Constrictor Snake

Boa Constrictor

Large beast, unaligned

  • Armor Class 12
  • Hit Points 13 (2d10 + 2)
  • Speed 30 ft., swim 30 ft.
STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 12 (+1) 1 (-5) 10 (+0) 3 (-4)
  • Senses blindsight 10 ft., passive Perception 10
  • Languages
  • Challenge 1/4 (50 XP)

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage.

Constrict. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) bludgeoning damage, and the target is grappled (escape DC 14). Until this grapple ends, the creature is restrained, and the snake can’t constrict another target.




Swarm of Centipedes

5e compatible shield

Medium swarm of Tiny beasts, unaligned

  • Armor Class 12 (natural armor)
  • Hit Points 22 (5d8)
  • Speed 20 ft., climb 20 ft.
STR DEX CON INT WIS CHA
3 (-4) 13 (+1) 10 (+0) 1 (-5) 7 (-2) 1 (-5)
  • Damage Resistances bludgeoning, piercing, slashing
  • Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
  • Senses blindsight 10 ft., passive Perception 8
  • Languages
  • Challenge 1/2 (100 XP)

Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can’t regain hit points or gain temporary hit points.

Actions

Bites. Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm’s space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer.

    A creature reduced to 0 hit points by a swarm of centipedes is stable but poisoned for 1 hour, even after regaining hit points, and paralyzed while poisoned in this way.




Plant Ghoul

Medium plant, chaotic evil

  • Armor Class 12
  • Hit Points 22 (5d8)
  • Speed 30 ft.
STR DEX CON INT WIS CHA
13 (+1) 15 (+2) 10 (+0) 6 (-2) 8 (-1) 6 (-2)
  • Damage Vulnerabilities fire
  • Damage Resistances psychic
  • Condition Immunities charmed
  • Senses darkvision 60 ft., passive Perception 9
  • Languages understands Common
  • Challenge 1 (200 XP)

Actions

Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) piercing damage.

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage. If the target is a creature other than a plant, 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.




Plant Ghast

lizardfolk hunter

Medium plant, chaotic evil

  • Armor Class 13
  • Hit Points 36 (8d8)
  • Speed 30 ft.
STR DEX CON INT WIS CHA
16 (+3) 17 (+3) 10 (+0) 11 (+0) 10 (+0) 8 (-1)
  • Damage Vulnerabilities fire
  • Damage Immunities psychic
  • Condition Immunities charmed, frightened
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Common
  • Challenge 2 (450 XP)

Spore 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.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 12 (2d8 + 3) piercing damage.

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. If the target is a creature other than an undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.




Lizardfolk Plant Ghoul

lizardfolk hunter

Medium plant (lizardfolk), chaotic evil

  • Armor Class 15 (natural armor, shield)
  • Hit Points 22 (4d8 + 4)
  • Speed 30 ft., swim 30 ft.
STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 13 (+1) 6 (-2) 8 (-1) 6 (-2)
  • Skills Perception +1, Stealth +4, Survival +3
  • Damage Vulnerabilities fire
  • Damage Resistances psychic
  • Condition Immunities charmed
  • Senses passive Perception 11
  • Languages understands Draconic
  • Challenge 1 (200 XP)

Actions

Multiattack. The Lizardfolk Plant Ghoul makes two melee attacks, each one with a different weapon.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage. If the target is a creature other than a plant, 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.

Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Spiked Shield. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.




Erelmil

Erelmil (He/Him) (Scout)

Medium humanoid (human), neutral good

  • Armor Class 12
  • Hit Points 27 (6d8)
  • Speed 30 ft.
STR DEX CON INT WIS CHA
10 (+0) 15 (+2) 10 (+0) 12 (+1) 14 (+2) 16 (+3)
  • Skills Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Stealth +4
  • Senses passive Perception 16
  • Languages Common, Elvish
  • Challenge 1 (200 XP)

Cunning Action. On each of his turns, Erelmil can use a bonus action to take the Dash, Disengage, or Hide action.

Sneak Attack (1/Turn). Erelmil deals an extra 7 (2d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 ft. of an ally of the scout that isn’t incapacitated and the scout doesn’t have disadvantage on the attack roll.

Actions

Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Trait

Muscle Control (IE 2) 

Erelmil’s left arm is contracted, requiring an extra round to load his hand crossbow, and he can only make a single attack per round.




Ryia

Ryia (Scout) (She/Her)

Medium humanoid (human), chaotic good

  • Armor Class 12
  • Hit Points 27 (6d8)
  • Speed 30 ft.
STR DEX CON INT WIS CHA
10 (+0) 15 (+2) 10 (+0) 12 (+1) 14 (+2) 16 (+3)
  • Skills Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Stealth +4
  • Senses passive Perception 16
  • Languages Common, Elf
  • Challenge 1 (200 XP)

Cunning Action. On each of her turns, Ryia can use a bonus action to take the Dash, Disengage, or Hide action.

Sneak Attack (1/Turn). Ryia deals an extra 7 (2d6) damage when she hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 ft. of an ally of the scout that isn’t incapacitated and Ryia doesn’t have disadvantage on the attack roll.

Actions

Multiattack. Ryia makes two melee attacks.

Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Trait

Tooth Pain (IE 2). You have chronic pain in your teeth. Any action that requires concentration (e.g. maintaining a spell) requires a successful DC 10 + (IE) Constitution saving throw per round to maintain concentration. The pain makes talking difficult, causing a penalty of − (IE) on social Charisma checks, and spells with a verbal component require a successful DC 8 + (IE) Dexterity check to cast successfully. Because this also causes eating difficulty, you must succeed on a DC 8 + (IE) Constitution saving throw to maintain concentration while eating or drinking. Because you’re used to managing pain, even though this doesn’t reduce the experience of pain, you have a + (IE) bonus to saving throws against psychic damage.

Ryia usually speaks in a soft, slurred manner, her tooth pain making it difficult to enunciate.

 




Elel Talthanryl

A human male aristocrat with a monocle

Elel Talthanryl (He/Him)

Medium humanoid (half-elf), chaotic evil

  • Armor Class 11
  • Hit Points 27 (5d8 + 5)
  • Speed 30 ft.
STR DEX CON INT WIS CHA
10 (+0) 12 (+1) 13 (+1) 12 (+1) 15 (+2) 11 (+0)
  • Skills Medicine +4, Nature +3, Perception +4
  • Senses passive Perception 14
  • Languages Common, Draconic, Druidic
  • Challenge 2 (450 XP)

Fey Ancestry. Elel has advantage on saving throws against being charmed, and magic can’t put him to sleep.

Spellcasting. Elel is a 4th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). He has the following druid spells prepared:

Cantrips (at will): Druidcraft, Produce Flame, Shillelagh

1st level (4 slots): Entangle, Longstrider, Speak with Animals, Thunderwave

2nd level (3 slots): Locate Animals or Plants, Hold Person

Actions

Quarterstaff. Melee Weapon Attack: +2 to hit (+4 to hit with shillelagh), reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, or 6 (1d8 + 2) bludgeoning damage with shillelagh or if wielded with two hands.

Trait

Refractive Differences (Far-sightedness) (IE 3) The closer things get, the blurrier they get. You have a − (IE) penalty on attack rolls and Wisdom (Perception) rolls to see any details closer than (IE) × 5 feet. Elel wears a corrective monocle, which reduces the IE of this trait to 1, but it falls out if he takes bludgeoning damage, at which point he continues without it until the end of combat. Because the Refractive Difference is only in one eye, his penalty is halved.




Shrine of the Soil Serpent Shrine Map

overhead map with tan stone walls and dark green floor: a hallway extends from the top into a large empty vertical rectangle. A hallway leads down into a horizontal rectangle full of broken furniture. Hallway left from there leads to abandoned living quarters, and right down a curved hallway to a room full of trash. Below the center room, a chamber with a green altar in the center. Continuing down, a long hallway that turns to a small room with a trapdoor, then to a diagonal square with a plant in the center, then to another small square room with broken table, cupboards, shield, rope, and manacles

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Shrine of the Soil Serpent Forest Map

Forest Encounter Map, Gridless

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