
  (2d8) piercing damage. If the target is a creature, it
  must succeed on a DC 14 Strength saving throw
  or be pushed up to 10 feet away and knocked
  prone.
  Actions
  Greataxe. Melee Weapon Attack: +6 to hit, reach 5
  ft. Hit: 17 (2d12 + 4) slashing damage.
  Gore. Melee Weapon Attack: +6 to hit, reach 5 ft.
  Hit: 13 (2d8 + 4) piercing damage.
  Specter
  Medium undead, chaotic evil
  Armor Class 12
  Hit Points 22 (5d8 + 0)
  Speed 0 ft., fly 50 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  1 (–5) 14 (+2) 11 (+0) 10 (+0) 10 (+0) 11 (+0)
  Damage Resistances acid, cold, fire, lightning,
  thunder, bludgeoning, piercing, and slashing
  from nonmagical weapons
  Damage Immunities necrotic, poison
  Condition 
  Immunities 
  charmed, 
  exhaustion,
  grappled, paralyzed, petrified, poisoned, prone,
  restrained, unconscious
  Senses darkvision 60 ft., passive Perception 10
  Languages understands all languages it knew in life
  but can't speak
  Challenge 1 (200 XP)
  Incorporeal Movement. The specter can move
  through other creatures and objects as if they were
  difficult terrain. It takes 5 (1d10) force damage if it
  ends its turn inside an object.
  Sunlight Sensitivity. While in sunlight, the specter
  has disadvantage on attack rolls, as well as on
  Wisdom (Perception) checks that rely on sight.
  Actions
  Life Drain. Melee Spell Attack: +4 to hit, reach 5 ft.,
  one creature. Hit: 10 (3d6) necrotic damage. The
  target must succeed on a DC 10 Constitution
  saving throw or its hit point maximum is reduced
  by an amount equal to the damage taken. This
  reduction lasts until the creature finishes a long
  rest. The target dies if this effect reduces its hit
  point maximum to 0.
  Bodak
  Medium undead, chaotic evil
  Armor Class 15 (natural armor)
  Hit Points 58 (9d10 + 18)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2) 16 (+3) 15 (+2) 7 (–2) 12 (+1) 12 (+1)
  Skills Perception +4, Stealth +6
  Damage Resistances cold, fire, necrotic; bludgeoning,
  piercing and slashing from nonmagical attacks
  Damage Immunities lightning, poison
  Condition Immunities charmed, frightened, poisoned
  Senses darkvision 120 ft., passive Perception 14
  Languages Abyssal, the languages it knew in life
  Challenge 6 (2,300 XP)
  Aura of Annihilation. The bodak can activate or
  deactivate this feature as a bonus action. While active,
  the aura deals 5 necrotic damage to any creature that
  ends its turn within 30 feet of the bodak. Undead and
  fiends ignore this effect.
  Death Gaze. When a creature that can see the bodak’s
  eyes starts its turn within 30 feet of the bodak, the
  bodak can force it to make a DC 13 Constitution
  saving throw if the bodak isn’t incapacitated and can
  see the creature. If the saving throw fails by 5 or more,
  the creature is reduced to 0 hit points, unless it is
  immune to the frightened condition. Otherwise, a
  creature takes 16 (3d10) psychic damage on a failed
  save. Unless surprised, a creature can avert its eyes to
  avoid the saving throw at the start of its turn. If the
  creature does so, it has disadvantage on attack rolls
  against the bodak until the start of its next turn. If the
  creature looks at the bodak in the meantime, it must
  immediately make the saving throw.
  Sunlight Hypersensitivity. The bodak takes 5 radiant
  damage when it starts its turn in sunlight. While in
  sunlight, it has disadvantage on attack rolls and ability
  checks.
  Actions
  Fist. Melee Weapon Attack: +5 to hit, reach 5 ft. Hit: 4
  (1d4 + 2) bludgeoning plus 9 (2d8) necrotic damage.
  Withering Gaze. One creature that the bodak can see
  within 60 feet of it must make a DC 13 Constitution
  saving throw, taking 22 (4d10) necrotic damage on a
  failed save, or half as much on a successful one.
  
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  Ogre Zombie
  Large undead, neutral evil
  Armor Class 8
  Hit Points 85 (9d10 + 36)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4) 6 (–2) 18 (+4) 3 (–4) 6 (–2) 5 (–3)
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 8
  Languages understands Common and Giant but
  can't speak
  Challenge 2 (450 XP)
  Undead Fortitude. If damage reduces the zombie to
  0 hit points, it must make a Constitution saving
  throw with a DC of 5+the damage taken, unless
  the damage is radiant or from a critical hit. On a
  success, the zombie drops to 1 hit point instead.
  Actions
  Morningstar. Melee Weapon Attack: +6 to hit,
  reach 5 ft. Hit: 13 (2d8 + 4) bludgeoning damage.
  Ghast
  Medium undead, chaotic evil
  Armor Class 13
  Hit Points 36 (8d8 + 0)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 17 (+3) 10 (+0) 11 (+0) 10 (+0) 8 (–1)
  Damage Immunities necrotic
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 10
  Languages Common
  Challenge 2 (450 XP)
  Stench. Any creature that starts its turn within 5 ft.
  of the ghast must succeed on a DC 10
  Constitution saving throw or be poisoned until the
  start of its next turn. On a successful saving throw,
  the creature is immune to the ghast's Stench for
  24 hours.
  Turn Defiance. The ghast and any ghouls within 30
  ft. of it have advantage on saving throws against
  effects that turn undead.
  Actions
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft.
  Hit: 12 (2d8 + 3) piercing damage.
  Claws. Melee Weapon Attack: +5 to hit, reach 5 ft.
  Hit: 10 (2d6 + 3) slashing damage. If the target is
  a creature other than an undead, it must succeed
  on a DC 10 Constitution saving throw or be
  paralyzed for 1 minute. The target can repeat the
  saving throw at the end of each of its turns, ending
  the effect on itself on a success.
  Minotaur Living Crystal Statue
  Large construct, unaligned
  Armor Class 15 (natural armor)
  Hit Points 136 (16d10 + 48)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4) 9 (–1) 16 (+3) 6 (–2)
  10 (+0)
  5 (–3)
  Damage Vulnerabilities Force
  Damage Immunities Lightning, Poison Condition
  Immunities 
  Charmed, 
  Exhaustion, 
  Frightened,
  Paralyzed, Petrified, Poisoned
  Senses Darkvision 60 ft., Passive Perception 10
  Languages understands the languages of its creator
  but can’t speak
  Challenge 6 (2,300 XP)
  Immutable Form. The statue is immune to any spell or
  effect that would alter its form.
  Actions
  Multiattack. The statue makes two attacks: one with its
  greataxe and one gore attack.
  Greataxe. Melee Weapon Attack: +7 to hit, reach 5 ft.
  Hit: 17 (2d12 + 4) slashing damage.
  Gore. Melee Weapon Attack: +7 to hit, reach 5 ft. Hit:
  8 (1d8 + 4) piercing damage.
  Reactions
  Flying Shards. In response to a creature hitting the
  statue with a melee weapon attack, the statue deals
  11 (2d10) piercing damage to the attacker.
  
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  13. False Treasure Room
  14. Treasure Room
  11
  Vampiric Jade Statue
  Large construct, unaligned
  Armor Class 14 (natural armor)
  Hit Points 114 (12d10 + 48)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 14 (+2) 18 (+4) 6 (–2) 10 (+0) 5 (–3)
  Damage Vulnerabilities Force
  Damage Immunities Lightning, Poison Condition
  Immunities Charmed, Exhaustion, Frightened,
  Paralyzed, Petrified, Poisoned
  Senses Darkvision 60 ft., Passive Perception 10
  Languages understands the languages of its
  creator but can’t speak
  Challenge 8 (3,900 XP)
  Immutable Form. The statue is immune to any spell
  or effect that would alter its form.
  Legendary Resistance (3/Day). If the statue fails a
  saving throw, it can choose to succeed instead.
  Actions
  Multiattack. The statue makes three attacks: one
  with its bite and two with its claws.
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft.
  Hit: 10 (2d6 + 3) piercing damage. If the target is
  a creature, that creature becomes cursed by the
  statue. The curse lasts for 10 minutes. While the
  creature is cursed, the statue has advantage on all
  attacks against it.
  Claws. Melee Weapon Attack: +6 to hit, reach 5 ft.
  Hit: 10 (2d6 + 3) slashing damage.
  Legendary Actions
  The statue 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 statue regains spent
  legendary actions at the start of its turn.
  Bite. The statue makes one bite attack.
  Blood Reaper. All creatures currently cursed by the
  statue and within 20 feet of it take 5 necrotic
  damage.
  Move. The statue moves up to its speed without
  provoking opportunity attacks.
  Living Iron Statue
  Medium construct, unaligned
  Armor Class 16 (natural armor)
  Hit Points 102 (12d8 + 48)
  Speed 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 14 (+2) 18 (+4) 6 (–2) 10 (+0) 5 (–3)
  Damage Vulnerabilities Acid
  Damage Immunities Lightning, Poison Condition
  Immunities Charmed, Exhaustion, Frightened,
  Paralyzed, Petrified, Poisoned
  Senses Darkvision 60 ft., Passive Perception 10
  Languages understands the languages of its
  creator but can’t speak
  Challenge 5 (1,800 XP)
  Immutable Form. The statue is immune to any spell
  or effect that would alter its form.
  Actions
  Multiattack. The statue makes two attacks: one with
  its blade and one with its hammer.
  Blade. Melee Weapon Attack: +6 to hit, reach 5 ft.
  Hit: 10 (2d6 + 3) slashing damage.
  Hammer. Melee Weapon Attack: +6 to hit, reach 5
  ft., one target. Hit: 10 (2d6 + 3) bludgeoning
  damage, and the target is knocked prone.
  Whirl (Recharge 5–6). The statue can use its action
  to spin at the waist, targeting creatures of its
  choice within 10 feet of it. Each target must make
  a DC 13 Dexterity saving throw, taking 19 (3d10 +
  3) bludgeoning damage on a failed save, or half as
  much damage on a successful one.
  
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Adventures/Eventyr/Complete DM's Bundle - Ghosts of Saltmarsh/Chapter 5 - Isle of the Abbey.pdf