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Wailing Caverns

Wake the Dreamer. End the Nightmare.

Overview
Before the Dungeon
Lushwater Oasis
Cavern of Mists
Cave's Mouth
Underground Lake
Disciple's Haven
Screaming Gully
Southern Shore
Streambed
Northern Shore
Pit of Fangs
Adder's Nest
Cobra's Climb
Crag of the Everliving
Skum's Grotto
Upper Tunnels
Cave of the Guardian
Dreamer's Rock
Return to Disciple's Haven
Spirits of the Fallen Fanglords
Awaken the Dreamer
End of the Nightmare
Treasure
Monsters
Created by James Wiken

Special Thanks to
Blizzard Entertainment
Original dungeon design and characters, quest and adventure journal text, art assets, maps
wowhead.com
Dungeon, NPC, and item information, screenshots
Natural Crit
Developed using Homebrewery
Wailing Caverns

Y
ears ago, the famed druid Naralex and his Once connected to the Dream however, the druid's vision
followers descended into the shadowy Wailing somehow became a nightmare. Soon the Wailing Caverns
Caverns, named for the mournful cry one hears began to change - the waters turned foul and the once-docile
when steam bursts from the cave system's creatures inside metamorphosed into vicious, deadly
fissures. Naralex planned to use the predators. These walking nightmares have ventured forth
underground springs to restore lushness to the from the caverns and have attacked the nearby wildlife and
arid Barrens. But upon entering the Emerald settlements, spreading the corruption as they go.
Dream, he saw his vision of regrowth turn into a waking Naralex still resides somewhere inside the heart of the
nightmare, one that has plagued the caverns ever since. labyrinth, trapped beyond the edges of the Emerald Dream.
The adventurers have been sent to the Wailing Caverns to Even his former acolytes have been corrupted by their
aid the Disciples of Naralex in ending the nightmare master's waking nightmare - transformed into the wicked
Druids of the Fang. The greatest of these have declared
themselves the fanglords and now work to spread the
Overview nightmare emanating from their former master.
Wailing Caverns is a dungeon designed for characters from
levels 2 to 4. It is meant to be standalone and can be inserted Before the Dungeon
into any campaign.
In this dungeon, the adventurers have been tasked with This section will describe the quests leading up to this
investigating the mutated beasts which have been attacking dungeon. If you are dropping this into another campaign, you
wildlife and settlements in the Norther Barrens from can skip to the next section, "Lushwater Oasis".
Lushwater Oasis. During the investigation, the characters Located in The Crossroads is a tauren druid named Tonga
learn the corruption is leaking from a cave system that opens Runetotem. He is currently looking for adventurers to
up into the oasis. Inside, the Disciples of Naralex are working investigate a bizarre burst of rampant growth that has sprung
to wake their leader and namesake from his nightmare, the up in the oases around the Barrens. Runetotem sends any
source of the corruption. interested parties to study the local flora and fauna to
Naralex is currently slumbering in a network of determine the cause of this odd occurrence.
underground caverns within the heart of Northern Barrens. First, Tonga has the adventurers travel to the Forgotten
Dubbed the 'Wailing Caverns', these natural caves were filled Pools, northwest of the Crossroads, to search its waters for a
with steam fissures which produced long, mournful wails as source of power. Underneath the water of the oasis' main
they vented. Naralex believed he could use the caverns' pool, is a fissure in the earth with power emanating from it.
underground springs to restore lushness and fertility to the The characters can report this as a possible cause of the
Barrens - but to do so would require siphoning the energies overgrowth to the curious druid.
of the fabled Emerald Dream.

DUNGEONS | BASE | WAILING CAVERNS


3
Given their findings, Tonga Runetotem asks the party to meet
up with one of his associates, Jerrik Highmountain, who is 1. Cavern of Mists
currently investigating the Stagnant Oasis, southeast of the Leaving Lushwater Oasis behind, the adventurers take their
Crossroads. To see the effects of the overgrowth firsthand, first steps into the Wailing Caverns. They are met with bare
Tonga sends his 'eyes', an eagle companion, with the rocky tunnels inhabited by raptors and venomwings.
characters. This eagle allows the druid to witness the damage However, these tunnels soon open into a massive
the unchecked growth has caused. underground cavern with a lake fed by an active geyser
Jerrik, another tauren, tasks the adventurers with suggesting there is much more to this cave network.
investigating the flora and fauna of the Stagnant Oasis. He
gives the party some dead, infertile seeds to place within 1a. Cave's Mouth
another fissure, if they can find one in this oasis as well. In
addition to the change in plant life, the animals around the The outermost tunnels are rather unremarkable. Stalactites
oasis have been altered too. A species of snapjaw turtles have and stalagmites break up the monotony of the bare stone
had a recently explosion in population. Moreover, they have walls. In a few locations, small pools of water cover the
grown larger and more aggressive. Highmountain implores otherwise featureless cave floor.
that you collect a few of their shells so Tonga can further The tunnels have a few branches. The ones that lead east
study them. contain large animal bones, gnawed and drug in by the
The adventurers find another fissure within the oasis, and inhabitants of the tunnels. The western branch contains
when the infertile seeds are placed with it they fill with new remnants of a small camp that has been long abandoned.
life. The party returns to Tonga with the revitalized seeds and A few beasts, corrupted by the nightmare leaking from the
altered turtle shells. He thanks them for their continued depths of the Wailing Caverns, roam these halls. Roll from
efforts and tells them of another associate who is working to this section's Random Encounter Table to determine these
get to the bottom of this curiosity. tunnels' inhabitants. These beasts do not roam as a pack but
The druid tells the adventurers to seek out Nalpak, another are instead distributed through the Cave's Mouth.
druid dedicated to study and research of the ecology of the At the end of the tunnel, immediately before opening into
Barrens. He is currently investigating the Wailing Caverns, a the Underground Lake, is a deep pool that contains any
cave system located in the Lushwater Oasis southwest of the Deviate Lurkers that were rolled for.
Crossroads, for a source of the overgrowth and the
corruption that seems to accompany it. Random Encounter Table
Roll Monsters

Lushwater Oasis 1 4 Deviate Venomwings


2 3 Deviate Raptors
A veritable paradise in an otherwise arid land, Lushwater
Oasis is a noted landmark in the Barrens. The oasis is 3 1 Nightmare Ectoplasm, 2 Deviate Lurkers
comprised of two pools surrounded by dense ferns and palm 4 2 Deviate Raptors, 1 Deviate Lurker
trees. The southernmost pool is filled with large snapping
turtles like those found in the Stagnant Oasis. The more 5 1 Deviate Raptor, 2 Deviate Venomwings
northern and larger pool abuts a rocky hill. On the southern 6 1 Nightmare Ectoplasm, 2 Deviate Venomwings
face of this hill is an interesting rock formation in the shape
of an enormous skull. From the mouth comes the sounds of 1b. Underground Lake
never-ending wailing echoing up from the caverns below.
The adventurers can enter the Cave's Mouth to descend Entering this cavern, the smell of overgrowth hits the
into the Wailing Caverns and locate Nalpak. adventurers. In stark contrast to the previous tunnels, this
massive cave is full of ferns, giant mushrooms, and vines
dangling from the cavern ceiling. The entrance to this cavern
is on top of a cliff overlooking a large lake being fed by an
active geyser. A hot mist rises from the lake and fills the lower
parts of the cave. Thick pillars dot the eastern and southern
shores of this lake.
Ramps down from the cliff are along the western and
eastern sides of the underground pool. However, more
mutated beasts are currently arrayed along these ramps. Roll
from the previous section's Random Encounter Table to
determine the monsters on each ramp (roll for each ramp
separately). Any Deviate Lurkers are in the lake, itself.
Another tunnel continues south from the cavern, leading
deeper into the Wailing Caverns.

DUNGEONS | BASE | WAILING CAVERNS


4
1c. Disciple's Haven
Just past the Underground Lake, the Disciples of Naralex Deviate Hides
have set up a small camp. Around the camp are an array of Description
torches of wards setup to keep back the darkness and As Naralex descended deeper into his nightmare, a strange
nightmare with the caverns, respectively. The adventurers breed of beasts arose from beneath the Barrens into the
can safely rest here.
Within the camp are three druids, two male tauren and one Wailing Caverns.
female night elf, all simple dressed. One tauren, Muyoh These deviate creatures have strange, otherworldly properties.
appears to be preparing a ritual of some kind. The other Their very existence causes great pain to the earth. I believe
tauren is Nalpak, the associate Tonga Runetotem sent you to that slaying them will greatly aid our work in healing the
assist, is engrossed in study of a collection of plants and caverns.
scales. He is too focused on his work to notice the If you feel up to the task, slay as many as you can and bring me
adventurers approach the camp. Ebru, is currently redressing their scales, only perfect specimens will do. With enough of
one of her bandages on what looks like a recently obtained them, I may be able to use them to improve your armor
wound. She is keeping watch and will notice the party
approaching if they are not attempting to be stealthy. against poison and decay.
The druids are happy to accept the adventurers' help and Mechanics and Reward
explain that the source of corruption is from their former When the adventurers kill a Deviate Adder, Deviate Crocolisk,
master, Naralex, and his fallen disciples, the fanglords. Their Deviate Lurker, Deviate Python, Deviate Raptor, or Deviate
previous efforts to wake Naralex and expel the fanglords have Venomwing they can make a DC12 Survival Check to skin the
been met with failure. Speaking to each druid will reveal beast, on a successful one they collect 1d4 Perfect Deviate
information about Naralex and the fanglords along with Scales. For every 5 Perfect Deviate Scales the adventurers
providing side-quests to obtain materials helpful in
completing their main goal. bring to Nalpak he can add the following effect to one set of
armor:
Nalpak "While wearing this armor, the bearer may as a free action
The scientist of the group, Nalpak is researching the effects become resistant to poison and acid damage for one minute.
that Naralex's nightmare is having on the caves flora and This effect can be used once per day. Additionally, this armor
fauna. While he is a brilliant researcher, he is a pacifist at is immune to corrosion from Nightmare Ectoplasms."
heart and refuses to fight. He will tell the party to speak with .
ebru and Muyoh on how to defeat the fanglords and wake
Naralex, respectively. Preemptive Methods
Instead, he will send the adventurers out to gather new Description
samples for him. In exchange, he can improve their
equipment and provide them with powerful poultices. See the There is an herb in these caverns that holds untold power, .
quests, "Deviate Hides" and "Preemptive Methods", for Perhaps you wish to help me collect it?
descriptions of the quests and their respective rewards. It is a rare flower called Serpentbloom. I believe that in greater
quantities it has the potential to prevent nightmares like
Naralex's from ever occurring.
Unfortunately, Serpentbloom can only be found in the darkest
recesses of this place. Bring me any that you find and I can
make you healing poultices to assist you in the caverns.
Mechanics and Reward
Once per location, one adventurer can search for
Serpentbloom by making a D12 Nature Check, finding 1d6
Serpentbloom on a successful one, half as much on a failed
one. If any monsters are currently alive in the area, this roll is
made with disadvantage. For every 3 Serpentbloom the
adventurers bring to Nalpak he gives them a Serpentbloom
Poultice
Serpentbloom Poultice. A character who drinks the magical
dark purple fluid in this vial regains 2d4 + 2 hit points and
gains advantage on saving throws against poison for I hour. It
confers no benefit to undead or constructs. Drinking or
administering this poultice takes an action.

DUNGEONS | BASE | WAILING CAVERNS


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Muyoh
Muyoh is the ritualist for the group of disciples. He is Cleansing the Caverns
responsible for waking Naralex and is currently preparing a
ritual to do so. However, even when the ritual is ready it Description
cannot be performed until the fanglords have been defeated Naralex had a noble goal.
and their spirits purged from the Wailing Caverns as their Our great leader aspired to enter the Emerald Dream and help
power is strengthening the nightmare gripping Naralex. He regrow these harsh lands back into the lush forest it once was.
instructs the party to speak with Ebru to learn more about But something went terribly wrong. Naralex's trusted allies, the
the fanglords and how to defeat them. Druids of the Fang, turned on him! They seek not to heal the
Once the fanglords have been defeated, the adventurers
can return to Muyoh to escort him to Naralex so he can Barrens, but to dominate it.
perform the ritual to free Naralex and the Wailing Caverns Adventurers, before we can awaken Naralex and restore
from his nightmare. balance to this vital place, you need to eradicate the Fanglords.
Their influence has sunk too deeply. Speak to me further if you
want to learn about each of the four fanglords.
Muyoh's Request On Lady Anacondra
Naralex sleeps again! Scarletleaf, or Lady Anacondra as she calls herself now, is a
Long ago, Naralex journeyed to this cavern with the honorable powerful spellcaster. She maintains a powerful aura to protect
goal of entering the Emerald Dream and regrowing the Barrens herself in close combat. She maintains a telepathic connection
into a lush forest. His focus waned and his thoughts became with the other fanglords. I would suggest taking her down first
tainted by serpentine visions. to disrupt their communication.
Now, reptilian beasts seep from his dreams to the land. He On Lord Pythas
must be awoken from the nightmare or he will be forever lost, Lord Pythas, or Aryn as he was once known, is a skilled melee
and a great evil unleashed. combatant. He traditionally wields two axes and strikes with
Only after his corrupted servants, the fanglords, have been lightning speed. Keep him at arm's length if you can as his
slain can I perform the awakening ritual. Speak with Ebru to axes will bite deeper than any serpent in these caverns.
learn more of the fanglords. On Lord Cobrahn
Jarlaxla has always been a talented shapeshifter. Mammals,
Ebru birds, fish, you name hit he could learn to morph into it. More
Ebru is the best trained fighter of the gathered Disciples of recently he has taken a liking to a form from which he takes
Naralex. Even so, she has been recently wounded in her last
attempt to fight the fanglords deeper in the Wailing Caverns. his new name, a deadly cobra.
She is currently recovering from her wounds and is in no On Lord Serpentis
condition to fight. Serpentis is the leader of the fanglords. He has now declared
She has studied the fanglords extensively and even worked himself "The Serpent King". He has always been ambitious,
with some in the past, before Naralex's nightmare twisted first seeking to be a "shan'do" or great teacher at an earlier age
their minds with serpentine visions. She will task the party than any before him. This ambition, however, may have led to
with doing what she has not been able to do, slaying the his current state. Be warned, he is a dangerous foe. These
fanglords. She can provide information on the capabilities
and fighting styles of the four fanglords if asked by the wounds you see are testament to that fact.
adventurers. See "Cleansing the Caverns" for the information Mechanics and Reward
she gives the characters. Delve deeper into the Wailing Caverns and defeat the four
fanglords within. Return to the Disciples' Haven once the deed
is complete so Muyoh can begin the awakening ritual to free
Naralex from his nightmare.

DUNGEONS | BASE | WAILING CAVERNS


6
A small camp is set up on the western end of the southern
2. Screaming Gully clifftops. In the center of this camp is a ring of torches with a
The Screaming Gully is an underground riverbed flowing female night elf druid, Lady Anacondra, casting a ritual. 1d4 /
east to west. Steep cliffs on both sides of the river form the 2 Druids of the Fang and 1d4 / 2 Deviate Raptors, both
gully. On the clifftops, raptors have made their nests and rounded down, roam about the camp. The druids are clad in
roam in small packs. purple leather armor with yellow serpents woven on it. The
The shallow river flows into and out of the Screaming raptors will make a Perception check against intruders if they
Gully through narrow tunnels leading east and west, come within 75 feet. If they detect intruders, they will sound
respectively. Across the gully is a tunnel leading north to an alarm, alerting the druids in the camp.
Dreamer's Rock, the chamber where Naralex fitfully Lady Anacondra
slumbers. "None can stand against the Serpent Lords!"
Scarletleaf was the first to volunteer for Naralex's self-
2a. Southern Shore appointed mission to the Barrens. After her master's
A 15-foot cliff lines the entirety of the southern shore of nightmare shattered her mind, the young acolyte cast aside
Screaming Gully. Along the clifftop, magical torches have her name, now envisioning a sinister reptilian future for
been setup, illuminating much of the Screaming Gully. More Azeroth.
torches can be seen on the opposite clifftop, casting light and Lady Anacondra (marked by a red skull on the map) is one
shadow in the far end of this cavern. Natural bridges connect of the four fanglords and must be defeated to wake Naralex.
to the northern shore on both the far east and west ends of She is a powerful spellcaster and prioritizes spellcasting over
the cliff. A natural ramp near the center of the rocky cliffs other actions.
leads down to the streambed. When Lady Anacondra is defeated, the party can loot
The eastern end of the southern clifftops is inhabited by a Snakeskin Bag and Belt of the Fang (Embrace of the
small pack of 1d4 Deviate Raptors. They are protecting a few Viper). Any Druids of the Fang in Wailing Caverns can drop
nests with raptor eggs and will make a Perception check Gloves of the Fang (Embrace of the Viper) when defeated.
against intruders if they come within 75 feet.
DUNGEONS | BASE | WAILING CAVERNS
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While Kresh is a formidable opponent, he will not attack
unless provoked first. Characters can make a DC14 Animal
Lady Anacondra Handling check to approach Kresh, on a successful one he
Medium humanoid (night elf), chaotic evil will allow the adventurers to join him on patrol. Crocolisks
give Kresh a wide berth and will not attack anyone within 10
Armor Class 12 feet of him.
Hit Points 26 (5d8 + 4) When Kresh is defeated, the party can make a DC12
Speed 30 ft. Nature Check. On a success they can obtain Kresh's Back.
STR DEX CON INT WIS CHA 2c. Northern Shore
10 (0) 14 (+2) 12 (+1) 12 (+1) 16 (+3) 11 (+0) Overlooking the whole of the northern shore of the river is a
20 foot cliff. Natural bridges from the southern shore connect
Damage Immunities poison to the far western and eastern ends of the cliff face. In the
Skills Nature +3, Perception +4 center of the shore, a tunnel leads north to Dreamer's Rock.
Senses passive Perception 14 Along the cliff's edge, dim torches provide meager light into
Languages Druidic, Common, Elvish the northern reaches of the caves.
Challenge 1 (200 XP) Hidden in the shadows on each end of the cliff face is a
pack of 1d4 Deviate Raptors (2 packs in total). These raptors
Spellcasting. Anacondra is a 3rd level spellcaster. have advantage on stealth rolls when in the shadow. They will
Her spellcasting ability is Wisdom (spell save DC make a Perception check against intruders if they come
13, +5 to hit with spell attacks). It has the following within 75 feet. If they detect intruders, they immediately
spells prepared: attack darting in and out of the shadows.
Cantrips (at will): shocking grasp
1st level (3 slots): cure wounds, sleep
Thorns Aura. When Lady Anacondra or creatures Kresh
friendly to and within 15 ft of her are hit with Large beast, unaligned
melee weapon or spell attacks, the attacker takes 2
(1d4) piercing damage. Armor Class 16
Hit Points 35 (5d10 + 12)
Actions Speed 20 ft., swim 20 ft.
Quarterstaff. Melee Weapon Attack: +2 to hit, reach
5 ft., one target. Hit: 3 (1d6) bludgeoning damage. STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 16 (+3) 2 (-4) 10 (+0) 5 (-3)

2b. Streambed Damage Immunities poison


Senses passive Perception 10
The bottom of Screaming Gully is filled with ankle deep slow Languages —
moving water. Algae and small mushrooms line the riverbank Challenge 1 (100 XP)
and fishbones can be seen scattered along the shoreline.
Along the riverbed, there are 1d4 Deviate Crocolisks lazily Hold Breath. Kresh can hold its breath for 15
wading in the water. The crocolisks stay away from each minutes.
other as they are territorial. As such, a crocolisk will attack if
an adventurer comes within 20 feet of it. Also in the river is a Actions
huge snapjaw turtle, Kresh, maintaining an endless patrol up
and down the bottom of Screaming Gully. Crushing Bite Melee Weapon Attack: +5 to hit,
Heading downstream leads to a small tunnel connecting to reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing
the Den of Fangs. Heading upstream, into the eastern damage, and if the target is wearing nonmagical
stretches of the Wailing Caverns, leads to the Crag of the armor, its armor is partly crushed and takes a
Everliving. permanent and cumulative -1 penalty to the AC it
offers. The armor is destroyed if the penalty
reduces its AC to 10.
Kresh
An ancient resident of the Wailing Caverns, this giant turtle
wanders the underground caves, his resilient mind
unaffected by Naralex's relentless nightmares. Don't be
fooled by his happy disposition; Kresh has thwarted many
adventurers who longed to steal his massive shell.
Kresh continuously patrols up and down the riverbed. He is
too large to fit through the narrow openings into the Pit of
Fangs and the Crag of the Everliving.

DUNGEONS | BASE | WAILING CAVERNS


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3. Pit of Fangs Lord Pythas
Once through the narrow tunnel leading from Screaming Medium humanoid (night elf), chaotic evil
Gully, the water from the river seeps through cracks in the
cave floor. The adventurers find themselves in the Pit of Armor Class 13
Fangs, a massive, high ceilinged cavern. Tall steep cliffs ring Hit Points 31 (5d10 + 4)
the cavern. The characters must navigate dark, twisting, and Speed 30 ft.
snake infested tunnels to climb and explore the tops of these
cliffs. Two fanglords, Lord Pythas and Lord Cobrahn, dwell in
these tunnels that make up the western reaches of Wailing STR DEX CON INT WIS CHA
Caverns. 16 (+3) 11 (+0) 12 (+1) 12 (+1) 12 (+1) 11 (+0)

3a. Adder's Nest Damage Immunities poison


At the northwestern end of the initial cavern is a ramp Skills Nature +3, Perception +4
leading up to the cliffs above. Unlike the Screaming Gully, Senses passive Perception 14
Languages Druidic, Common, Elvish
there are no torches here and the Pit of Fangs is largely Challenge 1 (200 XP)
shrouded in darkness. Much of this ramp is dotted with thick
rock pillars which further obscure vision and hide poisonous Spellcasting. Pythas is a 3rd level spellcaster. His
serpents made even more deadly from the nightmare's spellcasting ability is Wisdom (spell save DC 11, +3
corruption. Distributed amongst this maze of stone are 1d4 + to hit with spell attacks). He has the following
2 Deviate Adders. These serpents have advantage on any spells prepared:
stealth checks while hidden about the pillars and will attack
anyone that comes within 15 feet of them. Cantrips (at will): shocking grasp
Once the adventurers have navigated through the maze of 1st level (3 slots): cure wounds, sleep, thunder clap
rock and fangs, they find themselves on a clifftop perched
over the northern end of the lower cave. Patches of small Actions
bioluminescent mushrooms dot the clifftop offering a faint Multiattack. Pythas makes two melee attacks.
glow. At the far end of the cliff, a small camp is set up around
a small fire, the only major source of light on the clifftop. Handaxe. Melee Weapon Attack: +5 to hit, reach 5
Patrolling this area are two separate Druids of the Fang each ft., one target. Hit: 6 (1d6 + 3) slashing damage.
accompanied by a Deviate Adder. In the camp is Lord Pythas,
one of the four fanglords. Also in the camp is a battered chest
containing two serpentbloom poultices. The cavern is dimly lit by an array of small candles and faintly
Away from the cliff's face towards the northern end of the glowing wards and totems lining the otherwise featureless
clifftop is a tunnel leading north and upwards. Going into this walls. The characters can make out a group of nightmare
tunnel will lead the adventurers to the Cobra's Climb. corrupted creatures and druids practicing their profane
magics. Roll from this section's Random Encounter Table to
Lord Pythas determine the exact inhabitants of this cave. Another tunnel
"The coils of death will crush you!" leads south from this cavern.
A childhood friend of Naralex, the warrior Aryn was a Random Encounter Table
quick study in druidism. Despite his training, the acolyte was
defenseless against the corruption that would strip away his Roll Monsters
sanity. Aryn has taken on the name Pythas, combining his 1 1 Druid of the Fang, 1 Deviate Python
impressive melee prowess with his druidic arsenal to 2 1 Druid of the Fang, 1 Deviate Adder
vanquish intruders.
Lord Pythas (marked by a yellow skull on the map) is one 3 1 Druid of the Fang
of the four fanglords and must be defeated to wake Naralex. 4 1 Deviate Adder, 1 Deviate Python
He is a skilled melee combatant and prioritizes melee
weapon attacks over other actions. 5 2 Deviate Pythons
When Lord Pythas is defeated, the party can loot Stinging 6 2 Deviate Adders
Viper and Armor of the fang (Embrace of the Viper).
This tunnel quickly opens into a second cavern very similar
3b. Cobra's Climb to the prior one. Candles, totems, and wards all provide a low
Heading north from Pythas' camp leads into a narrow light through the cavern and another group of nightmare
lightless tunnel with a gentle slope leading upwards. The creatures and druids reside in this chamber. Roll from this
path soon turns west and at the end of the tunnel faint section's Random Encounter Table to determine the denizens
flickering lights illuminate a small cavern. As the adventurers of this cave. If the adventurers make any loud noises in the
make their way towards the end of the tunnel, they can look prior chamber. The denizens of this cave can make a DC10
down on the Adder's Nest through a few cracks in the Perception check. On a success, they will go to the northern
southern wall. cavern to investigate the disturbance. Another opening in the
cave leads south.

DUNGEONS | BASE | WAILING CAVERNS


9
Leaving the pair of caves behind them, the adventurers step
out onto a clifftop towering over the chamber where they first
entered the Pit of Fangs below. Across this chasm, the faint Lord Cobrahn
glow of the mushroom on the clifftop of the Adder's Pit can Medium humanoid (night elf), chaotic evil
be seen. The clifftop the party is currently on wraps around
the southern side of the bottom chamber. On the far side of Armor Class 13
the cliff, a light source can be seen emitting from an Hit Points 26 (5d8 + 4)
otherwise hidden alcove. Speed 30 ft.
Inside this alcove is a meager camp built around a low
burning fire. Around the camp are many small cages STR DEX CON INT WIS CHA
containing snakes of all types and colors. Studying these
serpents is Lord Cobrahn, one of the four fanglords. If the 10 (0) 16 (+3) 12 (+1) 12 (+1) 12 (+1) 11 (+0)
characters inspect the cliff face below the alcove they will see
a set of otherwise hidden ledges (marked with an L on the Damage Immunities poison
map) that can used to quickly get back to the bottom of the Skills Nature +3, Perception +4
Pit of Fangs. Senses passive Perception 14
Languages Druidic, Common, Elvish
Challenge 1 (200 XP)
Lord Cobrahn
"You will never wake the dreamer!" Spellcasting. Cobrahn is a 3rd level spellcaster. His
Jarlaxla's skill at harnessing animal forms earned him spellcasting ability is Wisdom (spell save DC 11, +3
renown among the druids of the Cenarion Circle. However, to hit with spell attacks). He has the following
the Wailing Caverns' corruption twisted his unique abilities. spells prepared:
Now, Jarlaxla has perfected a deadly serpentine form,
renaming himself Cobrahn to reflect his vicious newfound Cantrips (at will): poison spray, shocking grasp
power. 1st level (3 slots): cure wounds, sleep
Lord Cobrahn (marked by a green skull on the map) is one
of the four fanglords and must be defeated to wake Naralex. Actions
He is a talented shape shifter and prefers to fight in his Multiattack (Wild Shape only). Cobrahn makes two
serpent form. melee attacks.
When Lord Cobrahn is defeated, the party can loot Robe of
the Moccasin and Leggings of the Fang (Embrace of the Claw Weapon. Melee Weapon Attack: +5 to hit,
Viper). reach 5 ft., one target. Hit: 4 (1d4 + 3) slashing
damage.
Wild Shape (Recharges after a Short or Long Rest).
Lord Cobrahn can use a bonus action to assume the
shape of a Deviate Adder. It follows the Wild Shape
rules for the Druid class.

4. Crag of the Everliving


Located in the eastern stretches of the Wailing Caverns, the
Crag of the Everliving contains the massive shambler, Verdan
the Everliving. The fourth and final fanglord, Lord Serpentis,
also resides within its twisting tunnels.
Tales tell of an ancient guardian of the caves residing deep
within the eastern reaches of the Wailing Caverns. One can
only hope the corruption has not reached it yet.
4a. Skum's Grotto
The adventurers head upstream from Screaming Gully
through a set of tight squeezes between tunnel walls. One
through, a massive, high-ceilinged cavern opens up before
them. Streams of water fall from high cliffs and cracks in the
cavern ceiling into a shallow pool, the source of the river the
characters just followed. The mist rising from the pool
promotes rampant plant growth throughout the damp cave.
On the shore of the pool is Skum, a large thunder lizard
with mottled grey skin and glowing plates buzzing with
charged energy. The crocolisks in the pool give him a wide
berth as he takes long drinks from the pool. Unfortunately, it
seems the nightmare has reached Skum as well.

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Skum will attack if he notices any intruders. In the center of 4b. Upper Tunnels
the the cavern is a large flat boulder that can be used to hide
behind if the characters want to avoid aggravating the Having made it through the grotto, the tunnels begin to lead
corrupted thunder lizard. When hiding behind the boulder, upwards. As the adventurers make their way further up, thick
the adventurers have advantage on any stealth rolls against glowing moss dots the walls and floor of the tunnels,
Skum. providing an eerie glow to the cave system. The corruption
At the southern end of the grotto is a tunnel leading into has spread here as well, twisting the vegetation into crazed
the Upper Tunnels. plant monsters, Deviate Lashers and Deviate Shamblers.
The tunnels loop around the grotto, looking down on the
Skum pool below. Scattered through the tunnels are campfires
Skum first journeyed to the Wailing Caverns for relief from around which are more Druids of the Fang practicing their
the Barrens' hostile environment. Like many of the caves' profane magic on the caverns' botany. Roll from this section's
other inhabitants, he quickly succumbed to corruption. His Random Encounter Table to determine what inhabits this
veins now pulse with dark energies that have transformed stretch of tunnels.
him into a mighty and ruthless beast beyond redemption. Random Encounter Table
Skum (marked by a red skull on the map) is an unfortunate
victim of the nightmare. Driven mad, he will blindly attack Roll Monsters
anyone who enters his territory. If no one is in melee range of 1 1 Druid of the Fang, 2 Deviate Lashers
him, he prefers to Charge the nearest creature. If there are 2 1 Nightmare Ectoplasm, 1 Druid of the Fang
several creatures within 15 feet of each other he will
prioritize using Chained Bolt. 3 5 Deviate Lashers
When Skum is defeated, the party can obtain glowing 4 1 Druid of the Fang, 2 Deviate Lashers
lizard scales. These can be brought to Nalpak for him to craft
Glowing Lizardscale Cloak for the party. 5 2 Deviate Shamblers
6 1 Deviate Shambler, 3 Deviate Lashers

Skum As the tunnels reach the point above the southern end of
Large beast, chaotic neutral the grotto, the characters find themselves on a precipice.
They can see that the Upper Tunnels continue upwards
Armor Class 15 across the chasm, but they will have to jump across to
Hit Points 45 (6d10+ 12) continue further.
Speed 40 ft. The adventurers can each make a DC 13 Athletics Check
to jump across the chasm. If they fail, they fall into the pool
below. If Skum is still in his grotto, this will alert him and we
STR DEX CON INT WIS CHA will immediately head towards the source of the splash.
18 (+4) 8 (-1) 15 (+2) 2 (-4) 12 (+1) 5 (-2) Having crossed the chasm, the adventurers continue
climbing. Here, darting amongst the stalactites, are
Damage Immunities lightning, poison poisonous winged serpents ready to swoop down on
Senses passive Perception 13 unsuspecting prey. More Druids of the Fang and nightmare
Languages — plants can be found here as well. Roll from this section's
Challenge 2 (200 XP) Random Encounter Table to determine what inhabits this
stretch of tunnels. In addition to these monsters, two Deviate
Charge. If Skum moves at least 20 feet straight Venomwings are here as well.
toward a target and then hits it with a gore attack The tunnel continues north and into the Cave of the
on the same turn, the target takes an extra 9 (2d8) Guardian.
bludgeoning damage. If the target is a creature, it
must succeed on a DC 15 Strength saving throw or 4c. Cave of the Guardian
be knocked prone.
The Cave of the Guardian is a massive cavern that extends
Actions far above the adventurers. The southern end of the cave
overlooks Skum's Grotto below. Along this clifftop is another
Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., small druid camp. In it stands the leader of the fanglords,
one target. Hit: 14 (2d8 + 4) bludgeoning damage. Lord Serpentis the Serpent King. He is flanked by two Druids
Chained Bolt. Ranged Spell Attack: +4 to hit, range of the Fang.
30 ft., one target. 11 (2d10) lightning damage. If In the northern recesses of the cave, a massive plant
the closest creature to this target is within 15 feet monster, Verdan the Everliving, is skulking in the shadows.
of it, that creature takes 5 (1d10) lightning damage. He is the guardian the legends spoke of. Unfortunately,
Serpentis has turned him to the nightmare. When the
adventurers defeat the Serpent King, Verdan lumbers out of
the depths of the cavern. The death of Serpentis has granted
him a brief escape from the nightmare and he looks to see
the state of his beloved caverns.

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If the characters have killed any Deviate Shamblers or Verdan the Everliving
Deviate Lashers, Verdan sees them as agents of the Little is known about this creature prior to Naralex's arrival
nightmare and is hostile towards them. If they have not at the Wailing Caverns. Thought to be the caves' original
destroyed any of his children, the adventurers can attempt to guardian, Verdan the Everliving could not escape the
reason with Verdan to let them leave the cavern in peace. For corruption that befell its home. Verdan is allied with the
every minute after Lord Serpentis' defeat, Verdan the insane druids and maintains its vigil against those who
Everliving must make a DC10 Wisdom Saving Throw. On a trespass into its domain.
failed save, he once again succumbs to the nightmare and Verdan the Everliving (marked by a green skull on the map)
becomes hostile to the characters. is located in the northern end of the Cave of the Guardian.
In the northern most end of the cave, behind Verdan the This end of the cavern is overgrown with twisted moss and
Everliving's haunt, is a steep shaft leading down to a deep vines. If the adventurers have killed any Deviate Lashers or
pool of water. The adventurers may slide down this shaft to Deviate Shamblers in the Wailing Caverns, Verdan will be
return to near the entrance of the Crag of the Everliving. This automatically be hostile towards them. When Grasping Vines
pool of water is on the eastern end of Screaming Gully and is is available to use, Verdan the Everliving will attempt to get as
marked with an "S" on the map. many hostile creatures within 20 feet of him as possible and
use it.
Lord Serpentis When Verdan the Everliving is defeated, the party can loot
"I am the serpent king! I can do anything!" Living Root
The Druids of the Fang's leader was once Naralex's finest
student. His tragic downfall stemmed from his desire to
become a shan'do, or "honored teacher", like Naralex. As
insanity took root, Serpentis rallied his brethren to his side Verdan the Everliving
and formed the Druids of the Fang. huge plant, chaotic neutral
Lord Serpentis, marked by a purple skull on the map, can
be found in a camp in the southern end of Cave of the Armor Class 15
Guardian. He is accompanied by two Druids of the Fang and Hit Points 42 (6d10 + 15)
will attack anyone who is not a part of his order. He prefers to Speed 20 ft.
be up front in the fight with his subjects supporting him.
When Lord Serpentis is defeated, the party can loot STR DEX CON INT WIS CHA
Venomstrike and Footpads of the Fang (embrace of the
Viper) 16 (+3) 9 (-1) 16 (+3) 3 (-4) 12 (+1) 3 (-4)

Damage Immunities poison


Damage Resistances bludgeoning, piercing
Lord Serpentis Damage Vulnerabilities fire
Medium humanoid (night elf), chaotic evil Senses passive Perception 12
Languages —
Armor Class 13 Challenge 2 (200 XP)
Hit Points 26 (5d8 + 4)
Speed 30 ft. .

STR DEX CON INT WIS CHA Actions


16 (+3) 11 (+0) 12 (+1) 12 (+1) 14 (+2) 11 (+0) Slam. Melee Weapon Attack: +6 to hit, reach 10 ft.,
one target. Hit: 12 (2d8 + 3) bludgeoning damage.
Damage Immunities poison Wild Regeneration (Recharge 5-6). Verdan the
Skills Nature +3, Perception +4 Everliving regains 4 (1d6 + 1) hit points. Until this
Senses passive Perception 14 effect is cancelled, the shambler regains 3 (1d4 +
Languages Druidic, Common, Elvish 1) hit points at the start of its turn. This effect is
Challenge 1 (200 XP) cancelled if he takes acid or fire damage. This
action cannot be used if the shambler is currently
Spellcasting. Pythas is a 3rd level spellcaster. His under the effect of Wild Regeneration.
spellcasting ability is Wisdom (spell save DC 12, +4 Grasping Vines (Recharge 6). Grasping vines sprout
to hit with spell attacks). He has the following from the ground in a 20 foot circle around Verdan
spells prepared: the Everliving. These vines turn the ground in the
Cantrips (at will): shocking grasp area into difficult terrain.
1st level (3 slots): cure wounds, sleep A creature in the area when this action is taken
must succeed on a DC 13 Strength saving throw or
Actions be restrained by the vines and take 2 (1d4)
bludgeoning damage. A creature restrained by the
Battleaxe. Melee Weapon Attack: +5 to hit, reach 5 vines can use its action to make a DC 13 Strength
ft., one target. Hit: 8 (1d10 + 3) slashing damage. check. On a success, it frees itself.

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Although the adventurers have slain the fanglords, their
5. Dreamer's Rock spirits continue to hold sway over the nightmare permeating
The resting place of Naralex. Heart of the nightmare and the Wailing Caverns. Muyoh must complete a ritual to banish
source of the corruption threatening to spill out into the these spirits completely so they will no longer maintain their
Barrens. The adventurers must enter this final chamber to hold on Naralex. The characters must protect Muyoh so he
awaken Naralex and free the Wailing Caverns from his can complete this process.
waking nightmare. As Muyoh begins his ritual, the torches flare casting light
and shadow across the cavern walls. From the shadow
manifests four Deviate Adders composed of pure nightmare.
These serpents are also resistant to bludgeoning, piercing,
and slashing damage. The adventurers must make a DC 12
Wisdom saving throw. If they fail, the characters have
disadvantage on the initiative roll for this combat. The
serpents will attack Muyoh, attempting to prevent the ritual
from cleansing the caverns of the Fanglords' spirits.
During the ritual, Muyoh cannot take any actions. Instead,
on each round of combat Muyoh will attempt to banish the
attacking spirits by making a DC14 Wisdom Check. On a
successful one, Muyoh deals 11 psychic damage to one of the
serpents at random. If Muyoh has taken any damage since
the end of his last turn, he has disadvantage on this check.
The ritual is completed when all four of the serpents have
been defeated.
"The caverns have been purified. To Naralex's chamber we
go!" —Muyoh
Once the Wailing Caverns have been cleansed of the
fanglords' spirits, Muyoh leads the party to Dreamer's Rock.
The adventurers cross the western bridge to the Northern
Shore of Screaming Gully. If the characters have not been in
this area before, refer to the Screaming Gully - Northern
Shore section earlier in this adventure. Leaving Screaming
Gully via a tunnel leading north, the adventurers make their
way into Dreamer's Rock.
C. Awaken the Dreamer
"Beyond this corridor, Naralex lies in fitful sleep. Let us go
A. Return to Disciple's Haven awaken him before it is too late." —Muyoh
"These caverns were once a temple of promise for regrowth From the tunnel, Muyoh leads the party into a large open
in the Barrens. Now, they are the halls of nightmares. Come. cavern. Most of the cavern is submerged in murky, corrupted
We must continue. There is much to be done before we can water. In center of the cavern lays Naralex, the slumbering
pull Naralex from his nightmare." —Muyoh druid, laying on a rock slab flanked by two magically burning
Once the four fanglords have been defeated, the braziers. Ritualistic candles and totems line the southern
adventurers must return to the Disciples of Naralex in wall of the cavern. The surface of the murky pool is broken by
Disciple's Haven to begin the next step of awakening Naralex. multiple torches vainly trying to push away the darkness
The characters can take some time to rest and give materials emanating from the pool. Large half-submerged bones are
to Nalpak so he can make items for them while Muyoh makes scattered around the pool. Reminders of creatures foolish
his final preparations. enough to drink from the heart of the nightmare.
When Muyoh and the adventurers are prepared, they leave
Disciple's Haven for Lady Anacondra's camp where the spirits
of the slain fanglords will be cleansed from the Wailing
Caverns.
B. Spirits of the Fallen Fanglords
"Within this circle of fire I must cast the spell to banish the
spirits of the slain fanglords." —Muyoh
Muyoh leads the adventurers back down the winding
tunnel into Screaming Gully. Once there, the party turns west
and heads to the camp where the characters defeated Lady
Anacondra. The ring of torches in the camp continue to burn
and Muyoh moves to the center of the circle.

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"Protect me brave souls as I delve into the Emerald Dream to End of the Nightmare
rescue Naralex and put an end to this corruption!"—Muyoh
Upon seeing his sleeping master, Muyoh rushes to the side "Ah, to be pulled from the dreaded nightmare! I thank you, my
of Naralex. He hurriedly starts preparing to cast this final loyal Disciple, along with your brave companions. We must
ritual to awaken the druid and end this waking nightmare. go and gather with the other Disciples. There is much work
Muyoh, eager to begin, tells the adventurers he will begin to be done before I can make another attempt to restore the
once they give him the go ahead. Barrens. Farewell, brave souls!" —Naralex
As Muyoh begins to perform the awakening ritual on With Naralex awake, the nightmare's grip is released from
Naralex, the surface of the murky water begins to bubble. the Wailing Caverns. The corruption that altered the flora
From the pool, 3 Deviate Adders slither up towards Naralex and fauna of the cave system withers away leaving the
and Muyoh. After the serpents are killed or after four rounds denizens in their original forms. Balance has returned.
of combat, 3 Nightmare Ectoplasm manifest from the pool Naralex thanks the adventurers for their bravery and
and move to attack Naralex and Muyoh. After the serpents efforts to free him from his nightmare. He and Muyoh then
and ectoplasm are killed or after four more rounds of combat, take the form of eagles and fly to the Disciples' Haven to
Mutanus the Devourer, a pure manifestation of Naralex's gather the rest of his remaining disciples so they can work on
nightmare, rises from the shadowy depths. After a sickening another way to restore the Barrens, leaving the party to find
gurgle, it extracts itself from the pool and lumbers towards their own way out of the Wailing Caverns.
Naralex and Muyoh.
When Mutanus the Devourer is defeated, all other enemies
dissipate and Naralex finally awakens from his nightmare. Mutanus the Devourer
Medium humanoid (murloc), chaotic evil
Mutanus the Devourer
From the darkest corners of Naralex's twisted mind, the Armor Class 14
corruption plaguing the Emerald Dream has manifested in Hit Points 43 (6d10 + 10)
the form of the druid's worst enemy: murlocs. The aberration Speed 30 ft., swim 30 ft.
known as Mutanus has come to the waking world to devour
any who seek to liberate Naralex from the Nightmare's
clutches. STR DEX CON INT WIS CHA
Mutanus the Devourer (marked by a yellow skull on the 14 (+2) 10 (+0) 14 (+2) 8 (-1) 16 (+3) 11 (+0)
map) is a creature of pure nightmare. He first prioritizes on
using Nightmare Claws to debuff hostile creatures. If one has Damage Immunities acid, poison
a debuff, Mutanas prefers using higher level spell slots first. If Senses passive Perception 14
surrounded, he uses thunder wave and poison spray. Languages —
When Mutanus the Devourer is defeated, the party can loot Challenge 2 (400 XP)
Deep Fathom Ring.
Spellcasting. The druid is a 4th level spellcaster. Its
spellcasting ability is Wisdom (spell save DC 14, +6
to hit with spell attacks). It has the following spells
prepared:
Cantrips (at will): poison spray
1st level (3 slots): thunder wave
2nd level (2 slots): sleep (2nd level)
3rd level (2 slots): fear

Actions
Nightmare Claws. Melee Weapon Attack: +5 to hit,
reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing
damage and 3 (1d6) necrotic damage. Any creature
hit by this attack has disadvantage on their next
saving throw against a spell cast by Mutanus.

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Spells. You can use an action to expend 1 or more of the
Treasure staff's charges to cast one of the following spells from it,
This section provides descriptions for the treasure found using your spell save DC: entangle (2 charges), goodberry (1
within the Wailing Caverns. The source of each of these charge), or shillelagh (1 charge).
items is given in the above sections.
         Robe of the Moccasin
         Deep Fathom Ring             Wondrous item, uncommon (requires attunement)
            Ring, uncommon (requires attunement) This black robe is edged with white and dark purple. While
While wearing this ring. you do not need to breathe when you wear thee robe, you gain the following benefits:
underwater, you have a swimming speed equal to your You are able to understand and speak to snakes.
walking speed. and you gain a +2 bonus to attack rolls and You have advantage on saving throws against effects that
saving throws when completely submerged in water. would poison you and are resistant to poison damage.
         Embrace of the Viper          Snakeskin Bag
            Armor (leather armor), uncommon (requires             Wonderous item, uncommon
attunement) This green serpent skin bag is about the size of a standard
This deep purple leather armor is emblazoned with golden backpack. The bearer of the bag can use a bonus action to
serpents. It is obtained by gathering its five components from arm it with a command word so that the next time it is
the four fanglords and their servants. opened 1d4 poisonous snakes are launched from its opening
in a 10-foot cone. This effect can only happen once per day
Armor Components and recharges at dawn.
Component Source
Belt of the Fang Lady Anacondra          Stinging Viper
            weapon (mace), uncommon (requires attunement)
Footpads of the Fang Lord Serpentis You gain a +1 bonus to attack and damage rolls made with
Gloves of the Fang Druid of the Fang this magic weapon.
Leggings of the Fang Lord Cobrahn When an attack made with this weapon hits a creature, it
must make a DC 13 Constitution saving throw. On a failure,
Armor of the Fang Lord Pythas the creature takes 1d6 poison damage and is Poisoned until
the end of its next turn.
When wearing all five parts of this armor, you gain a +1
bonus to AC and resistance to poison damage.          Venomstrike
Once per day, the wearer may use an action to assume the             weapon (any bow), uncommon (requires attunement)
shape of a Deviate Adder for one minute. This otherwise You gain a +1 bonus to attack and damage rolls made with
follows the Wild Shape rules for the Druid class. this magic weapon.
When you roll an 16 or higher on an attack roll made with
         Glowing Lizardscale Cloak this weapon, the target takes an extra 1d6 poison damage.
            Wondrous item, uncommon (requires attunement)
This green scaled cloak crackles with a slight charge. When
wearing this cloak, you have resistance to lightning damage.
As a bonus action, the wearer can make this cloak shed
bright light in a 20-foot radius and dim light for an additional
20 feet. This light is pale green and lasts for an hour or until
it is dismissed as an action.
         Kresh's Back
            Armor (shield), uncommon (requires attunement)
While holding this shield, you have +1 bonus to AC. This
bonus is in addition to the shield's normal bonus to AC.
Once per short rest, you can force a beast that is medium
or smaller make a DC 11 Wisdom saving throw. On an
unsuccessful one, the beast is afraid of the bearer of this
shield until the end of their next turn.
         Living Root
            Staff, uncommon (requires attunement)
This staff can be wielded as a magic quarterstaff that grants a
+1 bonus to attack and damage rolls made with it. While
holding it, you have a +1 bonus to spell attack rolls.
The staff has 4 charges for the following property. It
regains all expended charges daily at dawn.

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15
.
Monsters
This section includes stat blocks for all non-boss monsters
found in Wailing Caverns. These monsters can be used either
by using the Random Encounter Tables found in each section
or building your own encounters.

Deviate Adder
Medium beast, chaotic neutral

Armor Class 14
Hit Points 11 (2d8 + 2)
Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA Deviate Lasher


10 (+0) 18 (+4) 13 (+1) 2 (-4) 10 (+0) 3 (-4) Small plant, chaotic neutral

Damage Immunities poison Armor Class 10


Senses blindsight 10 ft., passive Perception 12 Hit Points 9 (2d6 + 2)
Languages — Speed 25 ft.,
Challenge 1/4 (50 XP)
STR DEX CON INT WIS CHA
Actions
10 (+0) 14 (+2) 12 (+1) 2 (-4) 10 (+0) 1 (-5)
Poison Bite. Melee Weapon Attack: +6 to hit, reach
10 ft., one target. Hit: 6 (1d4 + 4) piercing damage,
and the target must make a DC 12 Constitution Damage Immunities poison
saving throw, or become poisoned. Until the poison Damage Vulnerabilities fire
is cured or at the end of their turn they succeed on Senses tremorsense 30 ft., passive Perception 12
the saving throw described above, the target takes Languages —
3 (1d6) poison damage at the start of their turn. Challenge 1/8 (25 XP)

Deviate Crocolisk Actions


Large beast, chaotic neutral Vine Slash. All hostile targets within 5 ft. must make
a DC 12 Dexterity saving throw, or take 4 (1d4 + 2)
Armor Class 13 slashing damage.
Hit Points 19 (3d10 + 3) .
Speed 20 ft., swim 30 ft.
Deviate Lurker
STR DEX CON INT WIS CHA Medium beast, chaotic neutral
15 (+2) 10 (+0) 13 (+1) 2 (-4) 10 (+0) 5 (-3) Armor Class 13
Hit Points 16 (2d10 + 4)
Damage Immunities poison Speed swim 40 ft.
Senses passive Perception 10
Languages —
Challenge 1/4 (100 XP) STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 14 (+2) 2 (-4) 10 (+0) 5 (-3)
Hold Breath. The crocolisk can hold its breath for
15 minutes. Damage Immunities poison
Senses passive Perception 10
Actions Languages —
Challenge 1/2 (100 XP)
Crippling Bite Melee Weapon Attack: +4 to hit,
reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing
damage, and the target must make a DC 12 Hold Breath. The lurker can hold its breath for 1
Constitution saving throw, or become poisoned. hour.
Until the poison is cured or at the end of their turn
they succeed on the saving throw described above, Actions
the target takes 3 (1d6) poison damage at the start Bite Melee Weapon Attack: +4 to hit, reach 5 ft.,
of their turn and their speed is halved for their turn. one target. Hit: 6 (1d8 + 2) piercing damage,

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Deviate Python Deviate Shambler
Medium beast, chaotic neutral Large plant, chaotic neutral

Armor Class 13 Armor Class 13


Hit Points 13 (2d10 + 2) Hit Points 26 (4d10 + 8)
Speed 30 ft., swim 30 ft. Speed 20 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 12 (+1) 2 (-4) 10 (+0) 3 (-4) 16 (+3) 9 (-1) 15 (+2) 3 (-4) 12 (+1) 3 (-4)

Damage Immunities poison Damage Immunities poison


Senses blindsight 10 ft., passive Perception 12 Damage Resistances bludgeoning, piercing
Languages — Damage Vulnerabilities fire
Challenge 1/4 (50 XP) Senses passive Perception 12
Languages —
Challenge 1 (200 XP)
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., Actions
one target. Hit: 5 (1d6 + 2) piercing damage.
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft.,
Constrict. Melee Weapon Attack: +4 to hit, reach 5 one target. Hit: 10 (2d6 + 3) bludgeoning damage.
ft., one creature. Hit: 6 (1d8 + 2) bludgeoning
damage, and the target is grappled (escape DC 14). Wild Regeneration (Recharge 5-6). The shambler
Until this grapple ends, the target is restrained and regains 4 (1d6 + 1) hit points. Until this effect is
the python can not constrict another target. cancelled, the shambler regains 3 (1d4 + 1) hit
. points at the start of its turn. This effect is
cancelled if the shambler takes acid or fire damage.
Deviate Raptor Until this effect ends, the shambler cannot use Wild
Medium beast, chaotic neutral Regeneration.
Armor Class 14
Hit Points 13 (3d8)
Speed 50 ft.

STR DEX CON INT WIS CHA


13 (+1) 17 (+3) 11 (+0) 7 (-2) 12 (+1) 4 (-4)

Damage Immunities poison


Skills Perception +3, Stealth +4
Senses passive Perception 14
Languages —
Challenge 1/2 (100 XP)

Pack Tactics. The raptor has advantage on attack


rolls against a creature if at least one of the raptor's
allies is within 5 feet of the creature and the ally
isn't incapacitated.
Pounce. If the raptor moves at least 20 feet straight
toward a creature and then hits it with a claw attack
on the same turn, that target must succeed on a DC
13 Strength saving throw or be knocked prone. On
a success, the raptor may make one bite attack
against it as a bonus action.

Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 7 (1d8 + 3) piercing damage.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 6 (1d6 + 3) slashing damage.

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Deviate Venomwing Nightmare Ectoplasm
Medium beast, chaotic neutral Medium ooze, chaotic neutral

Armor Class 13 Armor Class 8


Hit Points 11 (2d8 + 2) Hit Points 19 (3d8 + 6)
Speed 20 ft., fly 40 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 12 (+1) 2 (-4) 10 (+0) 3 (-4) 12 (+1) 6 (-2) 15 (+2) 1 (-5) 6 (-2) 2 (-4)

Damage Immunities poison Damage Immunities poison


Senses passive Perception 12 Damage Resistances acid, cold, fire
Languages — Senses blindsight 60 ft. (blind beyond this radius)
Challenge 1/4 (50 XP) passive Perception 8
Languages —
Challenge 1/2 (100 XP)
Actions
Toxic Spit. Ranged Weapon Attack: +4 to hit, range Amorphous. The ectoplasm can move through a
20/60 ft., one target. Hit: 6 (1d8 + 2) poison space as narrow as 1 inch wide without squeezing
damage.
. Corrode Metal. Any nonmagical weapon made of
metal that hits the ooze corrodes. After dealing
Druid of the Fang damage, the weapon takes a permanent and
Medium humanoid (night elf), chaotic neutral cumulative -1 penalty to damage rolls. If its penalty
drops to -5, the weapon is destroyed. Nonmagical
Armor Class 11 ammunition made of metal that hits the ooze is
Hit Points 21 (4d8 + 3) destroyed after dealing damage. The ooze can eat
Speed 30 ft. through 2-inch-thick, nonmagical metal in 1 round.

Actions
STR DEX CON INT WIS CHA
Pseudopod. Melee Weapon Attack: +3 to hit, reach
10 (0) 14 (+2) 12 (+1) 12 (+1) 14 (+2) 11 (+0) 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning
damage plus 7 (2d6) acid damage, and if the target
Damage Immunities poison is wearing nonmagical metal armor, its armor is
Skills Nature +3, Perception +4 partly corroded and takes a permanent and
Senses passive Perception 14 cumulative -1 penalty to the AC it offers. The armor
Languages Druidic plus any two languages is destroyed if the penalty reduces its AC to 10.
Challenge 1 (200 XP)

Spellcasting. The druid is a 3rd level spellcaster. Its


spellcasting ability is Wisdom (spell save DC 12, +4
to hit with spell attacks). It has the following spells
prepared:
Cantrips (at will): shocking grasp
1st level (3 slots): cure wounds, sleep

Actions
Claw Weapon. Melee Weapon Attack: +4 to hit,
reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing
damage.
Wild Shape (Recharges after a Short or Long Rest).
The druid assumes the shape of a Deviate Adder. It
follows the Wild Shape rules for the Druid class.

DUNGEONS | BASE | WAILING CAVERNS


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