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Credits Introduction
Authors: Vall Syrene, Davide Molino Monster Hunts Weekly is a supplementary series, designed to
Creature Art: Molino Davide Art sit alongside the Adamantine best-selling 100 Monster Hunts.
(Facebook @MolinoDavideArt)
(Instagram @Molino_Davide_Art)
These supplements each feature a brand new monster,
Background Art: Squeezi Games complete with professional art, lore, harvest table, magical
Cartography: Cze and Peku (patreon.com/czepeku) items, plot hooks and a bounty hunt, so you can quickly and
easily insert it into your ongoing campaigns.
Encounter Icon art by Brittney Hay This supplement assumes you have access to the Player's
Encounter Icon Mechanics by Vall Syrene Handbook, Monster Manual and Dungeon Master's Guide. When
InDesign Template by Nathanaël Roux
a creature or item is referenced for the first time during a
hunt its name will be written in Bold.

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DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft,
Eberron, the dragon ampersand, Ravnica, Theros and all other Wizards of the Coast
product names, and their respective logos are trademarks of Wizards of the Coast in the
When an item or rule is mentioned from the Dungeon
USA and other countries. Master's Guide or Player's Handbook, it will be abbreviated as
This work contains material that is copyright Wizards of the Coast and/or other authors. shown below.
Such material is used with permission under the Community Content Agreement for
Dungeon Masters Guild.

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Player's Handbook: (PHB)
All other original material in this work is copyright 2021 by Vall Syrene and published under
the Community Content Agreement for Dungeon Masters Guild. Monster Manual: (MM)
Dungeon Master's Guide: (DMG)

You don't have to read the entire supplement before you


utilize its contents, but it is advised to read the provided to
Hunts, Harvesting and Encounter Icon guides provided to
fully understand how best to use it before diving in.

e Hunting and You


The quests in this supplement are referred to as Hunts. Each
hunt begins with a short bounty, rumor or plot hook you can
provide to your players. The hunts in this book have been
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kept short, simple and often don't provide maps or complex
details unless they add something to the overall hunt. This
allows you to quickly tweak the hunt on the fly to suit your
campaign while staying within the hunt's structure.

The Hunt Layout


Each hunt lists a hunt title, the noted bounty, rumor or plot
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hook description that can be read to players, the average


party level (APL) and expected difficulty based on party
size, the quest creature, a brief summary of the hunt itself,
and 4 different stages that act as guidelines for the hunt
progression.

Hunt Stages
Hunts are divided into 4 stages: Meeting the NPCs,
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Exploration, The Hunt, and Completion.


Stage 1: Meeting the NPCs. This section begins the hunt,
introduces any notable NPCs the characters should need to
speak with, and gives the characters the opportunity to learn
more about the hunt itself.
Stage 2: Exploration. This section offers the characters the
opportunity to search for clues that could aid them later
in the hunt.
Stage 3: The Hunt. This section details the creature
encounter, and notes any particular tactics the creature might
have, such as targeting a particular character first, or having
an aversion to fire.
Stage 4: Completion. This stage deals with the aftermath of
the hunt. Here you can find options for looting a creature's
lair and any rewards NPCs provide once the characters

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return to them. Harvesting options for the creatures are not least important on the right. For example, a dragon would
mentioned, but can be added as additional treasure. have lair lurker first, followed by the archer icon, then the
rusher icon. For a dragon, remaining in its lair is far more
Harvesting Monster Parts important than staying at range breathing fire, and setting
fire to its enemies is more important than rushing in with
In this supplement, each monster features a variety of parts tooth and claw.
that can be harvested after it is killed. The icons are purely an advisory tool. If you feel a
If the idea of harvesting pieces of dead monsters and creature would act a particular way that goes against its
turning them into useful items is appropriate for your original design, then feel free to modify its behavior to suit
campaign, consult the harvesting table for the creature in your encounter.
question to see what body parts may be harvested, how

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difficult they are to craft, and the resulting weapon or item
the body part can be turned into. Below is an example
Encounter Icon Descriptions
of the kind of tables you can find in the Monster Hunts Each icon represents a particular set of tactics which are
Weekly supplements, as well as a breakdown of what each detailed below. The icons are in alphabetical order.
column means.

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The Tank. A creature with this icon
Harvesting Table often has a lot of hit points or a high AC
Body Harvesting Crafted Crafting Crafting DC (sometimes both) and is able to take a
Part DC Item Requirements beating, but not necessarily inflict much in
Fang DC 12 Maw Idol Tinker’s tools: Maw Idol
return. These creatures are usually intended
(2d6 Wisdom (4 fangs All items DC 12 to be used as frontline fighters against
fangs) (Survival) required) Strength melee-heavy enemies or act as protectors for spellcasters. A
(Athletics) tank’s primary tactic is to soak up incoming attacks and focus
4 Hours on a single target at a time, shrugging off most damage while
slowly whittling away its target’s hit points.
Table Guide

be obtained on a successful harvest.


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Body Part. What parts can be harvested and how many can

Harvesting DC. The ability check and DC required to


successfully harvest the chosen part. A creature part can
The Ambusher. A creature with this
icon usually has lower than average hit
points but a higher than average AC and
deals increased damage, especially when
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surprising a target. An ambusher is intended
only be harvested once. If a creature fails the harvesting to be used stealthily, waiting for the
check by 5 or more, the body part is destroyed and can't be opportune moment to strike. An ambusher’s primary tactic
harvested again. is to pick off one target at a time, starting with the weakest
Crafted Item. The item or items the body part can be looking creature first. It uses hit and run tactics to confuse its
turned into. You can only produce one of the listed items opponents and retreats if cornered or close to defeat.
with each crafting attempt. The Afflicted. A creature with this icon
Crafting Requirements. Any requirements that must be primarily uses diseases or condition effects
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met in order to turn the harvested body part into an item such as paralysis or poison to debilitate
is listed here. If an item is listed under two or more tools, their targets. An afflicted is intended to be
proficiency in and access to both sets of tools are required, used aggressively, and spreads its attacks
though these proficiencies can be shared over multiple out between multiple targets first. The
characters. For example, one character could take part in the afflicted prioritizes attacking those who are immune to its
crafting and have proficiency in one set of tools, and another debilitating ailments, or those who have the ability to cure
character could also take part in the crafting and provide the them, ensuring they are dead before turning its attention to
proficiency needed for the other set of tools.
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other targets.
Crafting DC. The ability check and DC that must be met The Rusher. A creature with this icon
to successfully craft and item, and the time required to do so. focuses their attacks on a single creature at
If this check is failed by 5 or more, the harvested pieces are a time and continues until it is dead. The
destroyed in the crafting process. rusher is intended to be a challenging foe,
and usually has either a few heavy hitting
Encounter Icons attacks, or many smaller attacks it can use
The stat blocks in this supplement use a collection of icons to continually pressure its target. A rusher often attacks
known as Encounter Icons. These icons are designed to offer relentlessly and fights to the death.
advice on the creature’s behavior or see what kind of abilities The Defender. A creature with this icon
it might have at a glance. usually has a lot of resistances and condition
Some icons might contradict each other, but this is immunities. A defender is intended to act as
intentional. Icons are noted on a stat block in order of the opposite to the rusher, spreading out its
importance, with the most important icon on the left and the attacks between nearby enemies and usually
sharing an icon with the tank, spellcaster or

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ranger. The defender’s primary tactic is to be cautious and fight their way through with little difficulty. An underling’s
careful when attacking, only moving in for the kill when primary tactic is dictated by other icons on its stat block.
it has a clear sign of victory and falling back or hunkering The Archer. A creature with this icon
down if outnumbered. might excel at long range combat or have
The Caster. A creature with this icon high mobility and rely on hit-and-run
is capable of casting spells or generating tactics; they avoid lingering in melee range
magical effects. A caster is intended to be if they can avoid it. The archer is intended
played based on its other icons, but is likely to be used at mid to long range, where it can
to recognise other creatures with the caster pick off its foes with relative impunity. Its primary tactic is
icon more easily. The caster’s primary tactic usually to avoid melee creatures and focus on ranged enemies
is to eliminate rival casters as early as possible to establish first, making good use of cover.

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magical dominance on the battlefield.
The Lair Lurker. A creature with this icon Creature Rarity
has access to a lair. A lair lurker is intended The icons in this supplement show in different colors. These
to be played based on the combination of colors dictate how rare a creature is intended to be in the
other icons on its stat block. The lair lurker’s world. Conventionally, the rarer a creature is, the more

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primary tactic is to use minions or lair powerful it is, and the more abilities it has at its disposal:
actions to debilitate its enemies, and given the choice, fights Black. The creature is commonly found
from within its lair. in the world and can be seen regularly
The Lone Wolf. A creature with this icon in its natural habitat. It is nothing overly
prefers to fight alone, and doesn’t work extraordinary, though some creatures may
well with other groups of creatures. The still be considered exotic by passing travellers.
lone wolf is intended to be used as a boss Blue. The creature is uncommon and might
monster, assassin, or other solitary creature. have unique features. Such a creature is much
It’s primary tactic depends on the other more difficult to locate in the wild and might
require help from a hunter or tracker, or only
icons present on its stat block.

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The Pack Hunter. A creature with this
icon prefers to fight in groups to surround
and overwhelm its foes with coordinated
attacks. The larger the group, the more
live in very particular environments.
Red. The creature is rarely seen, and
often has more than one special feature or
legendary actions. It might use a lair. These
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aggressive the attack. A pack hunter will creatures are not easy to find, even by skilled
usually have lower hit points or AC than trackers, usually requiring magical assistance.
other monsters to counter balance the intended numbers Orange. The creature is regarded as a
implied in their use. It is unusual to encounter one of these myth or legend, only ever spoken of in long
individually, though it might happen if they face weaker foes. forgotten stories and tall tales. The creature
The Underling. A creature with this icon is often unique, either in name, existence or
normally has extremely low hit points, AC some other method and might have many
and damage output, and act as minions in special features and legendary actions. It is likely to use a lair.
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a hierarchy. An underling is intended to be


used as a buffer to protect more valuable
targets, or serve as chaff characters can
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Abeiape Abeiape
Large Fiend (Demon), neutral evil
Mutated almost beyond recognition, these fur-less scarred —
primates can be found stalking the ashen plains of volcanic Armor Class 17 (natural armor)
regions across the multiverse. Hit Points 84 (8d10 + 40)
Speed 40 ft., climb 40 ft.
Mutated Rage. Abeiapes are primates mutated by
exposure to abyssal magic. Whilst almost unrecognizable —
STR DEX CON INT WIS CHA
from their original shaggy forms, these creatures exhibit 24 (+7) 14 (+2) 20 (+5) 10 (+0) 12 (+1) 17 (+3)
a wild, frenzied fury fueled by a unquenchable bloodlust. —
When an abeiape encounters another of its kind, they Saving Throws Str + 11
often fight to the death - or until another more appealing Skills Acrobatics +8, Athletics +11, Intimidation +9,
Perception +7
target presents itself to the pair.

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Damage Resistances fire; bludgeoning, piercing and
Demonic Heretage. Due to the dark magic that runs slashing damage from nonmagical attacks
through an abeiape's veins, conventional weapons do Condition Immunities charmed, exhaustion, frightened
little to harm them. Additionally, those choosing to hunt Senses darkvision 60 ft., tremorsense 30 ft., passive
down such a creature must take care when using weaker Perception 17
Languages Can understand Infernal and Primordial

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spells against it, for the abeiape's blood fills the beast
but can't speak
with a natural resistance and immunity to lower-level Challenge 7 (2,900 XP)
spellcasting.

Alchemical Interests. Abeiapes are widely valued by Dark Blood. The abeiape can't be affected by spells of 3rd
alchemists and wizards for their demonic blood, as it level or lower unless it chooses to be.
can be used in potion brews to enhance the concoction's
Magic Resistance. The abeiape can advantage on saving
effects. While this enhancement does limit the potion's throws against spells and other magical effects.
effectiveness and duration, it has proven invaluable in the
medical field, providing adventurers the ability to quickly Red Rampage. When the abeiape would take damage
patch up light damage for a brief time should they not have from any source, it can use its reaction to move up to its
access to a cleric.
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Furious Fighters. The abeiape fights with a fearless fury,
shrugging off minor wounds and continuing its assault
even after suffering mortal wounds. Abeiapes have been
known to trample each other into the ground in their bid
speed towards that source without provoking opportunity
attacks and make a single slam attack against it if
within range.

Actions
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Multiattack. The abeiape makes two slam attacks.
to attack their targets, and have even been seen dragging
themselves towards their enemies after being bisected, Slam. Melee Weapon Attack: +10 to hit, reach 5ft., one
seemingly unfazed. target. Hit: 22 (3d8 + 7) bludgeoning damage.

Crafted Magical Items


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Abeiape Armor
Armor (leather), uncommon (nonmagical)
School of Magic: —
This tough leather armor is crafted from the pelt
of a fearsome abieape. While you wear it, you have
a +1 bonus to AC and a +2 bonus to Charisma
(Intimidation) checks.
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Ape Charm
Wondrous item, rare (requires attunement)
School of Magic: Abjuration
This heart-shaped glass charm has 3 charges. It regains
1d3 expended charges daily at dawn. When you would
make a saving throw against a spell of 3rd-level or
lower, you can expend 1 charge to automatically succeed
on the save.
When you expend the charm's last charge, roll a d20.
On a 1, the charm shatters and is destroyed.

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Ape-Steel Blade Fiend's Slicer
Weapon (any sword), uncommon Weapon (dagger), uncommon
School of Magic: Evocation School of Magic: Illusion
This fiendish blade is crafted from the horns of an abieape. This magical dagger is carved from the claws of an
It is a magical weapon with a +1 to attack and damage rolls, abeiape. The blade edge contains within it a fragment of
and its blade glows blood red when demons draw near. the creature's demonic power and deals an additional 1d6
psychic damage to frightened targets.
Demon Bolas Additionally, when you make a ranged weapon attack
Wondrous item, common (nonmagical) with this dagger, you can cause it to howl as it flies through
School of Magic: — the air. The target must succeed on a DC 13 Wisdom
This specialized set of stone balls are connected together saving throw or become frightened of you until the end of

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with a length of leather and adorned with carved abeiape its next turn.
claws on each stone. While bolas are commonly used by
bounty hunters to capture fleeing targets, demon bolas Selling Harvested Materials
specifically excel at restraining fiends of all kinds. Materials harvested from an abeiape can be sold to various
You can throw the bolas at a Large or smaller target you collectors or adventurers looking for crafting ingredients.

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can see within 30 feet of you as a bonus action on your turn. Harvested items can also be sold to criminal black-market
On a hit, the target takes 2d6 bludgeoning damage and is dealers at an increased price, though the associated risks of
knocked prone and restrained for 1 minute. The target or doing so can vary from one location to the next.
another creature can use their action to free the target from The Harvest Value table details average sale guidelines for
the bolas with a successful DC 13 Strength check. a piece of each material type.
If the target is a fiend or of fiendish heritage, it has Costs may fluctuate based on your campaign’s
disadvantage on the aforementioned check. economy, sale location, or per trader, at the discretion
The bolas have an AC of 10 and 20 hit points. If reduced of the Dungeon Master.
to 0 hit points, they are destroyed.
Harvest Value Table
Draught of Rampage
Potion, uncommon
School of Magic: Enchantment
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When you drink this blood-red potion, you become infused
Body Part
Abeiape Eye
Abeiape
Sale Price
100 gp per eye
15 gp per horn
Black Market Price
150 gp per eye
30 gp per horn
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Horn
with a demonic rage, which lasts for 1 minute. While
raging, you can't concentrate on or cast spells, your speed Abeiape 1 gp per claw 2 gp per claw
increases by 10 feet, and you have a +1 bonus to attack and Claw
damage rolls made using Strength. Abeiape 200 gp per heart 300 gp per heart
Heart
Abeiape Pelt 5 gp per pelt 7gp per pelt
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Harvesting Table
Body Part Harvesting DC Crafted Item Crafting Requirements Crafting DC and Time Taken
Abeiape Eye DC 16 Wisdom Draught of Rampage Alchemist's supplies Draught of Rampage
(2 eyes) (Survival) (1 eye required) DC 14 Intelligence (Arcana)
6 Hours
Abeiape Horns DC 15 Wisdom Ape-Steel Blade Smith's tools Ape-Steel Blade
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(2 tusks) (Survival) (2 horns required) DC 15 Strength (Athletics)


6 Hours
Abeiape Claws DC 14 Wisdom Fiend's Slicer Smith’s tools: Fiend's Slicer
(1d10 claws) (Survival) (2 claws required) Fiend's Slicer DC 14 Strength (Athletics)
Demon Bolas 4 Hours
Demon Bolas
Demon Bolas
(4 claws required) Leatherworker's tools:
DC 15 Dexterity (Sleight of Hand)
Demon Bolas
4 Hours
Abeiape Heart DC 16 Wisdom Ape Charm Glassblower's tools Ape Charm
(1 heart) (Survival) (1 heart required) DC 16 Intelligence (Arcana)
6 Hours
Abeiape Pelt DC 15 Wisdom Abeiape Armor Leatherworker's tools Abieape Armor
(Survival) (1 pelt required) DC 14 Wisdom (Survival)
(1 pelt)
6 Hours

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Plot Hook Suggestions Forest Encounters
Daytime Travel. The party are ambushed by a group of 5
Below are a collection of plot hooks you can read aloud to Bandits (MM). The bandits attempt to rob the party, but
your players or tweak to introduce tales of the abeiape into flee if they lose more than 2 of their number.
your Dungeons & Dragons games. Evening Travel. The party come across a wounded beast of
CR 1 or lower. A DC 13 Wisdom (Medicine) check reveals
"I've been hearing rumors lately of a fearsome fiendish ape the creature is afflicted with some sort of toxin, which can be
terrorizing travelers along the Branch Way road. I bet something cured by administering a potion of healing (DMG) or other
that rare would fetch a pretty penny at the Hunter's Guild!" anti-toxin concoction. If the party aid the creature, it aids
them for the remainder of the journey, stopping once the
"Wanted: a group of brave adventurers for underground group arrives at the outskirts of Castle Embri.

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retrieval task. My research papers have been lost in an expedition Night Travel. If the characters stop for the night or travel
to the Underdark after our team was attacked by a mutated ape! through the forest at night, they are ambushed by a pack of
Reward offered. For more infor, speak with Illi Brightbuck, at the 5 hungry Wolves (MM). The wolves have glowing red eyes
Moontower Inn." and dark red hair, and focus on a single target at a time.
Travel (any). A tree collapses across the forest's path.

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"My gods alive! We were passing through Wild Witch Woods The lead party member must succeed on a DC 13 Dexterity
when I heard a horrific roar from a group of demonic monkeys! saving throw or take 3d6 bludgeoning damage and be pinned
Anyone willing to remove these fiendish threats should contact under the tree until freed (escape DC 15).
Gavrik Solit at Solit's Savoury Goods as soon as possible."

Don't Make Them Angry (apl 5) Stage 3: The Hunt.


Upon arriving at Castle Embri, the party see two abeiapes
“A pair of vicious abieapes have been spotted prowling around the locked in combat near the ruins. The abeiapes continue to
ancient battlegrounds west of Castle Embri. I shall pay good money tustle with each other for ten minutes before one of them
for the horns of such creatures. Those interested should head to the breaks a horn from the other, tossing it into the water. If

Average Party Level: 5


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Elrith Estate at their earliest convenience. Ask for Jeremiah.”

Difficulty: Deadly (4 players), Hard (6 players)


Hunt Creature: Abeiape
either of the abeiapes detect the party, they turn towards
them and attack in unison.

Abeiape Tactics
The abeiapes act on their own initiative and choose their
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Summary: An alchemist seeks to hire the characters to own targets - usually aiming for the creature with the
locate and retrieve the horns from a pair of abeiapes living highest Charisma (Intimidation) modifier, or the creature
in the ruins of a nearby castle, dealing with the abeiapes in with the highest Strength score. When an abeiape's target is
whatever way they see fit. reduced to 0 hit points or otherwise knocked unconscious, it
tosses it up to 10 feet in a random direction as a free action,
Stage 1: Meeting the NPCs then chooses a new target.
Both abeiapes fight until the death or until the party flees
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Upon arriving at the Elrith estate, the characters meet a tall


the area. Each abeiape sleeps separately from the other for
elven alchemist, who introduces himself as Jeremiah Elrith.
5 hours per day. They spend the remaining hours hunting
Jeremiah explains that he requires three abeiape horns
nearby, or fighting each other.
for his research, but has had much difficulty in obtaining
such items due to the creature's overwhelming aggressive
temperaments. He reveals he has discovered two abeiapes Stage 4: Conclusion
that would suit his research living in the ruins outside Castle Upon acquiring the horns, the party can return to Jeremiah,
Embri, twelve miles outside of town, which he requests the who praises them for their efforts and pays them the
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characters find. He goes on to say he doesn't care how the promised sum. He also offers them use of his guest house to
characters retrieve the horns, just so long as they bring them rest for a week, basic food and drink included.
back intact. He offers to pay 50 gp per horn, and buys any
other parts the characters bring back to him at their usual
sale price. Should the group accept, Jeremia also offers them
Notable NPCs
a rough map of the area to aid in their travel. Name: Jeremiah Elrith
Race: Human (He/Him)
Stage 2: Exploration Alignment: Chaotic neutral
Occupation: Alchemist
Travel to Castle Embri takes 3 hours through a dense Stat Block: Jeremiah uses the statistics of an archmage
woodland, making travel difficult unless on horseback or via (MM), with a +2 bonus to Wisdom, and proficiency in
magical means. Should a ranger be present, their Favored alchemist's supplies and the medicine skill.
Terrain feature reduces the group's travel time by 1 hour. Personality Trait: Jeremiah is a kind-hearted soul with a
When traveling through the forest, the characters penchant for being overly-analytical in his thinking. He
encounter the following events, depending on the has 5 1st-level spell scrolls (DMG) and 5 potions of healing
time of day: (DMG) for sale, should the characters require them.
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