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The teleportation platform: The platform is 20 ft by 20ft The golden door: If the door is attacked or touched, the

and reached by a ramp. It can hold up to 16 medium sized closed eyes creak open and attack with eye rays. The door
creatures at a time. At the base of the machine are controls. (initiative of +2) fires three of the following rays at anyone
The controls include two very large dials and a lever. If the attacking the door:
lever is pulled, then anything on the platform is teleported.
1: Paralysing ray. DC 16 Constitution save or be paralysed
The first dial indicates a distance in miles east or west from for one minute. Victim can save again at the end of each
this location. The second dial indicates a distance north or of its turns.
south. The dials run from 0 to 5,000. The dials are currently 2: Fear ray. DC 16 Wisdom save or be frightened for 1 minute.
set to a position 3655 miles west and 1040 miles south (3800 Victim can save again at the end of each of its turns.
miles east by southwest in a direct line).
3: Petrification ray. DC 16 Dexterity save or restrained.
You should hint to the characters that the teleportation Victim must save at the end of each of its turns and a

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may be one way, and there is no way to retrieve anyone or second failure means petrification.
anything teleported. If the characters decide to teleport 4: Death ray. 36 (8d8) necrotic damage, but half on a
themselves, the precise details fall outside the scope of successful DC 16 Constitution save.
this book, but they will arrive in the overgrown ruins of
5: Disintegration ray. 45 (10d8) force damage, but half on a

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a city. This is in fact Hadramaut – the ruined capital of
successful DC 16 Dexterity save.
the long-dead dragon empire destroyed by the elves.
The ruins contain drakes, wyverns, feral dragonborn (savage 6: Blindness ray. DC 16 Dexterity save or be blinded for
warring tribes based on scale colour), and undead dragons. 1 minute. Victim can save again at the end of each of
Outside the city are bands of dark ages humans. It will be a its turns.
long walk home.
The door has AC 18 and has 100 HP. Once destroyed the eye
The dials on the teleporter can be adjusted, and it can rays cease to function. The eye rays have a maximum range
be used as a shortcut to Utnapishtim, Midea or other of 600 feet. Treat the door as a Challenge rating 12 creature
places. It is also a way to send goods to another location for XP purposes (Difficulty: 9th level).
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without travelling. While the machine will always teleport
consistently to the same spot within 1 mile of the targeted
destination, given that the characters do not have perfect
maps, arrival will usually be within 2d6 miles of the intended
Treasure: The doors are thickly gold plated rather than
solid gold, and 15lbs of gold can be recovered (value 15,000
silver shillings).
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destination (or more at GM’s discretion). The machine will Inside the pyramid
always teleport travellers to ground (or surface) level, and
A vast hollow pyramid, filled almost entirely with an
this is automatically adjusted for.
unreflecting black orb 300’ in diameter.
33. Basalt Pyramid Interior: Beyond the door is a vast hollow pyramid.
A black stone pyramid with a gold door studded with The floor is fifty feet below floor level and stone steps
dome shaped bumps. A broken hole high up on the side lead down. The pyramid is fully occupied by a huge three
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also leads inside. hundred foot diameter featureless and unreflecting black
orb. (This is a doomsday weapon created by the elves:
Exterior: This structure is a large pyramid made of a black a massive Sphere of Annihilation.)
stone. It has four sides, stands five hundred feet at the base,
and rises to a height of three hundred and fifty feet. At its The pyramid also contains a stone pedestal, a magic circle
base is a single ten foot wide golden door decorated with on the floor, and a floating golden throne.
closed eyes of differing sizes. The pyramid is dusty and has The stone pedestal: topped by a metal box with a hand
soil and weeds growing in various places, and on the side print marked in silver. If touched for ten seconds the entire
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opposite to the door there appears to be a hole near the top roof of the pyramid will be shifted out of phase with this
where part of the pyramid has collapsed. universe and appear ghostly. This was intended to allow for
Climbing to the hole: Reaching the hole requires a three the egress of the Sphere. Anyone on the roof at the time will
hundred foot climb up the pyramid. This either requires most likely fall into the Sphere.
a good plan involving rope and pitons, or a DC 15 Str The magic circle: a permanent Teleport Circle marked in
(Athletics) check. At the top there is a fifty foot wide hole. inlaid lapis lazuli runes on the floor. (The lapis lazuli is worth
The hole is directly above the Sphere of Annihilation, which 1000 silver shillings.)
appears to be a massive featureless and unreflecting black
orb eighty feet below. The golden throne floating five feet off the ground:
the control interface for the Sphere. The throne flies
(as a permanent Fly spell; one creature only – requires
concentration) and has a psychic bond to the Sphere
(the Sphere cannot be controlled in any other way).
The throne has a maximum control range of 1 mile.
The golden throne requires attunement and would be worth
5000 silver shillings if sold solely for its flying properties.

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Controlling the Sphere: Using the throne to control the 35. The Ubershroom
Sphere requires a DC 20 Intelligence (Arcana) check to
control it for 1 minute (a natural roll of 20 extends this to 1 A gigantic intelligent mushroom. Hollowed out and used
hour). One check can be made per minute. If the user has as a home by the elven Lady Ferranil. Her pets remain.
less than 18 Intelligence, they must make a DC 20 Wisdom Exterior: This is the domed cap of a one hundred and twenty
save each round they are using it or suffer 5 psychic damage feet in diameter and fifty foot high mushroom. It sits upon
per point of Intelligence under 18. The Sphere cannot be a stalk that is twenty five feet in diameter and forty feet tall.
made to consume the throne, and throne cannot be made The giant mushroom’s exterior is white, but has blue gills under
to fly into the sphere. When under control, the Sphere can the cap. There is an eight foot tall slit at the base of the stalk.
move at a maximum speed of 3 miles per hour (or 30 feet/
round i.e. walking speed). What is going on: This is the Ubershroom: a huge magically
bio-engineered mushroom. The Ubershroom is alive and

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34. The Petrified Forest intelligent. It cannot speak, but understands humanoid
languages. It is achingly lonely and its overriding objective
A petrified forest infected by hallucinogenic mould.
is to have company. If the characters seem to be rational
Exterior: This forest is made up of petrified (fossilised) trees. explorers rather than ruthless brigands, the Ubershroom

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The trees are covered in a grey lichen or mould. will make them welcome.
What is going on: The forest was created as a result of Far To encourage friendly groups to stay, the Ubershroom will
Realm energy released during the cataclysm. release happiness spores which have a relaxing and uplifting
effect. The characters will notice an uplift in their mood
The mould appears harmless, but prolonged exposure
and will feel like they really like it here, but won’t know why.
(for example spending considerable time in the forest)
Over time the happiness spores create a dependency.
will have a toxic and hallucinatory effect. How quickly a
character deteriorates will depend on them making DC Mushroom’s defences: If the characters start damaging the
15 Constitution saves at the times listed below, and every Ubershroom or stealing all the furniture, the Ubershroom
hour thereafter. Tip: to maintain mystery it would be better will turn hostile. It will start by changing the bioluminescent
for you to have rolled these checks in advance and simply
narrate the effects.
After three hours: characters may experience auditory
hallucinations.
e internal lights to a red colour, and then make that pulse.
If that fails it will attack with spore clouds. The Ubershroom
can deploy a number of spore clouds inside or near to itself:
(a) fear spores (DC 15 Wisdom save or suffer
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frightened condition)
After six hours: they will experience visible hallucinations.
(b) hallucination spores (DC 15 Constitution save
After nine hours: they will suffer extreme confusion and
or hallucinate)
will find it difficult to find their way out of the forest or
understand which way they are heading. (c) paralysing spores (DC 15 Constitution save or paralysed)
Ultimately the victims may wander aimlessly until their (d) choking spores (3d8 choking damage per round;
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food and water run out and they die. Once they are fully DC 15 Constitution save for half).
dosed, making a rational decision or doing something (like
(e) happiness spores (DC 15 Constitution save or feel
casting a spell) that requires concentration requires a DC
relaxed and uplifted).
15 Wisdom save at disadvantage. Characters can reduce
their toxicity (restart the contamination clock) through a The spore clouds persist for at least 1 minute and exposure
Lesser Restoration spell, Lay on Hands, or Protection From results in the same effect each round.
Poison spell.
Lady Ferranil: The Ubershroom was created by the elven
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Twelve hours’ travel into the forest: there are ten foot tall archmage Ferranil as her home. Lady Ferranil was the genius
hives on the ground. The hives are home to blood coloured behind the creation of the Titans, and the Ubershroom is
beetles as big as a man’s hand. Each beetle has a strange another example of her art. Ferranil is in fact the origin of
bulb of fluid on their backs. the fertility goddess Faenil and the characters may be able
to piece that together.
The bulbs: the ambrosia beetles are generally harmless.
The fluid functions as a healing balm that cures 2d8 HP Entrance slit: The slit in the stalk can flex open and closed
(per bulb), and can also regenerate missing limbs and like a muscle. If the characters appear to be about to cut their
organs. Unfortunately it has no effect on fungus poisoning. way in, the Ubershroom will open the entrance. Beyond the
The balm can be harvested but it only lasts a week. entrance is a spiral stairway that leads up inside the stalk
forty feet to the cap of the Ubershroom. This leads through
Collecting hallucinogenic fungus: the fungus can be
another slit like opening into a central reception room.
scraped from the trees and stored. If a jar of fungus was
thrown at a target and they inhaled it, they would need to
make a DC 16 Constitution save or suffer hallucinations for
1d10 minutes (suffering the poisoned condition).

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Reception: large central reception room at the top of the Baby shoggoth
stairway: attractive divans, soft furnishings and polished Medium aberration, neutral
wood tables. A pleasant fragrance in the air, and at a
comfortable temperature. It is lit by soft bioluminescent light. Armor Class 16
(Five items of furniture worth on average 300 silver shillings Hit Points 66
each). (The ancient furnishings and decor are largely intact Speed 40 feet
as a result of the Ubershroom carefully controlling the Str 22 (+6), Dex 14 (+2), Con 18 (+4), Int 3 (-4), Wis 8 (-2),
internal atmosphere.) Cha 13 (+1)
Coming off from the main room are six other rooms. Damage resistances: fire, cold, poison
The wall at the end of each room is translucent from the Condition immunities: prone, poisoned, restrained,
inside and acts as a discrete window. blinded, deafened

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Senses: darkvision 120 ft, tremorsense 60 ft
Save bonus: +5
Challenge: 5
Difficulty: 4th level

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Actions
Multiattack – makes two attacks
Claw/spike: +6 to hit, reach ten feet, one target.
Hit: 10 (1d10+4)
Bite: +6 to hit, reach ten feet, one target. Hit: 12 (1d10+6)
Abilities
Amorphous: can squeeze through small spaces
Plasmic form: can create appendages and attack forms

e The nest: There is a bundle of cloth on the floor which is the


protoplasm’s nest. Buried under the clothes are the bones
of a halfling and an elven steel slave collar. (Once a favoured
domestic slave.)
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Searching the kitchen: The kitchen also contains porcelain
(80 silver shillings) and platinum cutlery (12 pieces, 300
silver shillings).
(1) Dining room: This large room is dominated by a long (3) Bedroom: This room contains a round bed covered in
table of white wood which appears to have an intricate and silk sheets and several wardrobes. There is a dressing table
unusual grain. It is surrounded by eight chairs made of the and chair with a silver mirror atop it. On the dressing table
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same wood. The table is set with eight porcelain plates and are several crystal perfume bottles. There are five framed oil
platinum cutlery. paintings on the walls.
Treasure: The table weighs 190lbs and is worth 500 silver The bed: The bed is part of the Ubershroom, and it moves
shillings in good condition; chairs are worth 50 silver shillings to shape itself to anyone who lies down. It also has a gland
each; plates are worth 40 silver shillings total; the platinum that can be manipulated that causes the bed to undulate
cutlery (24 pieces) is worth a total of 600 silver shillings. providing a massage.
(2) Kitchen: This room contains wooden worktops,
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Wardrobes: contain silk and satin robes, dresses and other


cupboards and an iron stove. At the raer is a five feet high clothes for a slim female (value 250 silver shillings).
rolling mass of pink protoplasm.
The dressing table: The mirror is worth 100 silver shillings.
The protoplasm: is a pet creature created by Ferranil. It is as The perfume in the bottles has all evaporated. In a secret
intelligent as a dog, and similar in attitude. It can shape itself compartment in the leg of the dressing table is a copper
into mouths, eyes or appendages or roll along. (It is a baby key. This is one of the keys required to access area 20A.
shoggoth basically.) The shoggoth knows where it is if the characters ask
It will bound up to the characters in a friendly way, but it may about a key.
be perceived as an attack. If it is attacked it will flee, and attack if The paintings (200 silver shillings each):
approached again threateningly. The creature is happy to leave
the Ubershroom, but won’t go far. It may create appendages • Four huge reptile creatures tower over a forest and
to demonstrate features of the Ubershroom, but it cannot talk. emerge from mist (the Titans at location 26)
• A painting showing a strange land with barren cliffs, a
milky sea and an orange sun. A city by the coast lies in the
distance. Strange jellyfish-like creatures float through the
skies (the world reachable by the Rift Gate at location 31).

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• A tall black tower with a metal spike that rises into the (5) Bathroom: This room contains a raised bathtub (made
sky. The background is a star-studded nighttime sky (the of the Ubershroom, and filled by adjusting two nodules).
beacon at location 41). There are also sinks, a toilet (any waste is eaten by the
Ubershroom), and a silver mirror (worth 100 silver shillings).
• A huge towering spiny plant with strange fruit growing
from the top (location 27). (6) Laboratory: This room has worktops, cupboards,
shelves, and various odd pieces of equipment. It also has a
• A group of glowing white slim beings that appear to be
strange shiny metal pod with a hinged door (about 7 feet
descending from the sky (the ancients)
tall and 3 feet in diameter).
(4) Guest bedroom: This room contains a similar bed to
The shelves and cupboards: contain various flasks of dried
that in the main bedroom. It also contains empty wardrobes
out residues (originally containing various biological
and a dressing table, mirror and chair. On the dressing table
samples). It’s unclear what the purpose of the equipment is

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is an attractive vase of red crystal glass (80 silver shillings).
but it may be worth something to an alchemist (microscope,
The red vase: is in fact another of Ferranil’s creations: a mimic. flask, eye dropper, glass pipework, copper vessel, alcohol
This small life form has the ability to polymorph into any burner, tongs, tubes, dishes).
ordinary object. It is domesticated and not hostile. It can
Some of the cupboards contain elven steel scroll cases.

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understand Ieldran, but no other languages, and it cannot
speak, but can imitate sounds. The scrolls: within (written in Ieldran) detail some of
Ferranil’s bio-magical experiments and inventions, such as
After the vase is seen here (even if they take it), it will be
the Titans, Mimics and Ubershroom. Only a 16th or higher
found in the reception room the next time the characters
level Wizard could really grasp the details, and much of the
enter. It will next appear as a black iron cauldron in the
content is unintelligible otherwise.
kitchen, a model ship on the dining table, a childrens’ doll in
the bedroom, and a bar of soap in the bathroom. The silver pod: radiates magic. It can be opened from the
outside. Opening it breaks the suspended animation spell
If it is attacked: it will immediately shift into its natural
on the occupant. (If the door is slammed shut again, the
blobby form and go whizzing into an adjacent room and
change shape to hide. The mimic is not automatically
adhesive, but can become so at will.
Domesticated mimic
e characters will hear tapping from inside).
The occupant: The occupant is an 18 year old human male
dressed in simple peasant’s garb (HD 1, HP 8). The human’s
face looks strange and a little deformed around the eyes.
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Medium aberration, neutral The human is wearing a bracelet made of silver chain and
Armor Class 12 blue jewels. This is a magic item, and when worn it allows
Hit Points 58 the wearer to understand spoken Ieldran (elven) fluently.
Speed 40 feet Who is the occupant: The human is the result of an
Str 12 (+1), Dex 17 (+3), Con 15 (+2), Int 5 (-3), Wis 13 (+1), experiment to create psychic soldiers, but the process was
Cha 8 (-1) not perfected and the subject has some brain damage.
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The human cannot speak, but can grunt, and is not hostile.
Damage immunities: acid They like eating and sleeping, and will follow simple
Condition immunities: prone, restrained, blinded, deafened instructions, but they have no social awareness, and
Skills: Stealth +5 will strip naked or defecate in public without a shred of
Senses: darkvision 60 ft self-awareness. They may accept weapons, but will probably
Save bonus: +2 lose them, and have no interest in fighting. The characters
Challenge: 2 may decide to look after the human, but they will receive no
Difficulty: 1st level gratitude and his behaviour will be difficult to manage.
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Actions If the occupant is hurt or attacked: he will instinctively call


Pseudopod: +5 to hit, reach five feet, one target. upon his psychic defences. These are considerable, and the
Hit: 6 (1d8+1) resulting psychic shockwave will cover a one hundred foot
Bite: +5 to hit, reach five feet, one target. Hit: 6 (1d8+1) plus radius area. Those inside the area of effect will take 2d20
5 (1d8) acid damage psychic damage. They can make a DC 20 Wisdom save for
half damage. If the save is failed by 10 or more, then the
Abilities victim suffers a stroke (lose 1d6 Str, 1d6 Con, and 1d6 Dex
Amorphous: can squeeze through small spaces until they can receive a Lesser Restoration cast with a third
Shapechange: can change into any small or medium level spell slot). At the GM’s discretion, those reduced to
inanimate object totally convincingly 0 HP by the psychic attack are placed into a coma lasting
Adhesive: at will can stick to any creature of Huge size or 1d10 days rather than killed.
less: escape DC 13 and checks are at disadvantage.
Grappler: has advantage on attacks against any creature it
has adhered to

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36. Creepy Ruins
An air of dread hangs over these ruins. Below are the labs and psychological programming facility used by the elves.
The slave programming remains in the ancestral memories of the characters.

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Exterior: This was clearly once a well-built single storey
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structure, but all that remains is rubble and a series of
partial walls. The characters find this place frightening,
but have no idea why.
Tarnished blue metal helmet: A helmet that floods the
wearer with combat emotions. This gives them the ability to
‘rage’ as an equivalent level Barbarian. However the helmet
causes brain damage and each time it is used they must
make a DC 10 Wisdom save or lose 1 Wisdom.
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Interior: Inside the ruins there is a ramp that leads
underground to a long, ten foot wide passageway. The glass wand: The wand radiates strong enchantment
The passageway is choked with weeds and rubble. magic. When activated the victim (one target within 60 feet)
believes that words are real things. Under the influence of
What is going on: When a sufficient viable population of
the wand they would perceive a label saying “king” to be an
creatures was perfected at the joining facility (location 24),
actual king and would behave appropriately. Likewise they
they would be sent here for psychological programming.
would perceive a paper saying “your worst fear” as being
Through their study of instinctual knowledge passed on
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that. Resisting the wand requires a DC 15 Wisdom save.


in animal and insect species, the Shining Ones perfected a
The wand has 6 charges and each charge lasts for 5 minutes.
bio-magical technique of implanting ancestral memories
into their slaves. The elves used this to implant in their The holding areas: Coming off the middle of the main
subject races particular control words and symbols. passageway are three large rooms with rusting steel bars
These have continued to be passed down through the and toilet holes in the floor (each could have held about
generations to the characters. twenty people). In two of the rooms there are scraps of
calcified fabric and small pieces of bone. Nearby are food
The labs: Coming off from the main passageway near the
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storage rooms containing detritus.


entrance are a number of labs. These contain dead and
empty bee hives and insect mounds, and other animal The observation/control room: The main passageway
remains from various research. There is also a cracked terminates in a small room. This room has a (cracked, but
porcelain toilet, bathroom, and room with some broken bits intact) thick glass window. An open steel door leads to a
of furniture. A search will reveal an intact potion bottle, ramp going down. There is a raised plinth on which there
a tarnished blue metal helmet, and a glass wand. are several gems embedded. There is also a metal cabinet.
Intact potion bottle: This bottle has a metal stopper that The glass window: overlooks the therapy room.
was covered in wax. It contains pheromones that were
The ramp: leads down to the floor if the therapy room.
being developed to trigger reactions from slaves in a way
similar to the visual and auditory stimuli. As soon as it is The cabinet: contains small glass bottles and a set of thin
unstoppered everyone within a 20 foot radius must make a metal pins attached to glass tubes (hypodermic needles).
DC 15 Constitution save or experience utter hopelessness The content of the bottles has dried up. (These were drugs
and despair for 6+1d6 minutes. administered to facilitate the imprinting process).

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The plinth: there are several jewels that are magical and Actions
can be used to trigger permanent spell effects in the room. Bites: +3 to hit, reach 0, one target in swarm’s space. Hit: 10
Red: activates the imprinting process. Blue: selects from (4d4) (or 5 once swarm is at half HP or lower)
several different imprinting routines. Yellow: deactivates the
Abilities
imprinting process. See below for details.
Swarm: can occupy another creature’s space and move
The therapy room: The main room has cracked walls with through tiny openings.
weeds growing out of them. There are twenty rusting
Experimenting with the imprinting process: Once the
reclining steel chairs with restraints. In three of the chairs
ants are defeated, it would be possible to trigger multiple
some human bones remain. The roof of the chamber
programmes and witness the associated feelings or
appears to be covered in a tracery of magical runes picked
meanings. Some of these are clearly meant to evoke awe
out in a silvery mineral. Other magical runes are inscribed
and fear of the elves. Others are communicating concepts.

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on the floor of the room.
A character witnessing these requires a DC 15 Wisdom save
The runes: the ceiling runes radiate illusion magic, and the or acts as if under the Confusion spell for 1d10 minutes.
floor runes radiate enchantment magic.
With sufficient fortitude and many hours of uncomfortable
The cracks: anyone investigating the weeds or cracks will study, ambitious characters might be able to grasp the

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find that there are several tunnels leading from the room rudiments of the implanted programming. This could then
into the surrounding ground. These are about four inches be used to some effect on any of the ex-slave races of the
wide. They look a bit like rat runs. Shining Ones. When using the command programming
they must make a DC 20 Intelligence check. Doing so gives
If the imprinting process is activated: the following will
them advantage on any Deception, Intimidation, Persuasion
happen at the same time:
or Performance checks made in that encounter. If used with
• The floor runes will activate and anyone in the lower mind or emotional control magic, a successful check gives
room will be overwhelmed with strong emotions (see disadvantage on saving throws against the caster’s spell.
below). Resisting each of these emotions requires a DC 25
Wisdom save. This is a magical effect intended to create
instinctual associations at an ancestral level.
The default programme evokes, in order (each lasts 1 minute):
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joy, happiness, anxiety, fear, terror, calmness, pain, joy, fear,
37. The Crystal Woods
Picturesque woods now infected with alien blue crystal
from a hostile dimension.
Exterior: this woodland is mostly pine but contains
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lust, shame, joy, joy, joy. The pattern will then repeat. some deciduous trees. The woods stretch about 35 miles
• The ceiling illuminates. It then displays certain symbols, east-west and about 25 miles north-south.
sounds and simple pictures (like line drawings). If any Travelling in the woods: The woods should be treated
party member can see or hear these, then they will evoke as difficult terrain which means that most parties will only
in them the reactions below even if they are not in the cover 12 miles (1 hex) in a day.
room. Resisting these emotions requires a DC 15 Wisdom
Encounters in the woods: The woods seem fairly normal
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save. (This is being caused due to the characters ancestors


having been previously imprinted in this room.) until one wanders inside. For every 3 miles the party pass
through, roll on this encounter table (and continue making
Oh god, the ants: the lightshow and noise of the training normal random encounter rolls as well):
programme will disturb a nest of huge ants that lies just
beyond the walls of the therapy room. These ants will pour 01-50: no encounter
into the room from the cracks and attack. Each ant is about 51-60: infected deer
six inches long. 61-70: blue crystal growths
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Swarm of huge ants (up to 6 swarms) 71-80: infected black bear or boar (50% either)
Medium swarm of tiny beasts, unaligned 81-90: grave marker
Armor Class 12 91-100: an immobile deer/caribou covered in blue
Hit Points 40 crystal growths
Speed 20 feet, climb 20 feet
The infected animals: The wild animals have blue glowing
Str 3 (-4), Dex 13 (+1), Con 10 (+0), Int 3 (-4), Wis 7 (-2), crystals growing out of their skin, as well as weird tumors.
Cha 1 (-5) They appear to be out of their minds. Anyone struck by one
of these creatures risks infection (see below).
Damage resistances: bludgeoning, piercing, slashing
Condition immunities: charmed, frightened, paralysed, Black bear: AC 11, HP 30, speed 40, advantage on
petrified, prone, restrained, stunned scent-based Perception checks, ATTs: 1 bite (+3, 1d6
Senses: blindsight 10 feet damage) and 1 claw (+3, 2d4 damage), challenge 1/2
Save bonus: +0 (MM. p.318)
Challenge: 1/2
Difficulty: 2nd-3rd level

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