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Credits

Dungeons & Dragons Unofficial Elder Scrolls Tabletop Roleplaying Game


Copyright © 2014 Wizards of the Coast LLC, Dungeons & Lead Designer/Writer: Michael Bonar
Dragons, D&D, Player's Handbook, Dungeon Master's
Guide, and all other Wizards of the Coast product names and Special Thanks
their respective logos are trademarks of Wizards of the Coast. Ben Allen, Cerialking, ChojiBoy, Emilio HF, EnricoDandolo,
Fflouke, HansRaider, Laser Rifle, LoPanda, Marian, Meri W,
D&D Lead Designers: Mike Mearls, Jeremy Crawford Muatra, Myrrdin, Rydiculous, TES Fan Girl, The Thieving
Design Team: Christopher Perkins, James Wyatt, Rodney Mick, Timothy Hyche, Sandals & Storms, Tjelvar Lidegran,
Thompson, Robert J. Schwalb, Peter Lee, Steve Townshend, UESP, Wes Wisdom, Whistlehunter, everyone on discord, and
Bruce R. Cordell everyone who has supported this project.

Open Game License v1.0a Copyright © 2000, Wizards of Intellectual Property


the Coast, LLC. The information contained in this booklet is an unofficial fan
made project. This work is not for profit and its commercial
System Reference Document 5.1 Copyright © 2016, distribution to anyone under any circumstances is strictly
Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy prohibited.
Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James
Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and First Release: May 2019
Steve Townshend, based on original material by E. Gary
Gygax and Dave Arneson.

The Elder Scrolls


Copyright © 2014 Bethesda Softworks LLC, a ZeniMax Media
company. The Elder Scrolls, Bethesda Softworks, ZeniMax
and their respective logos are registered trademarks of Zeni-
Max Media Inc. All Rights Reserved.

Art
All art is used without permission. Art is expected to be
property of Bethesda Softworks LLC, unless noted otherwise.
Please correct any inaccuracies to the author of this website
and credit will be given as appropriate.
Known artists include: Lucas Slominski, Meg Steckler,
Ricardo Graham, Stephen Mabee, and Steve Shi,

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Contents
About This Book.....................................................................4 Voriplasm............................................................................33
Welcome to Murkmire ..............................................................4 Voriplasmic Haj Mota ..........................................................34
Traveling Through Murkmire ....................................................5 Voriplasmic Skeleton ...........................................................34
Deep Fever Disease ..................................................................5 Wamasu..............................................................................35
Additional Rules.......................................................................5 Miscellaneous Creatures ......................................................36
Copper Tongued Skink ........................................................36
Chapter 1: Player Options......................................................6 Crocodile.............................................................................36
Races.......................................................................................6 Giant Crocodile ...................................................................36
Naga .....................................................................................6 Kotu Gava ...........................................................................36
Factions ...................................................................................8 Kotu Gava Broodmother ......................................................37
Cyrodilic Collections..............................................................8 Mudcrab .............................................................................37
Tribes of Murkmire..............................................................11 Poisonous Swamp Jelly .......................................................37
Backgrounds..........................................................................12 Shroom Beetle.....................................................................38
Murkmire Tribe Member......................................................13 Swamp Jelly........................................................................39
Swarm of Kotu Gava ...........................................................39
Chapter 2: Treasures............................................................14 Nonplayer Characters ...........................................................40
Magic Items ...........................................................................14 Argonian Venomshot ...........................................................40
Black Marsh Warden ...........................................................40
Chapter 3: Monsters.............................................................18 Explorer ..............................................................................41
Stat Blocks by Creature Type .................................................18 Hist Speaker .......................................................................41
Argonian Behemoth ............................................................19 Naga Skirmisher .................................................................42
Bear-Lizard .........................................................................20 Naga Warrior.......................................................................42
Bog Blight ...........................................................................21 Shadowscale .......................................................................42
Hackwing ............................................................................22 Fiendish Flora ......................................................................44
Haj Mota .............................................................................23 Catapult Cabbage ...............................................................44
Hemonculous......................................................................24 Gas Blossom .......................................................................45
Hoarvor...............................................................................25 Lantern Mantis ...................................................................46
Mireguant ...........................................................................27 Scuttle Bloom .....................................................................47
River Troll ...........................................................................28 Static Pitcher ......................................................................48
Swamp Leviathan................................................................29
Strangler.............................................................................30 Appendix A: Monsters Lists .................................................49
Strangler Alpha...................................................................31 Monster by Challenge Rating..................................................49

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Arena. Released in 1994, the limited graphic
capabilities required a lot of imagination to really
About This Book take in the wondrous and alien nature of the
Argonians. In 2009 we were given a new glimpse of
urkmire is an incredibly dangerous

M
Lilmoth, this time with the written word. Several of
place, for both the locals and new‐
the characters featured in the Greg Keyes novel, The
comers. This book highlights many
Infernal City, lived in the city.
of those dangers, with 31 original
It wasn't until late 2018 that we were able to truly
stat blocks of monsters, beasts, and
see the wild beauty of Murkmire with the release of
peoples who can be found in the swamps of Black
a DLC of the same name in Elder Scrolls Online. We
Marsh. Monsters aren't the only dangers in the
were able to learn about the unique creatures and
deep of Murkmire. This book also highlights some of
tribes that live in the marsh, and learn more about
the more perilous flora that can be found, and
how the Argonians look at life—a way that is truly
which should be avoided, if possible.
alien to many of us, in world and out.
Although the threats of Murkmire make up a large
portion of the pages, this book also covers the
different types of people that can be found living in The Menacing Mire
or exploring through the marsh. Chapter 1 includes Unfettered beauty might draw sightseers into the
new player options, including a new subrace of wilds, but the dangers of Murkmire quickly
Argonians: the Naga, along with two factions that consumes those who do not travel with a seasoned
your character might be apart of or come across guide. Only the bravest and boldest—and maybe the
while delving through the thick muddy morass. reckless—can make their way into the swamps
Chapter 2 provides 13 new magic and mundane without fear, but even they need to be prepared, or
items and treasures that can help you stave off the deep murk will devour them too.
many of the deadly threats. Completing even simple tasks in the murk can
prove deadly. Simply gathering food is a dangerous
Welcome to Murkmire proposition, even for Argonians. Salted meat
imported in from other settlements proves to be the
Aside from the coastal settlement of Lilmoth,
safest way to sustain yourself, and its preserved
Murkmire is mostly untamed swamplands that have
nature allows it to not rot so easily in the dampness
been left to grow unhindered by the local tribes. The
of the swamp. If you are looking to find fresh
beauty of the natural landscape, untouched by man
ingredients to make local cuisine, it's best to bring a
or mer, along with the promise of forgotten and
guide with you. There are many good looking foods
unguarded treasures, gathers the attention of a
that grow out in the wilds—knifeberries, toadskin
diverse set of travelers.
peppers, ghost truffles—but these foods will kill
The last time any part of Murkmire was seen in
most anyone who eats them. Without a guide,
game was in the first of the Elder Scrolls series:
explorers can easily starve in the marsh.

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Stepping outside the walls of Lilmoth offers far Deep Fever Disease
more dangers than simply finding food that won't
kill you, and it's just as likely that you will be seen Without the appropriate protection, flesh-flies start
as food to something else. Even the most mundane off as a nuisance but can quickly put an end to an
setbacks can turn into mortal dangers in the adventure. Bug-repellent candles (chapter 2) is the
swamp. Swarms of flesh flies threatens anyone who best way to stave off the pesky insects.
hasn't come prepared with deterrents. These Each creature who spends a day traveling in the
billowing clouds of buzzing pain can quickly wear Mire without such precautions, or a creature that
down even the most hardened explorers. Being attempts a short or long rest in the wilderness,
bitten by poisonous snakes or spiky snails can must succeed on a DC 11 Endurance saving throw
quickly end an expedition. It's best to have a hearty or risk being infected by the Deep Fever disease.
supply of reliable curatives if the need should arise, The symptoms of the disease appear after 1d12
and it likely will. hours after being infected.
Once the symptoms begin, the infected creature
has the following effects:
Traveling Through Murkmire
• their speed is reduced by 5
Making your way through the overgrown swamps is • they only regain half the normal number of hit
difficult, even for the local tribes. If the living points from spending Hit Dice during a short
dangers weren't enough, the thick mud and rest.
fiendish flora slows down any travel, and the • they regains hit points as normal after a long
constant and sudden storms can easily disorient rest, but gain one level of exhaustion.
diligent navigators. The weather of Murkmire is
known to be nastier than a crocodile's bite. At the end of a long rest, an infected creature
Explorers who take on the task of making their repeats the saving throw, shaking off the disease on
way through the mire will face a series of a successful save.
difficulties. Travel speed is reduced, even for native
argonians and expert guides. Outsiders have an Additional Rules
especially difficult time navigating their way, as
If you are looking for more concrete rules and tools
anyone who doesn't have a deep connection with
to help you with your Murkmire expedition, take a
the Hist can easily get lost. Food that won't poison
look through the Dungeons & Dragons adventure
you is scarce, and the water found in the rivers
Tomb of Annihilation. The book is full of rules for
carry diseases that can end an adventure in an
travel distance, navigation, diseases, and survival
unceremonious way. Dehydration and starvation
tools, as well as fantastic puzzles and locations that
are serious considerations and can make tracking
should easily fit right in with the untamed wilds of
fresh water and food exciting and terrifying.
Black Marsh.

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Chapter 1: Player Options
eroes that come to Murkmire are usually

H in search of adventure and challenge, or


treasure and plunder. Heroes that live in
Murkmire are often just trying to
survive, dealing with the everyday
challenges that come from living in the swamps, or
fending off the cataclysmic events that make
appearances with each generation.
The further you venture into the marsh, the more
you'll come across the lesser known breeds of
Argonians. Some breeds that anthropologists know
about, but have never seen, are the Paatru, toad-
like humanoids, and the Sarpa, which are winged
Argonians. While you still won't find them here, in
this chapter we take look at the Naga, a subrace of
the Argonians who are native to the lands of
Murkmire.
Factions are also covered in this chapter.
Argonians born in Murkmire are likely part of a
tribe, beholden to their Hist. Several of these tribes
are briefly discussed, giving ideas on what makes
each tribe unique. Whether it's their ideals or their
appearance that differs between tribes, these traits
are often dependent on the Hist tree they belong to.
Heroes that come to Murkmire may have been lured
in by Cyrodilic Collections and their promise of
adventure and riches. These explorers and
historians have ambitious goals that attract all
kinds of individuals.

Races
Argonians are mostly found throughout Tamriel,
but the lesser known breeds are hardly seen
outside the deep bogs of Black Marsh. If you're a
player, work with your DM before making a Naga many similarities with their other Argonian cousins,
character. If your campaign takes place outside of they have a distinct snake-like appearance.
the depths of Black Marsh, some DMs may need a
good reason with why a Naga would leave their Feared Warriors
homeland. It might create an interesting challenge
To outsiders, the Naga are feared and often avoided.
for some players to have their character questioned
While many outsiders to the Black Marsh have very
by every guard or commoner they come across, but
little contact with the Naga, their notoriety of being
it might not be the experience everyone is looking
brutal and fearsome warriors spreads widely. The
for.
tribeless Naga are often painted as bandits and
thugs who scour the lands, kidnapping, robbing,
and murdering outsiders. While this might not be
Naga necessarily untrue, the Naga themselves simply
One of the lesser known breeds of Argonians are look at the world differently. An Imperial might
known as the Naga. They mostly live in the inner consider it stealing if someone took supplies from
swamps of the Black Marsh and are hardly ever their camp, a Naga might see the items as
seen in other parts of Tamriel. While they share abandoned, available to anyone who claims it. A
Naga might consider taking an Imperial as resource

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gathering, rather than kidnapping, and murder is They are generally have a neutral outlook, but can
often seen as defense. range from lawful to chaotic, depending on the
For the Naga who join under one hist, these tribes tribe, philosophy, and connection to Sithis.
are often proud and skilled warriors who train Size. Tall and slender, Naga stand 7 to 8 feet tall
constantly. Life is often viewed as a constant fight, on average and usually weigh less than 250
and these Naga take great pride in producing the pounds. Your size is medium.
strongest fighters. In order to survive the harsh Appearance. Like their Argonian cousins, Naga
wilds of Murkmire, the Naga keep their traditions come with unique cranial features and colouring.
close as a way to continue their survival. Their frills and ridges tend to be more snake-like in
nature and they have large mouths with needle-like
Naga Names fangs.
Subrace. The Naga is a subrace of the Argonian
Most Naga are born in their tribal lands, and they and shares many of their traits, including their Age,
use the same naming conventions as other Speed, Argonian Combat Proficiency, Argonian
Argonians, preferring names in their native Jel Resilience, Bite, Protective Scales, Water-breathing,
tongue. and Languages.
Perseverance. You gain proficiency in the
Naga Traits Survival skill.
Strength of the Hist. You can call on the Hist to
Naga share many of the same traits as their provide its strength when you need it most, As a
Saxhleel cousins, but have some notable bonus action, your scales harden and your bite
differences. Their Attribute Score Improvement, becomes even more deadly for the next minute.
Alignment, Size, and Appearance traits are different, Your Bite now deals piercing damage equal to 2d6 +
as noted below. Refer to the Subrace trait for a list your Strength modifier, and the armor provided by
of traits that remain, and see the following traits your Protective Scales trait increases to 14 + your
unique to the Naga. Agility modifier.
Attribute Score Improvement. The Naga increase Once you use this trait, you must finish a long
their Endurance by 1, rather than their Intelligence. rest before you can do so again.
Alignment. The Naga of Murkmire are raised in
communities that value discipline and strength.

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Height and Weight Guild, only Cyrodilic Collections and the Tribes of
Murkmire are unique and are outlined below.
You may roll for your character's height and weight
on the Random Height and Weight table. The roll in
the Height Modifier column adds a number (in Cyrodilic
inches) to the character's base height. To get a
weight, multiply the number you rolled for in height
by the roll in the Weight Modifier column and add
Collections
the result (in pounds) to the base weight. Whether based on an academic pursuit of
knowledge or simple fascination, the members of
Random Height and Weight Cyrodilic Collections have a deep and abiding
respect for the Argonian culture. This fellowship of
Base Base Height Weight
Race historians are dedicated to finding, retrieving, and
Height Weight Modifier Modifier
restoring lost treasures of the Argonians. They are
Naga 6’2” 140 lb. +2d10 x (2d4) lb. historic investigators who research and seek out
antiquities stolen from the Argonian homeland.

Keeping the Past


Factions Argonians themselves don't seem to care about
their history all that much. They live in the now.
In the swamps of Murkmire there are few collectives
Past and future are concepts that are totally foreign
that stand out as exclusive to the mire. The
to them. To them, the past is dead and gone and
Argonian tribes are the most obvious and apparent
best forgotten. Murkmire Argonians believe that
of such groups of people. If you visit the Imperial
everything is temporary, so they generally let nature
colony of Lilmoth, you are likely to happen across
take its course, which makes expeditions to find lost
the other faction: Cyrodilic Collections. While the
relics even more difficult, but also more exciting.
tribes of Murkmire are exclusive to those Argonians
While most Argonians are far more interested in the
that are born into the tribe, Cyrodilic Collections is
here and now, the members of Cyrodilic Collections
a voluntary association with like minded people.
are fascinated by the past. Their goal is to collect
Another association exclusive to Black Marsh,
and preserve these artifacts for future generations.
although not Murkmire, is the Shadowscales,
So much of the Argonian's unique history has been
Argonian assassins in service of Sithis and the
lost, and they intend to discover these lost tales and
Dark Brotherhood. Even though you can find
share them with the world.
Tamriel's more typical guilds, such as merchant
organizations, the Fighter's Guild, and the Thieves'

8
Resource Management by the local Naga or getting trapped in a collapsing
ruin is definitely something to consider before
All of this, of course, costs money. The expensive signing up. Most of the associates are explorers or
gifts or bribes needed to get leads on possible relics. historians who are delighted by the mysteries of the
Finding and paying explorers who are willing to risk past.
their lives for old, dusty tablets. Funding the Smugglers, black marketers, and dastardly
dangerous expeditions requires appropriate scoundrels sometimes infiltrate their way into the
transportation, specific gear that is both lightweight organization with the intentions of utilizing the
and versatile, and the necessary supplies and guilds resources to find and gain access to such
rations. To top it all off, you then need enough real priceless treasures—and then putting a price on the
estate to house the priceless goods when their historic relics to sell to the highest bidder, or keep
found and keep them secure. the artifacts for themselves.
Talented negotiators and smooth talkers are
necessary to find the wealthy benefactors who are
willing to fund the operations of Cyrodilic
Rank and Renown
Collections. Some of the money comes from owners As you advance the goals of Cyrodilic Collections
who pay the explorers to retrieve their lost items through your adventures, you become an
and heirlooms. Philanthropists fill in a portion of increasingly important part of their activities. Your
the costs, and selling some of the items to collectors status in the guild is measured by your renown
is seen as a last resort if needed to keep things out score. As you increase that score, you gain the
of the red. opportunity to advance in the ranks of the guild.
When you join Cyrodilic Collections as a starting
Grand Plans character, your renown score is 1. Your renown
score increases by 1 when you do something that
Some of the artifacts are returned to their rightful advances the interests of the guild, such as
owners, which is often as easy as visiting a major collecting donations, and by 2 when you complete a
city. Other times, however, might require finding mission that involves danger, such as retrieving a
long lost tribes deep in forgotten swamps. These lost relic from an ancient ruin. The guild must be
monumental tasks turn into their own expeditions. aware of your accomplishments for your renown to
Regardless, with each successful expedition, increase. At your DMs discretion, you may also
Cyrodilic Collections gains more fame and fortune. increase your renown through spreading the word
Each success garners attention, and attention about Cyrodilic Collections endeavors and
attracts benefactors. In turn, this equals more gold socializing with prominent members of society.
to use to equip more expeditions and to purchase By gaining renown as a member of Cyrodilic
antiquities from collectors. Collections, you can advance within the guild.
Ultimately, when an item is found, it's returned to Promotion through the ranks requires recognition
Black Marsh. Recovered relics are returned to the from the current Chief Antiquarian of your office.
locations they belong, or they are at least kept safe Advancement in the guild is a reward for services
from pillagers. When enough of these orphaned rendered to the guild, rather than an automatic
rarities are found, the intention is to open a consequence of increased renown. As you gain
museum; a place where these cultural artifacts can renown with the guild, you gain certain benefits as
be enjoyed by everyone. described below.
If you commit a serious offense against the guild
Joining the Collection or its members, you lose renown within the guild.
The amount you lose is at the discretion of the DM.
In Murkmire, Cyrodilic Collections has been Examples of these offenses would be purposefully
operating expeditions out of their office in the old damaging or destroying relics and ruins, or stealing
Imperial settlement of Lilmoth. The small city is the and selling the cultural artifacts for your own
southernmost port and entryway to the wild benefit. If your renown score drops below the
swamps of Murkmire. Merchants and travelers alike threshold for a rank, you lose the benefits and
walk its muddy streets, while the rampant humidity privileges offered to you. If your renown reaches 0,
causes everyone except the local Argonians to you are kicked out of the guild. Even if you regain
sweat. It is known colloquially as the Festering lost renown, you might find it more difficult to again
Jewel of Black Marsh. secure a position or rank with Cyrodilic Collections.
Members are attracted to joining Cyrodilic
Collections for the promise of excitement and a bit
of gold. There are risks of course. Being kidnapped

9
Rank 1: Walker Regardless of your specific title, you can can secure
Prerequisite: Renown 3 or higher in Cyrodilic the aid of up to 2d4 explorers (see chapter 3 for
Collections this stat block) whenever you set out on a guild
approved expedition.
At this rank, you have shown that you are a worthy Between adventures, your responsibilities include
adventurer and are a welcome member of any organizing expeditions, researching lost artifacts
expedition. You are trusted with simple tasks and and relics, the acquisition of licenses, and the
relic retrievals that do not require the expertise of a paperwork required to set up such quests. These
full team of explorers. duties earn you enough money to support yourself
When you are in a settlement with a Cyrodilic at a comfortable lifestyle.
Collections office you can sleep in their barracks.
They provide you with food in circumstances and Rank 4: Chief Antiquarian
pay for your funeral if needed. If you are accused of Prerequisite: Rank 3 and renown 50 or higher in
a crime, your guild offers legal support, as long as a Cyrodilic Collections
good case can be made for your innocence or the
crime was justifiable. As chief antiquarian, you assume the leadership of
Between adventures, you earn a salary that the Cyrodilic Collections office in one of the major
supports a modest lifestyle. settlements that their offices can be found. You gain
access to all of the resources available to your office
Rank 2: Explorer and you gain the following perk:
Prerequisite: Rank 1 and renown 10 or higher in Archaic Knowledge. You gain advantage on
Cyrodilic Collections Intelligence (History) checks on recalling
information regarding relics and antiquities that
As an explorer, you have proven that you can be you and your office seek out. If it is impossible to
relied upon as a team member in expeditions that know the information, you know where or how you
require care and precision to protect priceless might learn more, which can lead to its own
artifacts and ancient ruins. You also gain the adventure.
following perk: Your increased responsibilities earn you the funds
Explorer's Eye. While adventuring in ancient to sustain a wealthy lifestyle.
ruins, dungeons, or similar sites, you are more
nimble and aware of the dangers that surround
you. When you make an Agility saving throw from a
trap, environmental hazard, or other similar threat,
you can use your reaction to gain advantage on the
saving throw. Once you use this perk, you must
finish a short or long rest before you can do so
again.
You continue to earn a salary that supports a
modest lifestyle, but you are given more respect and
your own private quarters to sleep in.

Rank 3: Historian or Veteran


Associate
Prerequisite: Rank 2 and renown 25 or higher in
Cyrodilic Collections
Your new title depends on your interests as they
relate to the guild:
• If your interests are in researching artifacts and
gaining information, you become a historian.
You receive a specific title based on the research
you focus on, such as Historian of Xanmeer's,
or Historian of Deepmire.
• If your interests concern perfecting the
expeditions that explorers and walkers go on,
you become a veteran associate that oversees
the adventurers.

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Tribes of Murkmire
While the tribes of Murkmire have exceptional
differences, they share a powerful bond with each
other, which goes deeper than most outsiders can
understand. Between the tribes, there are violent
raids, poaching, and grim thievery, but the
Argonians of Murkmire still look upon one another
as egg-brothers and egg-sisters. Whether it's a form
of enforced forgetfulness, or a culture of exceptional
forgiveness, this bond defines all inter-tribal
relationships.
The tribes of Black Marsh have had to set aside
their differences on countless occasions to repel
invaders from Morrowind and Cyrodiil. They
understand how much they rely upon one another,
as each tribe plays a major role in different means
of survival, from raising crops, to building supplies,
security, and protection. As People of the Root, their
nebulous belief in reincarnation means that one
may become a member of a different tribe in the
fullness of time. single grain of rice. They almost always depict local
Several of the tribes of Murkmire are briefly animals, but they also carve the seed dolls to
described below. resemble eggs or tiny Argonians. Seed dolls are
highly sought after—both as protective talismans
Black-Tongues and works of native art.
Unlike the belligerent Tum-Tahleel or the eerie
Veeskhleel, the Black-Tongues tend to be polite and Dead-Water
soft-spoken, under the right circumstances. Like Controlling vast swaths of northern Murkmire, the
many tribes of Murkmire, however, they react Naga-Kur, or Dead-Water tribe are greatly feared by
uniformly hostile if they are caught off-guard by the surrounding villages. These proud warriors
those trespassing upon their territory. The stand firm with their traditions and spend much of
accomplished alchemists often leave flasks and their time training for battle. Requiring their
other alchemical tools out in the open as a warning fighters to pass grueling tests, the Naga-Kur are
to outsiders marking their territory. feared on the battlefield for their brutal ways and
The Black-Tongues, or Kota-Vimleel, are ardent relentless will.
Sithis worshipers. They dedicate almost all of their Adorning their weapons and armor with pieces of
resources to producing as many Shadowscales fallen comrades, the Dead-Water tribe often uses
(Chapter 3) as possible. Using their encyclopedic claws, leg bones, and the like to honor their
knowledge of the swamp vegetation and wildlife, ancestors. Swords and daggers are carved out of the
these alchemists craft powerful contraceptives bones of egg-brothers and egg-sisters, claws and
known as “Gloom Nectar” to allow the tribe to teeth are used as talismans, and faces are stretched
synchronize their egg-laying cycle to ensure a huge across wooden shields, The Naga-Kur fight all the
crop of Argonians are born under the sign of the days of their lives, and they believe that using parts
Shadow every year. of the fallen as weapons and armor allows them to
fight after death as well.
Bright-Throats
The Wasseek-haleel, or Bright-Throat tribe is by and Ghost People
large composed of cheerful artisans who enjoy a The Ghost People live almost entirely in the dark,
fruitful relationship with both outsiders and deep- only leaving the Deepmire to stalk the night. The
swamp Argonians. Known for their bright and Veeskhleel, as they are known in their native
colourful scales, the Bright-Throats are famous for tongue, have pale, white scales that are sometimes
their rich music and dance tradition, as well as so translucent that you can see down to their
their preternatural talent as wood carvers. While bones. They keep themselves shrouded in mystery,
they make countless items, including musical even among other local tribes.
instruments, kitchenware, armor, and weapons, Known for their uniquely Argonian necromancy
they are most respected for their xeech'kis, or “seed practices, the Ghost People steal the dead bodies of
dolls”. These small figurines vary in size, sometimes other tribes. They bury the corpses among the roots
as large as an Orc's fist, sometimes as small as a

11
of their Hist and perform profane rituals to steal the
departed souls from their tribes.

Miredancers
The Gee-Rusleel, as they call themselves, are
among the most introspective Argonians in
Murkmire. They also tend to be more pleasant.
While they are reclusive and wary of outsiders, they
are also quick to win over; willing to share a meal or
a game of Shells and Stones. The Miredancers are
skilled crafters, with a particular knack for working
with Hist amber and egg shells. They are also
peerless navigators, guiding their flat-bottom boats
effortlessly through the swamp, master weavers,
and skilled cartographers.
The most defining characteristic of the Miredancer
tribe is piety. They have a deep reverence for the
Hist. Their Sap-Speakers have a unique means for
communicating with the Hist. While each tribe
boasts of their methods, the Miredancers appear to
have the most compelling bond.
Despite their deeply religious nature, the
Miredancers also seem to have an obsession with all
types of games. They are particularly fond of the
games Nine-Shells and Shells and Stones, as well as
sports such as the popular teeba-hatsei, or Hip and
Tail ball. Miredancers are also inveterate gamblers,
but they often forget to collect their winnings.
Unlike the games of men and mer, Miredancer
competitions appear to be completely devoid of
malice or injured pride.

Root-House People Backgrounds


The tribe known as the Tum-Taleel, or Root-House During character creation, players choose a
People in the common tongue, are belligerent and background that suits their character. For an
warlike people who are quick to anger and known adventure that is set in Black Marsh, or for
throughout the swamp for their brutal and characters that might have a connection to
subjugating ways. They make a practice of attacking Murkmire, consider using the following suggested
peaceful villages and killing or driving off the backgrounds, with the approval of your DM.
inhabitants. Then they settle into the now-vacant The Dungeons & Dragons adventure Tomb of
huts and exhaust all the village's resources. Other Annihilation comes with two new backgrounds: the
Saxhleel often compare them to burglar crabs— Anthropologist and the Archaeologist, which can
creatures that eat small snails and smaller crabs, be altered to suit a Tamrielic setting relatively easily.
and afterwards move into the empty shells. Characters that have a strong interest in relic
Tum-Taleel are significantly larger than other hunting would make great use of the Archaeologist
Argonians, with broad shoulders, narrow eyes, and background. Outsiders that are interested in
wide, powerful jaws. To intimidate others, they often learning more about Argonian culture could be
adorn themselves with war-paints and decorate interested in the Anthropologist background. Either
their weapons with dried blood. would make an ideal addition to Cyrodilic
Collections
Other Tribes If using the Anthropologist background, revise the
While the these are the most notable tribes in the Cultural Chameleon feature and associated Adopted
region of Murkmire, there are many other tribes, Culture table to include the races of Tamriel. Work
such as the Copper-Eyes, the Moss-Skin, and the with your DM if you are interested in adopting the
Su-Zahleel. Even still, there may be even more cultures of lesser known groups, such as Goblin-
tribes that have yet to be discovered, especially in ken, Imga, or Akaviri.
the Deepmire. If you want to create your own Characters who come from one of the Tribes of
unique tribe, you can use the examples above as Murkmire can use the following background, which
idea starters for your own Argonian tribe. is based on the Uthgardt Barbarian background
found in the Sword Coast Adventurer's Guide.

12
Feature: Tribal Heritage
Murkmire Tribe Member You have excellent knowledge of not only your
tribe's territory, but also the terrain and natural
As a member of any tribe, you recognize the
resources of the rest of Murkmire. You are familiar
importance of working together as a collective, with
enough with any wilderness area that you find twice
each member providing a particular strength and
as much food and water as you normally would
compensating for another's weakness. This type of
when you forage there.
unity may require compromise, but you understand
Additionally, you can call upon the hospitality of
the value and strength that comes from cohesion.
your people, and those allied with your tribe. You
It is likely that you will respect the ideals and
may safely travel through the territories of rival
traditions of your people and will have a reverence
tribes, provided you do not harm or otherwise
for the Hist and the natural world that the Hist have
disrespect the tribe,
created. As an Argonian, you have a unique outlook
on life that may be difficult for non-Argonians to
fully understand. You have little interest in the past,
Suggested Characteristics
Use the tables for the outlander background in the
and do not concern yourself too much with the
Basic Rules as the basis for your traits and
future.
motivations, modifying the entries when
Consider why you left your tribe and joined a
appropriate to suit your identity as a member of a
group of adventurers. Were you driven out of the
tribe of Murkmire.
tribe for your actions, or have you been tasked to
Your bond is undoubtedly associated with your
learn more about other tribes and cultures? Have
tribe or some aspect of its culture. Your ideal is a
you left as part of a coming-of-age trial, to complete
personal choice that closely relates to your tribes
a specific task before returning to the tribe? Are you
ethos and doesn't contradict or compromise their
looking to bring pride to your tribe through your
values.
accomplishments or are you looking to prove
yourself as a worthy member?
See the Tribes of Murkmire earlier in this chapter
to get ideas about your tribe, or use these as an
example to create a new tribe with their own unique
outlook and characteristics.

Restrictions: Only Argonians are every truly


considered members of a Murkmire tribe,
Skill Proficiencies: Survival, and the skill
proficiency listed in the Skill column of your tribe
as shown in the Tribes of Murkmire Proficiencies
table.
Tool Proficiencies: The tool proficiency listed in
the Tool column of your tribe as shown in the Tribes
of Murkmire Proficiencies table.
Languages: One of your choice
Equipment: A hunting trap, a totem or item that
represents your tribe, a set of traveler's clothes, and
a pouch containing 20 septims.

Tribes of Murkmire Proficiencies


Tribe Skill Tool
Black-Tongues Religion Alchemist’s supplies
Bright-Throat Persuasion Woodcarver’s tools or one type of
musical instrument
Dead-Water Athletics Leatherworker’s tools
Ghost People Stealth Poisoner’s kit
Miredancers Insight Woodcarver’s tools, weaver’s
tools, cartographer’s tools,
navigator’s tools, or one gaming
set of your choice
Root-House Intimidation Thieves’ tools
People

13
Chapter 2: Treasures
hose who have the courage and cunning

T required to make their way through the


ancient Argonian ruins, known as
xanmeers, are bound to find priceless
treasures. Murkmire also is home to
unique supplies that are invaluable while within the
swamps, but would be entirely useless elsewhere in
Tamriel. These special mundane items can be found
Fang of Haynekhtnamet
Weapon (dagger), rare (requires attunement)
Legend tells of a wamasu named Haynekhtnamet,
which took seven days and nights, and a score of
warriors to kill. One of the mythical beasts fangs
were taken as a trophy and carved down into a
small blade and fashioned into a small dagger. The
in some of the tribal settlements and in Lilmoth. dagger mysteriously houses some of the beast's
Bug-repellent candles, anti-venom, feluccas, Scuttle magical properties. Sometimes the unique dagger is
Sprint potions and Tsojei weapons can be purchased seen by traveling heroes.
only in Black Marsh, unless they are found in a You gain a +1 bonus to attack and damage rolls
curio shop known for their taste in Argonian made with this magic weapon.
imports. Grave-stakes are even rarer, created This dagger has 10 charges for the following
especially for individual Argonian tribe members. properties. The dagger regains 1d6 + 4 expended
charges daily at dawn. If you expend the last
charge, roll a d20. On a 1, the dagger loses its
Magic Items Lightning Blast property, but retains all other
This section presents an assortment of common properties.
and magic items in alphabetical order. See the Shocking Bite. When you hit with a melee attack
Dungeon Master's Guide for the rules on magic using the dagger, you can expend 1 charge to deal
items. an extra 1d6 lightning damage to the target.
Lightning Blast. While holding the dagger, you
Anti-Venom can hold it outright and use an action to expend 6
Potion, uncommon charges to create a line of lighting that is 20 feet
long and 5 feet wide. Each creature in that line
This potion is made by combining gloom morel must make a DC 16 Agility saving throw, taking
mushrooms, barbleberries, and the venom of 6d10 lightning damage on a failed save, or half as
Scuttle Pit spiders. Once the concoction is mixed, a much damage on a successful one.
creature must drink the slurry. It usually doesn't
take before the imbiber vomits, and these bile Felucca
blended stomach contents create the anti-venom. Vehicle, common
A creature that drinks this vial of putrid liquid
gains resistance to poison damage and advantage A felucca can be purchased from any Murkmire
on Saving Throws against poison for 1 hour. It settlement for 3,000 septims. The small covered
confers no benefit to undead or constructs. vessel is powered by two oars and holds up to six
Medium creatures and has a maximum speed of 2
Bug-Repellent Candles mph. It is otherwise identical to a keelboat.
Wondrous item, common
These yellow candles are made from dreugh wax
and ash basil leaves. This insect repellent can stave
off swarms of flesh-flies, but does not protect
against insects or the swarms described in Chapter
3, nor the giants insects and vile swarms found in
Appendix A of the Monster Manual.
A bug-repellent candle sells for 1 septim and can
be purchased at most general vendors in Lilmoth.
When lit, the candle burns for 8 hours and repels
normal insects within a 20-foot radius centered on
it.

14
Potion of Regeneration
Potion, very rare
Exceptionally skilled argonian alchemists seek out
prized hackwing feathers for their regenerative
properties.
The imbiber of this potion regains 1d4 + 1 hit
points each round for 1 minute, to a total of 10d4 +
10 hit points.
Additionally, the creatures severed body members
(fingers, legs, tails, and so on), if any, are restored
after 2 minutes. If the severed part is held to its
stump when the creature drinks the potion, the
limb instantaneously knits to the stump.

Necromancer's Staff
Staff, very rare (requires attunement by a mage,
sorcerer, or warden)
The Necromancer's Staff is a favorite of the Ghost-
People tribe, and aspiring necromancers alike.
You have resistance to necrotic damage while you
hold this staff.
This staff has 10 charges. While holding it, you
can use an action to expend 1 or more charges to
cast one of the following spells from it, using your
spell save DC: animate dead (3 charges), contagion
(5 charges), ray of enfeeblement (2 charges), ray of
sickness (1 charge), speak with dead (3 charges).
Grave Stake The staff regains 1d6 + 4 expended charges daily
Wondrous item, common at dawn. If you expend the last charge, roll a d20.
On a 1, the staff crumbles into dirt and is
Carried by most Argonians of Murkmire, these are
destroyed.
deeply personal items, and the finished stake tells
the story of the carver's life. When an Argonian
dies, the grave-stake marks where the body fell and
Ring of Grounding
Ring, rare (requires attunement)
serves as a remembrance until the swamp claims it.
Each grave stake represents a member of the tribe Created by researchers seeking to protect the
who rejoined the Hist. wearer, the ring also has the ability to harvest
When a grave-stake is used to pin down the potent magicka, such as a wamasu's lightning.
corpse of the argonian who carved it, the body can't While wearing the ring, you gain resistance to
be resurrected by necromantic magic while it lighting damage.
remains pinned. Lightning Charge. While wearing the ring, you
can absorb some magical energy from lightning.
Hackwing hide armor When you are hit by a lightning attack that deals 10
Armor (hide), rare or more lightning damage, before your resistance,
you can use your reaction to gain 1 charge. You gain
Crafted from the thick hide of a hackwing, this
an additional charge for every additional 10
armor allows for quick movement while
lightning damage. The ring can hold a maximum of
withstanding brutal attacks.
5 charges.
You gain a +1 bonus to AC and a +5 bonus to your
As an action, you can expend all of charges in the
speed while wearing this armor.
ring to gain an equal amount of charges in another
item that you touch. Any extra charges are lost.

Scuttle Sprint Honey


Potion, common
Harvested from the Scuttle Bloom plant, this gooey,
sweet honey can be easily preserved into a
propelling potion. When you drink this potion, you
gain a +10 bonus to your walking speed for 1
minute.

15
Tsojei Very rare vakka stones have 5 charges and
Weapon (war hammer), common regains 1d4 + 1 expended charges daily at dawn,
provided the stone is in direct sunlight. While
A tsojei (pronounced so-JAY) in a unique Argonian holding the stone, you can be expend charges to
simple blunt weapon made from wood, stone, and create the effects of a rare vakka stone, as well as
bone. The tsojei starts with a length of wood which the following:
is carved down to a paddle shape. Obsidian and
bone is used to carve animals or patterns unique to • You can use an action to expend 1 of its
the owner and then the wood is cured, stained and charges, and if a trap is within 30 feet of you,
polished. Next, stones and bones are carved into the stone reveals its location with a dim yellow
fang-like shapes. Once these 'teeth' are hewn, they light only visible to you.
are set into the paddle using wood or bone pegs and • You can use an action to expend 1 of its
boiled depassa gum. charges, pointing the stone at a trap within 120
The weapon costs 40 septims and has the feet of you that can be triggered. A bright light
versatile trait. When used in one hand, it deals 1d4 flashes from the stone, and the trap activates.
+ your Strength modifier bludgeoning damage and
Legendary vakka stones have 7 charges and
an additional 1d4 piercing damage. When wielded
regains 1d6 + 1 expended charges daily at dawn,
in both hands, the damage increases to 1d6 + your
provided the stone is in direct sunlight. These
Strength modifier bludgeoning damage and an
stones are known for finding or creating doorways
additional 1d4 piercing damage.
when they are needed. While holding the stone, you
can be expend charges to create the effects of a very
Vakka Stone rare vakka stone, as well as the following:
Wondrous item, uncommon, rare, very rare, or
legendary (requires attunement) • You can use an action to expend 4 charges to
These flecks of yellow glass appear scattered all over cast the dimension door spell.
Murkmire. Vakka stones are powerful mysterious • You can use an action to expend 7 charges to
crystals, not unlike the Ayleid welkynd stones, and cast the teleport spell.
contain ancient magicka, They soak up the sun's • You can use an action to expend 7 charges to
energy and gain in power, which gives them their activate a vakka stone gateway.
radiant yellow hue. They can be used to open or Vakka stone gateways are ancient gates built by
activate all sorts of things. The larger the crystal, the Barsaebic Ayleids. These gates often lead to
the more powerful the magic contained within. strange labyrinthine pocket realms of Oblivion.
A typical vakka stone is small and brittle, about 2
inches in diameter. While touching it, you can use Wamasu Lantern
an action to activate the stone, pointing it at an Wondrous item, rare
object within 120 feet of you that can be opened,
This metal framed lantern is sheathed in leather,
such as a door, a lid, or lock. A bright light flashes
surrounding the "lightning organ" of a wamasu. It
from the stone, and one lock or latch on the object
gives off a bright, intermittent light. in a 30-foot
opens. If no locks or latches remain, the object itself
radius and dim light for an additional 30 feet.
opens. Once the crystal is used, it loses its power
If the organ is purposefully removed from the
and can't be used again.
lantern, such as by throwing the lantern, it
Rare vakka stones have 1d4 + 1 charges. While
explodes in a violent blast of lightning energy,
holding the stone, you can be expend 1 charge to
destroying the organ. The lantern can be thrown
create the effect of an uncommon vakka stone, as
with a range of 30/60 ft., and explodes in a 20 foot
well as the following effects:
radius. Each creature in the radius must make an
• You can use an action to expend 2 charges to Agility saving throw, taking 8d6 lightning damage
cast the knock spell. on a failed save, or half as much damage on a
• You can use an action to expend 1 of its successful one.
charges. and if a secret door is within 30 feet of
you, the stone reveals its location with a dim
yellow light only visible to you.
When all charges have been used, the crystal
loses its power and can't be used again.

16
17
Chapter 3: Monsters
urkmire is home to a strange variety Beast Humanoid

M of creatures, including some that


can only be found in the depths of
the Marsh. This chapter provides
stat blocks for many of these
creatures, and it concludes with a collection of
assorted beasts and nonplayer characters that fill
the wilds and settlements of Murkmire. Finally, this
Copper tongued skink
Crocodile
Giant crocodile
Hackwing
Haj mota
Hoarvor
Kotu gava
Argonian Venomshot
Black marsh warden
Explorer
Naga skirmisher
Naga warrior
Shadowscale
Tree minder
chapter also includes some of the deadly flora that Kotu gave broodmother
can hinder an explorers expeditions into the murk. Mudcrab Monstrosity
These deadly plants don't pose a threat to most Poisonous swamp jelly Argonian Behemoth
adventurers, unless they end up in their direct Shroom beetle Bear-lizard
path, and are treated more similarly to traps and do Swamp jelly
not have stat blocks. Swamp leviathan Ooze
The various creature of Murkmire are arranged in Swarm of kotu gava Voriplasm
alphabetical order. For guidance on how to use a Wamasu Voriplasmic haj mota
creature’s stat block, consult the introduction of the Voriplasmic skeleton
Monster Manual. Giant
River Troll Plant
Mireguant
Stat Blocks by Strangler
Strangler alpha
Creature Type Undead
Here are the creatures in this bestiary, as well as in Bog blight
the subsequent Assorted Beast and Nonplayer Hemonculous
Character collection, sorted by creature type.

18
Argonian Behemoth Argonian Behemoth
Large monstrosity (argonian), chaotic neutral
These hulking, monstrous Argonians are extremely
aggressive and brutally dangerous. Although Armor Class 13 (natural armor)
nothing has been recorded to be certain of their Hit Points 157 (15d10 + 75)
Speed 30 ft., swim 20 ft.
origins, it's believed that the argonian behemoths
are mutations created by ingesting large quantities STR AGI END INT WIL PER
of hist sap. 18 (+4) 13 (+1) 20 (+5) 7 (–2) 8 (–1) 9 (–1)
Savage Guards. Given their immense size and
strength, behemoths are used as a defense system Skills Athletics +7, Intimidation +2
for Argonians who have something to protect. Senses passive Perception 9
Nefarious Argonians who have experimented on Languages Common, Jel
others can create these creatures by forcing them to Challenge 5 (1,800 XP)
drink hist sap. The Hist themselves may be able to
alter chosen Argonians at will, to bolster their Amphibious. The Argonian can breath air and water.
defenses against warring tribes or outsiders who
attempt to harm the Marsh. Brutal Charge. If the Argonian moves at least 20 feet straight
Creations of the Hist. During the Oblivion Crisis, toward a creature and then hits it with a slam attack on the
Black Marsh was left mostly to fend off the daedric same turn, that target must succeed on a DC 15 Strength
invasion by themselves. It is rumored that the Hist saving throw or be knocked prone and stunned. If a target is
provided for Argonians by transforming their kin stunned, it remains stunned until the end of its next turn.
into behemoths. These powerful Argonians charged Brute. A melee attack deals one extra die of its damage when
at the invaders, overwhelming the daedric armies the Argonian hits with it (included in the attack).
by flooding the Oblivion gates with wave after wave
of these brutish warriors. Actions
Multiattack. The Argonian makes 2 attacks: one with its bite
and one with its slam.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.


Hit: 11 (2d6 + 4) piercing damage.

Slam. Melee Weapon Attack: +7 to hit, reach 10 ft., one target.


Hit: 17 (2d12 + 4) bludgeoning damage.

19
Bear-Lizard Bear-Lizard
The Hist provides for all of Black Marsh. The Large monstrosity, unaligned
Argonians who live there sometimes refer to this as
Armor Class 13 (natural armor)
the Big Mystery. Part of this mystery is the how the Hit Points 59 (7d10 + 21)
strange creatures that exist throughout the swamps Speed 40 ft.
came to be. While there are many native creatures
that appear alien to outsiders, there are some STR AGI END INT WIL PER
creatures that seem equally familiar and strange. 20 (+5) 13 (+1) 16 (+3) 3 (–4) 10 (+0) 7 (–2)
The bear-lizard is exactly one of these creatures. It
is not clear if the bear-lizard is named by the literal- Skills Perception +2
minded Argonians for its large size and bear-like Senses passive Perception 10
appearance, or if the Hist formed the imposing Languages —
lizard after the likeness of the formidable beast. Challenge 3 (700 XP)
Histborn Endurance. Bears are fierce, well
tempered beasts that defend themselves well and Hold Breath. The bear-lizard can hold its breath for 15
control their environments. Put a bear into the minutes.
swamps of Murkmire with the mud, flesh-flies, and
Keen Smell. The bear-lizard has advantage on Willpower
voriplasms, and it likely won't last a day. The bear-
(Perception) checks that rely on smell.
lizard combines the strength of the bear, and adds
the resilience of any other creature of the hist. Actions
Multiattack. The bear-lizard makes 2 attacks: one with its bite
and one with its claws.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.


Hit: 10 (1d10 + 5) piercing damage.

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.


Hit: 14 (2d8 + 5) slashing damage.

20
Bog Blight
Deep in the dark swamps of Murkmire, the gurgled
moans of a lumbering form can be heard. The
bloated argonian drags its rotting form relentlessly
towards anyone in its path.
Empty Shells. When an Argonian dies, their soul
returns to the Hist to be re-birthed. The body,
shares a similar fate. The corpse is either buried or
left exposed, allowing the body to decay and become
one with the Marsh and return to the Hist. In the
bogs of Murkmire, Argonians who die in the swamp
often have their bodies marked with a Grave-Stake
(chapter 2), a unique wooden spear decorated with
the life accomplishments of the deceased. The
grave-stake serves two purposes: a temporary
memorial to the lost tribe mate, and to keep the
body pinned to the swamp’s floor, speeding up the
rapid decay of the humid bog.
Sometimes these stakes are removed, whether by
a natural disturbance—not being placed firmly
enough, a rogue haj mota knocking against it—or
from an unwitting treasure hunter. To the
Bog Blight unsuspecting, these markers can entice those
Medium undead (argonian), neutral evil looking for gold or items left behind on the bodies of
the dead Argonians, while the intricately carved
Armor Class 9 stakes themselves might be seen as keepsakes and
Hit Points 30 (4d8 + 12) curiosities.
Speed 30 ft., swim 20 ft. Removing the grave-stake can be monumentally
devastating to the uninformed. With the grave-stake
STR AGI END INT WIL PER no longer pinning down the corpse, the body may
15 (+2) 8 (–1) 17 (+3) 3 (–4) 7 (–2) 4 (–3)
float back to the surface, inadvertently awakening
the bog blight.
Damage Immunities poison
Grisly Guards. Knowing that these corpses take
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 8 some time to resurface and awaken after their grave
Languages understands Common and Jel but can’t speak markers are removed, some tribes and brigands use
Challenge 1/2 (100 XP) this to their advantage. Carefully locating camps,
lairs, or hideouts around an old battleground can
work in favor of the clever clan. The bog blights are
Undead Fortitude. If damage reduces the bog blight to 0 hit
not the most observant creatures, and can be easily
points, it must make an Endurance saving throw with a DC of
avoided, if you know the right methods and are
5 + the damage taken, unless the damage is radiant or from a
willing to undertake the ordeal. Masking your scent
critical hit. On a success, the bog blight drops to 1 hit point
with strong smells, such as pahnjee fumers—racks
instead.
of oily, spoiled meats—can be used to keep the bog
Combustion. If the bog blight has 5 hit points or less, it can blights at bay,
use a bonus action on its turn to swell and explode. Every There are many benefits in using bog blights as
creature within a 10 foot radius of the bog blight must make a guards. Their presence alone is a major deterrent to
DC 12 Agility saving throw, taking 9 (2d8) acid damage on a most pragmatic travelers. For the adventurers that
failed save, or half as much on a successful one. The bog aren't known to balk at the first sign of adversity,
blight is then reduced to 0 hit points and dies. the bog blights offer a strong first defense. The
humidity of the swamp facilitates an expedited
Actions decomposition, which results in a significant build
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. up of gas inside the bloated bog blights. The
Hit: 6 (1d8 + 2) slashing damage. distended forms are able to swell up like a bellows,
erupting in a sudden, violent explosion. Often these
Vomit. The bog blight vomits a spray of acid. Each creature in creatures will charge into groups, controlling the
a 15-foot line must make a DC 12 Agility saving throw, taking 2 eruption, and popping like a pumpkin struck by a
(1d6) damage on a failed save, or half as much on a hammer.
successful one.

21
Hackwing
Soaring above the trees, three large flying birds
circle the skies, waiting for their prey to fall. Below,
a young Argonian grasps onto a grievous wound on
their abdomen. Clutching onto a makeshift spear,
she prepares herself as the hackwing begins a new
descent.
The hackwings that plague the skies of Murkmire
are described as both birds and flying lizards. These
winged creatures look very similar to the cliff racers
of Vvardenfell, and have a unique 'horn' on the top
of their head, which is covered in bright plumage.
They have long, saw-like beaks that are almost the
same length of their entire body, which they use to
create painful wounds in their prey.
Careful Predator. Traveling in flocks, hackwings
are vicious and capable hunters. They ambush their
prey in quick flyby attacks, attempting to make
lethal wounds in their quarry. After the damage is
done, they return to the skies, stalking the
wounded from a distance. Once their prey has
succumbed to their injuries, whether weakened
from blood loss or dead, the hackwing returns to
make quick work of their meal. When hunting in
groups, one hackwing will strike to wound or knock
down their target, while the others follow in a
Hackwing swarm, overwhelming the victim.
Large beast, unaligned Hackwings are also incredibly sneaky and
cunning. When hunting a hacking, one must always
Armor Class 13 (natural armor) be prepared. Often, the only indication that one is
Hit Points 19 (3d10 + 3) nearby will be sounds of beating wings, or perhaps
Speed 30 ft., fly 60 ft. a brief glimpse of a wing or a talon before the bird
attacks. Hackwings are patient hunters, waiting for
STR AGI END INT WIL PER their prey to show even the slightest weakness.
16 (+3) 14 (+2) 12 (+1) 2 (–4) 10 (+0) 5 (–3)
Skilled hunters use this to their advantage,
appearing injured to lure the unsuspecting predator
Skills Perception +2
Senses darkvision 60 ft., passive Perception 12 into their trap.
Languages — Rite of Passage. For young Argonians coming of
Challenge 1/2 (100 XP) age, hackwings are used in maturity trials in some
tribes, In this dangerous rite to earn a place in
adult Argonian society, the aspirant is placed in a
Dive Attack. If the hackwing is flying and dives at least 30 feet
cage with a single hackwing. The trial begins with
toward a target and then hits with a bite attack, the attack
the predatory bird getting the first attack. Once the
deals an additional 3 (1d6) damage to the target. The creature
blood is drawn, the hackwing is released. The goal
must then make a DC 13 Strength saving throw or be knocked
of the Argonian is to catch and kill the hackwing
prone.
that marked them, before the hackwing does the
Flyby. The hackwing doesn’t provoke opportunity attacks when same to them. The hunter is not given any armor or
it flies out of an enemy’s reach. weapons to complete their task, and must make use
of the Marsh to provide their needs.
Actions Prized Provisions. The Argonian tribes hunt
Multiattack. The hackwing makes two attacks: one with its these large flying lizards for their strong and supple
bite and one with its claws. hides, which are used to make exceptional armor,
as well as furniture and accessories.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. The hackwing horn is prized for the bright
Hit: 6 (1d6 + 3) piercing damage. coloured plumage. These feathers are often collected
by Argonian alchemists for their mysterious
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
regenerative properties.
Hit: 5 (1d4 + 3) slashing damage.

22
Haj Mota
The haj mota are large face eating monsters that are
mostly found terrorizing the Black Marsh, but can
also be seen in the marshes of Hammerfell. A large
jagged shell covers their back, providing the already
powerful creatures with almost unstoppable
protection. If you spot these armored beasts in the
wild, it is best to avoid them.
Mighty Ambushers. When you think of creatures
that mask themselves and sneak up on their prey,
you are likely to think of cunning feline hunters
crouching low in the bushes, or perhaps a colour
shifting eel hiding in the reefs. Size is usually a
detriment to gaining surprise on an unsuspecting
meal, but these ferocious creatures have learned to
use their mass to their benefit. Patiently concealing
themselves in their surroundings by burrowing
partially into the ground, the haj mota is easily
mistaken for a boulder or a jagged gathering of
rocks on the river's shoreline. Once anything comes
into their attack range, they ambush their prey with
a savage bite or an impaling horn. Some haj mota
are even known to spit poison, potentially blinding
their quarry and providing an even greater
disadvantage for their prey.
Practical Camouflage. To help with their hidden Haj Mota
attacks, the haj mota have developed a natural Large beast, unaligned
camouflage based on their environment. In the
Armor Class 17 (natural armor)
swamps of Murkmire, they are usually seen with
Hit Points 136 (16d10 + 48)
shades of green colouring, while those that live in Speed 30 ft., swim 20 ft.
Hammerfell are often hues of reds and orange.
Whether among the thick emerald marshes of STR AGI END INT WIL PER
Murkmire or the hot sands of Hammerfell, the haj 18 (+4) 13 (+1) 16 (+3) 5 (–3) 12 (+1) 7 (–2)
mota lurks in the wilds, awaiting their next meal.
Saving Throws Str +7, End +5
Senses darkvision 60 ft., passive Perception 11
Languages —
Challenge 6 (2,300 XP)

Amphibious. The haj mota can breathe air and water.

Charge. If the haj mota moves at least 20 feet straight toward a


target and then hits it with a horn attack on the same turn, the
target takes an extra 9 (2d8) bludgeoning damage. If the target
is a creature, it must succeed on a DC 15 Strength saving
throw or be knocked prone.

Actions
Multiattack. The haj mota makes three attacks: one with its
bite, one with its horn, and one with its tail.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.


Hit: 11 (2d6 + 4) piercing damage.

Horn. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.


Hit: 13 (2d8 + 4) piercing damage.

Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target.


Hit: 10 (1d12 + 4) bludgeoning damage.

23
Hemonculous
Sun-Eaters, an Argonian clan of vampires dedicated
to stopping the sun, use dark blood magic to
conjure specter-like creatures through the use of
strange vampiric blood rituals. The macabre
creations highlight the Sun-Eaters unparalleled
prowess with the exceptionally rare school of magic.
Formed by sacrificing a part of themselves, the
hemonculous becomes attuned to their creator,
although the tenuous connection can sometimes be
indifferent at best.
Blood Conduit. These hemonculi have
supernatural bonds with their creators, linked
through the use of their own blood to summon
them. Guardians to their masters, the hemonculous
transfers part of itself, the blood of its creator, back
to their master to protect them when needed.
Undead Nature. A hemonculous doesn't require
air, food, drink, or sleep.

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one


Hemonculous creature. Hit: 6 (1d6 + 2) slashing damage and 3 (1d6)
Medium undead, unaligned
necrotic damage.
Armor Class 12 Blood Transfer. The hemonculous funnels up to 20 of its hit
Hit Points 43 (7d8 + 12)
points into a friendly creature within 20 feet of it, provided the
Speed 0 ft., fly 30 ft. (hover)
hemonculous has at least 30 hit points. The target regains hit
STR AGI END INT WIL PER points equal to the amount of hit points the hemonculous
11 (+0) 15 (+2) 15 (+2) 3 (–4) 16 (+3) 5 (–3) loses.

Formless Horror. Each creature of the hemonculous’ choice


Damage Resistances bludgeoning, piercing, and slashing
that is within 30 feet of the hemonculous and aware of it must
from non magical weapons
succeed on a DC 13 Willpower saving throw or become
Damage Immunities necrotic
Condition Immunities charmed, exhaustion, grappled, frightened for 1 minute. A creature can repeat the saving
paralyzed, petrified, prone, restrained, unconscious throw at the end of each of its turns, ending the effect on itself
Senses darkvision 60 ft., passive Perception 13 on a success. If a creature’s saving throw is successful or the
Languages understands the languages of its creator effect ends for it, the creature is immune to the hemonculous’
Challenge 3 (700 XP) Formless Horror for the next 24 hours.

Blood Drain (Recharge 5–6). The hemonculous drains the life


Blood Form. The hemonculous can enter a hostile creature’s force of one creature within 30 feet of it. The target must make
space and stop there. It can move through a space as narrow a DC 13 Endurance saving throw. On a failed save, the target
as 1 inch wide without squeezing. takes 14 (4d8) necrotic damage and its hit point maximum is
Blood Absorption. A creature has disadvantage on saving reduced by an amount equal to the damage taken. This
throws against the Blood Drain action if the hemonculous is in reduction lasts until the creatures finishes a long rest. On a
the creatures space. successful save, it takes half as much damage and its
maximum hit points isn’t reduced.
Actions The hemonculous regains hit points equal to the amount
drained from the target, and its hit point maximum increases
Multiattack. The hemonculous makes two claw attacks, or one if the amount exceeds its current hit point maximum.
claw attack and one blood transfer.

24
Hoarvor Hoarvor
Medium beast, unaligned Nightmares about creepy creatures crawling on your
skin is common among outsiders traveling through
Armor Class 12
Hit Points 39 (6d8 + 12)
the Black Marsh and Valenwood. There are no
Speed 30 ft., burrow 30 ft. creatures better suited to inducing these
nightmares than the hoarvor. Disgusting creatures,
STR AGI END INT WIL PER whose grotesque nature is matched only by the
12 (+1) 14 (+2) 14 (+2) 5 (–3) 12 (+1) 6 (–2) horrors of Oblivion, the hoarvor are giant scuttling
ticks that dwarf large dogs. They hide in the dense
Senses darkvision 60 ft., passive Perception 11 foliage and dampest recesses of the swamps. They
Languages — are often hunted for their chitinous shells, which
Challenge 1 (200 XP) are used for making armor, weapons, and
household items.
Blood Frenzy. The hoarvor has advantage on melee attack rolls Passive Hunters. Hoarvors are opportunistic
against a creature that doesn’t have all its hit points. beasts by nature. The slow and rotund arthropods
don't hunt their prey as much as they happen upon
Blood Sense. The hoarvor knows the location, by scent, of any
their victims. They use their central spiral-bladed
living creatures within 30 feet of it.
vortex of a mouth to latch on to their prey, gouging
Actions into the flesh, while using their spiked legs to keep
their prey pinned down. After inserting their
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. mandible into their sleeping prey, usually
Hit: 5 (1d6 + 2) piercing damage, and the hoarvor attaches to mammals, they drink enough blood from their
the target. While attached, the hoarvor doesn’t attack. Instead, helpless victim to satiate their needs, and then
at the start of each of the hoarvor’s turns, the target loses 9 scuttle away into the darkness.
(2d6 + 2) hit points due to blood loss. Ferocious Hunger. A single hoarvor isn't likely to
The hoarvor can detach itself by spending 5 feet of its attack a creature on its own, but a swarm of
movement. It does so after it drains 20 hit points of blood hoarvor might, especially in the presence of
from the target or the target dies. A creature, including the abundant food. In these cases, the swarm might
target, can use its action to detach the hoarvor by succeeding attack with such a ferocity that belies their portly
a DC 12 Strength check. appearance. The Bosmer of Valenwood are
particularly familiar with the dangers of the
hoarvor, These instinctual creatures are particularly
fond of jagga, an alcoholic beverage made by the
wood elves by combining fermented pig's milk and
honey. The sweet scent is known to drive the calf
sized insects into a frenzy. As most Bosmer know,
it's best not to drink this before making your way
into hoarvor territory.

25
no specific purpose in mind. These tribes refer to
Miregaunt the mireguants as the “wrath of Murkmire”. As
every tribe knows, these ambulatory plants are part
Awakened tree-like creatures that have existed as
long as the Argonians themselves, if not longer. of the land. Once one is struck down, it's only a
They appear as large, walking plants, that take on a matter of time before it will rise again.
vaguely humanoid shape but without a discernible While they may be a rare sight to see, they are not
head. While they consist mainly of plant substance, so rare that you will never see one, especially for
they sometimes incorporate other materials into those involved in treasure hunting or archaeological
their shape, including mud, stone, vines, and even expeditions. They are not so prevalent, however,
pieces of ancient architecture. that they are not typically a constant threat to
Guardians of the Hist. Some Argonians believe explorers.
the miregaunts were created by the Hist to teach Migrating Repository. Every miregaunt has a
lessons to the other denizens of the Black Marsh. large cavity in its mid-section. Sometimes it’s empty,
Local legends spoken by some tribes of Murkmire other times a random piece of stone or other
say that the Hist trees call forth portions of the detritus fills the empty space. In rare cases,
swamp to accomplish a specific task. Perhaps the something valuable rests within the miregaunt,
mireguants have been created to guard sacred such as a precious stone, an ancient relic, or even a
locations or defend ancient ruins. It is even believed living creature. It's believed that these valuable
that the mireguants might be chosen by the Hist to objects have been taken into the miregaunt to
take vengeance on someone or something that has purposely protect or imprison them. It may not be
hurt or hampered the Hist in some way. coincidental that mireguants have a tendency to
Others seem to indicate that a mireguant is an congregate around the places treasure hunters like
unintended by-product of some unknown Hist to explore.
activity, called forth by accident and set loose with

26
Bramble Whip. Melee Weapon Attack: +7 to hit, reach 15 ft.,
Mireguant one target. Hit: 7 (1d6 + 4) piercing damage. If the target is a
Large plant, unaligned
medium or smaller creature, it is grappled (escape DC 15).
Armor Class 12 Until this grapple ends, the target is restrained. The mireguant
Hit Points 161 (19d10 + 57) can have only one target grappled at a time. A grappled
Speed 30 ft., burrow 30 ft. creature takes 7 (1d6 + 4) piercing damage at the start of each
of the mireguants turn.
STR AGI END INT WIL PER
18 (+4) 14 (+2) 17 (+3) 7 (–2) 12 (+1) 5 (–3) Binding Undergrowth (Recharge 6). The mireguant creates
grappling vines that burst from the ground. Each creature
Saving Throws Str +7, End +6 within 30 feet of the mireguant must succeed on a DC 15
Skills Perception +4, Survival +4 Agility saving throw or take 13 (2d8 + 4) piercing damage and
Damage Immunities acid be restrained (escape DC 15).
Condition Immunities blinded, deafened
Senses blindsight 120 ft., passive Perception 14 Reactions
Languages Hist
Caustic Sap (1/day). When the mireguant is hit with a melee
Challenge 8 (3,900 XP)
or ranged attack, it can cover itself in hist sap until the start of
its next turn. While covered in sap, the mireguant gains a +5
Siege Monster. The Mireguant deals double damage to objects bonus to AC and resistance to all damage. At the start of its
and structures. next turn, the mireguant gains 40 hit points and the caustic
sap seeps off, covering the ground around it in a 10-foot
Actions
radius which remains for the next minute. Each creature within
Mulitattack. The mireguant makes three attacks: two with its its area must make an Endurance saving throw. On a failed
slam and one with its bramble whip. save, a creature takes 7 (2d6) acid damage, or half as much on
a failed one. A creature takes the same damage when it enters
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
the sap for the first time on its turn or ends its turn there.
Hit: 13 (2d8 + 4) bludgeoning damage.

27
River Troll
Large giant, chaotic evil

Armor Class 16 (natural armor)


Hit Points 105 (10d10 + 50)
Speed 30 ft., swim 20 ft.

STR AGI END INT WIL PER


18 (+4) 14 (+2) 20 (+5) 9 (–1) 10 (+0) 7 (–2)

Saving Throws Con +8


Skills Perception +3, Stealth +5
Senses darkvision 60 ft., passive Perception 13
Languages Trollkin
Challenge 6 (2,300 XP)

Hold Breath. The troll can hold its breath for 30 minutes.

Keen Smell. The troll has advantage on Willpower (Perception)


checks that rely on smell.

Regeneration. The troll regains 15 hit points at the start of its


turn. If the troll takes acid or fire damage, this trait doesn’t
function at the start of the creature’s next turn. The creature
River Troll dies only if it starts its turn with 0 hit points and doesn’t
Trolls are known to every culture and appear in regenerate.
tales of all sorts, from children's fables to the
histories of the ancients. They are fierce and
Actions
formidable carnivores, devouring anything the can Mulitattack. The troll makes three attacks: one with either its
catch down to the fingernails and marrow. bite or its throw mudcrab, and two wits its claws.
Regeneration. Smashing a troll's bones and
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
slashing through its thick hide only makes it angry.
Hit: 7 (1d6 + 4) piercing damage.
A troll injured by any means but fire heals with
preternatural speed, a regeneration almost certainly Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
magical in nature. Hit: 11 (2d6 + 4) slashing damage.
Reclusive Nature. Despite their physical prowess,
trolls are reclusive creatures, and their lairs are Throw Mudcrab. Ranged Weapon Attack: +7 to hit, range 30/60
usually found well of the beaten track. The elusive ft., one creature. Hit: 11 (2d6 + 4) bludgeoning damage. If the
river troll is no exception. They can hold their attack hits the target, the mudcrab takes half the damage dealt
breath for long periods of time, lurking unseen in and joins the fight. Roll initiative for the mudcrab. It attacks
the shallows until they erupt from an ambush to the target it hit on its turn.
overwhelm their prey. They mostly feed on
mudcrabs, large fish, and crocodiles, but are also a
deadly nuisance to unwary explorers.
River Trolls. Unique to their cousins, river trolls
have shiny water-shedding scales that cover their
tough hides. These scales are silver-blue in colour
and are as durable as they are flexible. Their long
scaly hands have webbing between each clawed
finger, and they have spiky, needle-like teeth, typical
of fish eating creatures.
As with all trolls, their fat is is a reagent prized by
alchemists, though its virtues seem seem to vary
depending on different recipes and rendering
techniques

28
Swamp Leviathan
Little is known about the colossal swamp leviathan
other than that they are best avoided. With nine-
foot-long claws and a mouth full of massive teeth,
any creature that encounters the leviathan will
likely become a quick meal.
Mountain of Spines. Avoiding a creature of this
size would normally be easily accomplished, but it
is no small feat. Keeping itself submerged in water,
the leviathan keeps perfectly still, potentially for
many years at a time. The creature is sometimes
mistaken for a small island, which is a terrifying, if
not deadly, misjudgment. When a swamp leviathan
acts, it is assured that only a path of destruction
will be left in its wake.

target is restrained, and the leviathan can’t bite another target.


Swamp Leviathan
Gargantuan monstrosity, unaligned Claws. Melee Weapon Attack: +18 to hit, reach 15 ft., one
target. Hit: 28 (4d8 + 10) slashing damage.
Armor Class 23 (natural armor)
Hit Points 468 (24d20 + 216) Tail. Melee Weapon Attack: +18 to hit, reach 20 ft., one target.
Speed 30 ft., burrow 30 ft. Hit: 24 (4d6 + 10) bludgeoning damage.

STR AGI END INT WIL PER Swallow. The leviathan makes one bit attack against a Large or
30 (+10) 10 (+2) 28 (+9) 5 (–3) 11 (+0) 10 (+0) smaller creature it is grappling. If the attack hits, the target
takes the bite’s damage, the target is swallowed and the
Saving Throws Int +5, Wil +8, Per +8 grapple ends. While swallowed, the creature is blinded and
Damage Resistances cold; bludgeoning, piercing, and restrained, it has total cover against attacks and other effects
slashing damage from nonmagical weapons. outside the leviathan, and it takes 56 (16d6) acid damage at
Damage Immunities fire, poison the start of the leviathan’s turns.
Condition Immunities frightened, paralyzed, poisoned If the leviathan takes 60 damage or more on a single turn
Senses blindsight 120 ft., passive Perception 10 from a creature inside it, the leviathan must succeed on a DC
Languages — 20 Endurance saving throw at the end of that turn or
Challenge 28 (120,000 XP)
regurgitate all swallowed creatures, which fall prone in a space
within 10 feet of the leviathan. If the leviathan dies, a
Legendary Resistance (3/Day). If the leviathan fails a saving swallowed creature is no longer restrained by it and can
throw, it can choose to succeed instead. escape from the corpse by using 30 feet of movement, exiting
prone.
Amphibious. The leviathan can breathe air and water.

Siege Monster. The leviathan does double damage to objects Legendary Actions
and structures. The leviathan can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be used
Actions
at a time and only at the end of another creature’s turn. The
Mulitattack. The leviathan makes three attacks: one with its leviathan regains spent legendary actions at the start of its
bite, one with its claws, and one with its tail. It can use its turn.
Swallow instead of its bite.
Attack. The leviathan makes one claw attack or tail attack.
Bite. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Move. The leviathan moves up to half its speed.
Hit: 36 (4d12 + 10) piercing damage. If the target is a creature, Chomp (Costs 2 Actions). The leviathan makes one bite
it is grappled (escape DC 20). Until this grapple ends, the attack or uses its Swallow.

29
Strangler
These carnivorous epiphytes feed off the small
vermin that live in murky, humid marshes where
they are known to grow undisturbed. Adventurers
are often able to avoid the stationary plants, but
those who encounter the deadly stranglers and
survive tell tales of choking gas and an
overwhelming urge to get closer.
Deadly Allure. A bulging central stamen offers a
quivering, deep red beauty. Surrounded by feather-
like leaves and strange branches, more arm-like
than other plant life, and ending in a barbed spine
that could be strong enough to pierce through the
entire head of the unwary. Stranglers attract
victims with the promise of a sweet, sickly nectar
called stranglesap. This paralyzes small animals,
and the plant devours them slowly and
unpleasantly.
Versatile Arsenal. Using their sweet and sticky
excretions to lure prey towards it is only the start of
the stranglers deadly tactics. Getting their victims
attention gives them the opportunity to use their
powerful roots and vines, which shoot out with
impressive speeds, easily puncturing through flesh Strangler
and scales. Once the strangler pulls their target Medium plant, unaligned
close enough, they being oozing an odd purple
Armor Class 12
liquid onto their prey, beginning the decomposition
Hit Points 38 (7d8 + 7)
process. Speed 0 ft.
If their prey tries to escape, the strangler can
rouse a fluid at its roots, which explodes in a STR AGI END INT WIL PER
shower of dark rain, forcing anyone who breathes it 15 (+2) 14 (+2) 13 (+1) 8 (–1) 10 (+0) 9 (–1)
in to choke on the noxious poison. The last trick the
wily plant uses to fell a fleeing victim is to impale Skills Stealth +4
them with a barrage of spikes. Condition Immunities blinded, deafened
Dreadful Fertilizer. Depending on the richness Senses blindsight 60 ft., passive Perception 10
of the nutrients nearby, stranglers have the Languages —
potential to grow as tall as elves, and as wide as an Challenge 1 (200 XP)
ogre, If you happen across a recent battleground,
deep in the unrestrained wilderness, you are likely Actions
to find copses of the carnivorous flowers. They have
Pinch. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
a distinct aptitude for growing through the
Hit: 5 (1d6 + 2) piercing damage. If the target is a Medium or
decomposing corpses of fallen warriors and
smaller creature, it is grappled (escape DC 12). Until the
adventurers.
grapple ends, the target is restrained. A restrained creature
takes 7 (2d6) acid damage at the start of each of the
Strangler Alpha strangler’s turns. A strangler can have only one creature
With an ample food supply and without anything to grappled by its pinch at a time.
stop its growth, a strangler can become incredibly Spit. Ranged Weapon Attack: +4 to hit, range 30/60 ft., one
powerful and even more deadly. Taking advantage of target. Hit: 9 (2d6 + 2) acid damage.
its superior capabilities, the alpha controls the area
it claims, making sure no prey can escape its grasp. Vine Whip. Melee Weapon Attack: +4 to hit, reach 15 ft., one
target. Hit: 6 (1d8 + 2) slashing damage. The target must
make a DC 12 Strength saving throw or be pulled up to 15 feet
toward the strangler and is grappled (escape DC 12). Until the
grapple ends, the creature is restrained. A restrained creature
takes 9 (2d6 + 2) bludgeoning damage at the start of each of
the strangler’s turns. A strangler can have only two creatures
grappled by its vines at a time.

30
Strangler Alpha the strangler’s turns. A strangler can have only two creatures
Large plant, unaligned grappled by its vines at a time.

Armor Class 12 Stranglesap Lure. The strangler chooses one creature it can
Hit Points 105 (14d10 + 28) sense within 60 feet of it. If the target can see the strangler, the
Speed 5 ft. target must succeed on a DC 13 Willpower saving throw or be
magically charmed while the strangler maintains
STR AGI END INT WIL PER concentration, up to 10 minutes (as if concentrating on a
17 (+3) 15 (+2) 14 (+2) 8 (–1) 11 (+0) 9 (–1) spell).
If the charmed target is more than 5 feet away from the
Skills Perception +3, Stealth +5 strangler, the target must move on its turn toward the
Damage Resistances acid
strangler by the most direct route, trying to get within 5 feet. It
Condition Immunities blinded, deafened
doesn’t avoid opportunity attacks.
Senses blindsight 60 ft., passive Perception 13
Languages — Whenever the charmed target takes damage from a source
Challenge 8 (3,900 XP) other than the strangler, the target can repeat the saving
throw. A charmed target can also repeat the saving throw at
the end of its turns. If the saving throw is successful, the effect
Legendary Resistance (1/Day). If the strangler fails a saving
ends on it.
throw, it can choose to succeed instead.
A target that successfully saves is immune to this stranglers
Combat Awareness. The strangler can use two reactions each lure for the next 24 hours.
turn which can only be used to make opportunity attacks. Only
one opportunity attack can be used from a single triggering Reactions
event. Noxious Gas. When a creature breaks free of its grapple, the
strangler can use a reaction to make a special opportunity
Actions attack that releases a noxious gas in a 10-foot radius centered
Multiattack. The strangler makes two attacks: one with its on itself. Each creature within the gas must make a DC 13
vine grasp, and and one with its pinch or with its spit. Endurance saving throw. On a failed save, a creature must
immediately spend the rest of their action that turn retching
Pinch. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. and reeling. Creatures that don’t need to breathe or are
Hit: 10 (2d6 + 3) piercing damage. If the target is a Large or immune to poison automatically succeed on this saving throw.
smaller creature, it is grappled (escape DC 14). Until the Each creature within the gas can remake the saving throw at
grapple ends, the target is restrained. A restrained creature the start of each of its turns.
takes 14 (4d6) acid damage at the start of each of the
strangler’s turns. A strangler can have only one creature Quick Spike. When a creature within 5 feet of the strangler
grappled by its pinch at a time. moves 10 feet away from it, the strangler can use a reaction to
make a ranged opportunity attack using its Impaling Spike
Impaling Spike. Ranged Weapon Attack: +6 to hit, range 30/60 action.
ft., one target. Hit: 8 (1d10 + 3) piercing damage, and the
target must make a DC 13 Agility saving throw. On a failed Legendary Actions
save, the target is pinned to the ground and restrained.
The strangler can take 1 legendary action, choosing from the
Spit. Ranged Weapon Attack: +5 to hit, range 30/60 ft., one options below. Only one legendary action option can be used
target. Hit: 10 (3d6) acid damage. at a time and only at the end of another creature’s turn. The
strangler regains spent legendary actions at the start of its
Vine Whip. Melee Weapon Attack: +6 to hit, reach 30 ft., one
turn.
target. Hit: 12 (2d8 + 3) slashing damage. The target must
make a DC 13 Strength saving throw or be pulled up to 30 feet Attack. The strangler makes one spit attack.
toward the strangler and is grappled (escape DC 14). Until the Upheave Roots. The strangler chooses a point within 30 feet
grapple ends, the creature is restrained. A restrained creature of it to use its expansive roots to upheave the ground around
takes 10 (2d6 + 3) bludgeoning damage at the start of each of it. The ground in a 20-foot radius centered on that point is
considered difficult terrain.

31
Voriplasm
Voriplasms appear as nothing more than a puddle of quickly taking out creatures much larger than
of thick and viscous green slime. On closer themselves, forming an acidic pool beneath the
examination, however, one will notice that the slime creatures feet and letting gravity take care of the
doesn't spread or dissipate like a puddle. Instead, it rest.
holds its amorphous shape and undulates in a Echelons of Fission. Through an exceptionally
most disquieting manner. Without any visible efficient process of binary fission, voriplasms are
sensory apparatus or internal organs of any kind, able to reproduce relatively quickly. Once they grow
these remarkable blobs of ooze move, hunt, and to a large size, they split apart forming a new
consume with great efficiency. voriplasm, and the process begins again. It appears
Flesh Devourers. The jade green oozes are able to that each voriplasm is actually a part of its previous
devour their prey with dizzying speed. While they self, with exceptionally large voriplasms having
seem to have only a rudimentary sense of some form of intellectual control over the kin that
intelligence, they are able to recognize prey, avoid split off from it. One can only assume that there is
danger, and flee from stronger opponents, like most a great ooze, a proto-voriplasm, lurking somewhere
predatory creatures. It is possible to find oozes deep in the mire.
hunting on their own, but they are also just as Servant Puppets. Once of the most terrifying
likely to cluster in groups and hunt in packs. aspects of the resourceful voriplasm is their ability
Once a voriplasm has marked its quarry, it to create puppets known as a voriplasmic corpse.
attempts to either engulf the victim or launch a part When a voriplasm devours a creatures flesh,
of itself onto the poor creature. Its corrosive form sometimes instead of expelling the bones of their
makes quick work of most prey, and the ooze ejects prey, the green ooze instead retains the skeleton
the remaining bones from itself and returns to its and clings to it like a new layer of skin.
leisure. Voriplasms that hunt in groups are capable

32
Split (Recharge 1/Day). The voriplasm launches a living
Voriplasm section of itself, creating a new voriplasm, towards a creature
Medium ooze, unaligned
it can see within 30 feet, as long as the voriplasm has at least
Armor Class 8 20 hit points. The target must succeed on a DC 12 Agility
Hit Points 51 (6d8 + 24) saving throw or take 7 (2d6) acid damage. The voriplasms’ hit
Speed 20 ft., climb 20 ft. points are reduced by 10 and the new voriplasm has 10 hit
points and is Small in size.
STR AGI END INT WIL PER
15 (+2) 7 (–2) 18 (+4) 6 (–2) 7 (–2) 3 (–4) Engulf. The voriplasm moves up to its speed. While doing so,
it can enter Medium or smaller creatures’ spaces. Whenever
Damage Resistances slashing the voriplasm enters into a creature’s space, the creature must
Damage Immunities acid make a DC 12 Agility saving throw.
Condition Immunities blinded, charmed, deafened, On a successful save, the creature can choose to be pushed
exhaustion, frightened, prone 5 feet back or to the side of the voriplasm. A creature that
Senses blindsight 60 ft., passive Perception 8 choose not to be pushed suffers the consequences of a failed
Languages — saving throw.
Challenge 3 (700 XP)
On a failed save, the voriplasm enters the creatures space,
and the creature takes 10 (3d6) acid damage and is engulfed.
Amorphous. The voriplasm can enter a hostile creature’s space The engulfed creature is retrained and takes 10 (3d6) acid
and stop there. It can move through a space as narrow as 1 damage at the start of each of the voriplasms turns. When the
inch wide without squeezing. voriplasm moves, the engulfed creature moves with it.
Corrosive Form. A creature that touches the voriplasm or hits it An engulfed creature can try to escape by taking an action to
with a melee weapon attack while within 5 feet of it takes 3 make a DC 12 Strength check. On a success, the creature
(1d6) acid damage. escapes and enters a space of its choice within 5 feet of the
voriplasm.
Actions If an engulfed creature is reduced to 0 hit points, it
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. immediately fails a Death saving throw. If a creature dies while
Hit: 9 (2d6 + 2) bludgeoning damage plus 3 (1d6) acid engulfed, all of its flesh dissolves and its voriplasm wrapped
damage. skeleton becomes a Voriplasmic Corpse, controlled by the
voriplasm.

33
Voriplasmic Corpse
Voriplasmic corpses are the result of a successful
hunt. They appear as skeletal bodies where the
flesh has been melted from the bones and replaced
with voriplasmic slime. This has nothing to do with
necromantic reanimation or any other supernatural
occurrence, but rather like a snail that occupies a
shell, the voriplasm utilizes a captured skeleton to
give the ooze form and a more substantial
definition.

Voriplasmic Haj Mota


Large ooze, unaligned

Armor Class 17 (natural armor)


Hit Points 136 (16d10 + 48)
Speed 30 ft., swim 20 ft.

STR AGI END INT WIL PER


18 (+4) 12 (+1) 16 (+3) 5 (–3) 8 (–1) 5 (–3)

Damage Resistances acid, poison


Condition Immunities blinded, charmed, deafened,
exhaustion, frightened
Voriplasmic Skeleton
Medium ooze, unaligned
Senses blindsight 60 ft., passive Perception 9
Languages — Armor Class 12 (armor scraps)
Challenge 5 (1,800 XP) Hit Points 13 (2d8 + 4)
Speed 20 ft., Climb 20 ft.
Charge. If the haj mota moves at least 20 feet straight toward a
STR AGI END INT WIL PER
target and then hits it with a horn attack on the same turn, the
15 (+2) 12 (+1) 15(+2) 6 (–2) 8 (–1) 4 (–3)
target takes an extra 4 (1d8) bludgeoning damage plus 3 (1d6)
acid damage. If the target is a creature, it must succeed on a
Damage Resistances acid, poison
DC 15 Strength saving throw or be knocked prone. Condition Immunities blinded, charmed, deafened,
exhaustion, frightened
Actions Senses blindsight 60 ft., passive Perception 9
Multiattack. The haj mota makes 3 attacks: one with its bite, Languages —
Challenge 1/2 (100 XP)
one with its horn, and one with its tail.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Actions
Hit: 7 (1d6 + 4) piercing damage plus 3 (1d6) acid damage.
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Horn. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. target. Hit: 5 (1d6 + 2) slashing damage plus 3 (1d6) acid
Hit: 8 (1d8 + 4) piercing damage plus 3 (1d6) acid damage. damage.
Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft.,
Hit: 11 (1d12 + 4) bludgeoning damage plus 3 (1d6) acid one target. Hit: 5 (1d6 + 2) piercing damage plus 3 (1d6) acid
damage. damage.

34
Wamasu
Huge beast, unaligned

Armor Class 16 (natural armor)


Hit Points 104 (11d12 + 33)
Speed 40 ft., swim 30 ft.

STR AGI END INT WIL PER


21 (+5) 14 (+2) 17 (+3) 6 (–2) 15 (+2) 13 (+1)

Skills Athletics +10, Perception +6


Damage Immunities lightning
Senses darkvision 120 ft., passive Perception 16
Languages —
Challenge 9 (5,000 XP)

Amphibious. The wamasu can breathe air and water.

Actions
Multiattack. The wamasu makes three attacks: one with its
bite, one with its claws, and one with its tail.

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.


Hit: 16 (2d10 + 5) piercing damage.
Wamasu Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Hit: 9 (1d8 + 5) piercing damage.
Known by many as “Swamp Dragons”, the
enormous, frightening wamasu are creatures of Tail. Melee Weapon Attack: +9 to hit, reach 10 ft., one target.
legend. Believed to have lightning for blood, Hit: 11 (1d12 + 5) bludgeoning damage. If the target is a
electricity pulses up and down the wamasu's spine, creature, it must succeed on a DC 16 Strength saving throw or
presenting a clear warning to potential challengers. be knocked prone.
Fully Charged. Bolts of lighting emit from every
orifice of these giant, lumbering swamp dragons. Lightning Breath (Recharge 5-6). The wamasu exhales a line of
Even the eggs they lay pulse with electricity. lightning that is 20 feet long and 5 feet wide. Each creature in
Wamasu wranglers are keen to warn newcomers of that line must make a DC 16 Agility saving throw, taking 33
dealing with bloated wamasu. While the idea of a (6d10) lightning damage on a failed save, or half as much
creature farting lighting can be amusing, it is damage on a successful one.
incredibly dangerous.
Risk seekers are often hired by enterprising
artisans to harvest the so called “lightning organ”.
The bright body part is used most commonly as an
intermittent lantern.
Mercenaries beware: though the wamasu typically
subsists on fish, mud crabs, and smaller reptiles,
the temperamental and territorial beasts are also
known to eat adventurers.

35
Miscellaneous Creatures
Copper Tongued Skink Giant Crocodile
Tiny beast, unaligned Huge beast, unaligned

Armor Class 10 Armor Class 14 (natural armor)


Hit Points 3 (1d4 + 1) Hit Points 85 (9d12 + 27)
Speed 20 ft., climb 20 ft. Speed 30 ft., swim 50 ft.

STR AGI END INT WIL PER STR AGI END INT WIL PER
3 (–4) 11 (+0) 12 (+1) 4 (–3) 8 (–1) 5 (–3) 21 (+5) 9 (–1) 17 (+3) 2 (–4) 10 (+0) 7 (–2)

Damage Immunities poison Skills Stealth +5


Condition Immunities poison Senses passive Perception 10
Senses darkvision 30 ft., passive Perception 9 Languages —
Languages — Challenge 5 (1,800 XP)
Challenge 0 (10 XP)
Hold Breath. The crocodile can hold its breath for 15 minutes.
Poison Sense. The skink has advantage on Willpower
(Perception) checks to find poison. Actions
Actions Multiattack. The giant crocodile makes two attacks: one with
its bite and one with its tail.
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Hit: 1 piercing damage. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature.
Hit: 21 (3d10 + 5) piercing damage, and the target is grappled
(escape DC 16). Until this grapple ends, the target is
Copper Tongued Skinks are toxin-sniffing restrained, and the crocodile can’t bite another target.
snakes that are strangely attracted to venom
sacs. These skinks are kept as companions by Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one target.
suspicious nobles who are cautious with their Hit: 14 (2d8 + 5) bludgeoning damage. If the target is a
wine servers, and by explorers that want an extra creature, it must succeed on a DC 16 Strength saving throw or
advantage in the wild. be knocked prone.

Crocodile Kotu Gava


Tiny beast, unaligned
Large beast, unaligned
Armor Class 14 (natural armor)
Armor Class 12 (natural armor)
Hit Points 3 (1d4 + 1)
Hit Points 19 (3d10 + 3)
Speed 10 ft., fly 40 ft.
Speed 20 ft., swim 30 ft.
STR AGI END INT WIL PER
STR AGI END INT WIL PER
6 (–2) 16 (+3) 12 (+1) 4 (–3) 8 (–1) 6 (–2)
15 (+2) 10 (+0) 13 (+1) 2 (–4) 10 (+0) 5 (–3)

Senses darkvision 60 ft., passive Perception 9


Skills Stealth +2
Languages —
Senses passive Perception 10
Challenge 1/8 (25 XP)
Languages —
Challenge 1/2 (100 XP)
Actions
Hold Breath. The crocodile can hold its breath for 15 minutes.
Blood Drain. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Actions creature. Hit: 6 (1d4 + 3) piercing damage, and the kotu gava
attaches to the target. While attached, the kotu gava doesn’t
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. attack. Instead, at the start of each of the kotu gava’s turns,
Hit: 7 (1d10 + 2) piercing damage, and the target is grappled the target loses 5 (1d4 + 3) hit points due to blood loss.
(escape DC 12). Until this grapple ends, the target is The kotu gava can detach itself by spending 5 feet of its
restrained, and the crocodile can’t bite another target. movement. It does so after it drains 10 hit points of blood
from the target or the target dies. A creature, including the
target, can use its action to detach the kotu gava.

36
Kotu Gava Broodmother Mudcrab
Small beast, unaligned Small beast, unaligned

Armor Class 16 (natural armor) Armor Class 15 (natural armor)


Hit Points 22 (4d6 + 8) Hit Points 14 (4d6)
Speed 15 ft., fly 50 ft. Speed 30 ft., swim 30 ft.

STR AGI END INT WIL PER STR AGI END INT WIL PER
9 (–1) 17 (+3) 14 (+2) 6 (–2) 10 (+0) 7 (–2) 13 (+1) 14 (+2) 10 (+0) 2 (–4) 8 (–1) 2 (–4)

Senses darkvision 60 ft., passive Perception 10 Skills Stealth +4


Languages — Senses blindsight 30 ft., passive Perception 9
Challenge 1/2 (100 XP) Languages —
Challenge 1/8 (25 XP)
Blood Regeneration. When the kotu gava reduces a creatures
hit points using its blood drain, it regain hit points equal to Amphibious. The mudcrab can breath air and water.
half the damage dealt.
Actions
Brood Spawn. When the broodmother dies, it releases a swarm
Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
of kotu gava, which appears in its space.
Hit: 4 (1d6 + 1) bludgeoning damage, and the target is
Actions grappled (escape DC 11). The mudcrab has two claws, each of
which can grapple only one target.
Spit. Ranged Weapon Attack: +5 to hit, range 30/60 ft., one
target. Hit: 6 (1d6 + 3) acid damage.

Blood Drain. Melee Weapon Attack: +5 to hit, reach 5 ft., one Poisonous Swamp Jelly
Tiny beast, unaligned
creature. Hit: 6 (1d6 + 3) piercing damage, and the kotu gava
attaches to the target. While attached, the kotu gava doesn’t
Armor Class 12
attack. Instead, at the start of each of the kotu gava’s turns, Hit Points 22 (4d4 + 12)
the target loses 5 (1d4 + 3) hit points due to blood loss. Speed 0 ft., fly 30 ft. (hover)
The kotu gava can detach itself by spending 5 feet of its
movement. It does so after it drains 10 hit points of blood STR AGI END INT WIL PER
from the target or the target dies. A creature, including the 6 (–2) 15 (+2) 16 (+3) 4 (–3) 10 (+0) 6 (–2)
target, can use its action to detach the kotu gava.
Damage Immunities poison
Condition Immunities poisoned
Larger than other mosquito-like insects, the Kotu Senses blindsight 30 ft., passive Perception 10
Gava are far more dangerous than the pesky Languages —
flesh-flies of the Marsh. Challenge 1/2 (100 XP)

Actions
Tentacle. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 1 bludgeoning damage plus 10 (3d6) poison
damage.

37
Shroom Beetle
Small beast, unaligned

Armor Class 13 (natural armor)


Hit Points 3 (1d4 + 1)
Speed 25 ft.

STR AGI END INT WIL PER


7 (–2) 11 (+0) 13 (+1) 1 (–5) 6 (–2) 1 (–5)

Senses blindsight 30 ft., passive Perception 8


Languages —
Challenge 0 (10 XP)

False Appearance. When the beetle remains motionless, it is


indistinguishable from a group of mushrooms.

Actions
Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target.
Hit: 1 slashing damage..

38
Swamp Jelly Swarm of Kotu Gava
Tiny beast, unaligned Medium swarm of tiny beasts, unaligned

Armor Class 12 Armor Class 14 (natural armor)


Hit Points 7 (2d4 + 2) Hit Points 22 (5d4)
Speed 0 ft., fly 30 ft. (hover) Speed 5 ft., fly 20 ft.

STR AGI END INT WIL PER STR AGI END INT WIL PER
5 (–3) 14 (+2) 12 (+1) 4 (–3) 10 (+0) 8 (–1) 4 (–3) 13 (+1) 10 (+0) 2 (–4) 6 (–2) 1 (–5)

Senses blindsight 30 ft., passive Perception 10 Damage Resistances bludgeoning, piercing, and slashing
Languages — Condition Immunities charmed, frightened, paralyzed,
Challenge 0 (10 XP) petrified, prone, restrained, stunned
Senses darkvision 30 ft., passive Perception 8
Languages —
Actions Challenge 1/4 (50 XP)
Tentacle. Melee Weapon Attack: +2 to hit, reach 5 ft., one
target. Hit: 1 bludgeoning damage. Swarm. The swarm can occupy another creature’s space and
vice versa, and the swarm can move through any opening
Though obviously related to the netches of north‐ large enough for a Tiny insect. The swarm can’t regain hit
east Tamriel, the swamp jellies of southern Black points or gain temporary hit points.
Marsh also have a disquieting resemblance to
aquatic jellyfish. They can be found in many Actions
different colours, often lovingly refereed to as Blood Drain. Melee Weapon Attack: +3 to hit, reach 0 ft., one
'flavours'. target in the swarm’s space. Hit: 7 (2d6) piercing damage, or 4
(1d6) piercing damage if the swarm has half of its hit points or
fewer.

39
Nonplayer Characters

Argonian Venomshot Black Marsh Warden


Medium humanoid (argonian), any alignment Medium humanoid (argonian), lawful good

Armor Class 15 (natural armor) Armor Class 14 (breast plate)


Hit Points 33 (6d8 + 6) Hit Points 52 (8d8 + 16)
Speed 30 ft., swim 40 ft. Speed 30 ft., swim 40 ft.

STR AGI END INT WIL PER STR AGI END INT WIL PER
9 (–1) 17 (+3) 12 (+1) 13 (+1) 14 (+2) 10 (+0) 15 (+2) 11 (+0) 14 (+2) 10 (+0) 14 (+2) 10 (+0)

Skills Perception +4, Stealth +5, Survival +4 Saving Throws Str +4, Wil +4
Senses passive Perception 14 Senses passive Perception 12
Languages Common, Jel Languages Common, Jel
Challenge 3 (700 XP) Challenge 2 (450 XP)

Aimed Shot. If the Argonian doesn’t move on their turn, they Spellcasting. The warden is a 4th-level spellcaster. Its
gains advantage on attacks with their longbow. spellcasting ability is Willpower (spell save DC 12, +4 to hit
Amphibious. The Argonian can breath air and water. with spell attacks). The warden has the following warden
spells prepared:
Actions Cantrips (at will): druidcraft, mending, thorn whip
Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 1st level (4 slots): animal friendship, cure wounds, thunderwave
Hit: 5 (1d4 + 3) piercing damage. 2nd level (3 slots): gust of wind, spike growth

Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., Amphibious. The warden can breath air and water.
one target. Hit: 7 (1d8 + 3) piercing damage and 3 (1d6) Mark of Battle (2/Day). The warden can use a bonus action on
poison damage. its turn to mark one creature within 30 feet of it. The creature
remains marked for 1 hour or until the warden marks a
Poison Arrow Spray. The argonian shoots a spray of poisoned
different creature. The warden deals an additional 3 (1d6)
arrows in a 30 foot cone. Each creature in the cone must make
necrotic damage on damage rolls made against marked
a DC 13 Agility saving throw. On a failed save, a creature takes
targets.
1d8 piercing damage and 1d6 poison damage, or half as much
on a successful one. Actions
Multiattack. The warden makes two halberd attacks.

Halberd. Melee Weapon Attack: +4 to hit, reach 10 ft., one


target. Hit: 7 (1d10 + 2) slashing damage.

40
Explorer Hist Speaker
Medium humanoid, any alignment Medium humanoid (argonian), lawful good

Armor Class 13 (leather armor) Armor Class 14 (natural armor)


Hit Points 45 (7d8 + 14) Hit Points 132 (24d8 + 24)
Speed 30 ft. Speed 30 ft., swim 40 ft.

STR AGI END INT WIL PER STR AGI END INT WIL PER
12 (+1) 15 (+2) 13 (+1) 14 (+2) 12 (+1) 10 (+0) 10 (+0) 14 (+2) 13 (+1) 13 (+1) 20 (+5) 14 (+2)

Skills History +6, Survival +5 Saving Throws Int +5, Wil +9


Senses passive Perception 11 Skills Medicine +9, Nature +5, Perception +9
Languages Common, plus two other languages Senses passive Perception 19
Challenge 1/2 (100 XP) Languages Common, Hist, Jel
Challenge 12 (8,400 XP)
Fast Hands. The explorer can use a bonus action to make an
Agility (Sleight of Hand) check, use their thieves’ tools to Spellcasting. The Hist Speaker is a 18th-level spellcaster. Its
disarm a trap or open a lock, or take the Use an Object action. spellcasting ability is Willpower (spell save DC 17, +9 to hit
with spell attacks). The tree minder has the following warden
Actions spells prepared:
Multiattack. The explorer makes two attacks: one with its light Cantrips (at will): druidcraft, mending, poison spray,
hammer and one with its whip. produce flame
1st level (4 slots): charm person, cure wounds, entangle,
Light Hammer. Melee or Ranged Weapon Attack: +4 to hit,
fairie fire
reach 5 ft. Or range 20/60, one target. Hit: 4 (1d4 + 2)
2nd level (3 slots): barkskin, hold person, protection from poison,
bludgeoning damage.
spike growth
Whip. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. 3rd level (3 slots): daylight, plant growth, speak with plants
Hit: 4 (1d4 + 2) slashing damage. 4th level (3 slots): blight, giant insect, grasping vine
5th level (3 slots): commune with nature, geas, tree stride
Reactions 6th level (1 slots): heal, transport via plants, wall of thorns
7th level (1 slots): regenerate
Dodge Roll. When the explorer takes damage from an attack
8th level (1 slots): feeblemind
they can see, it can use their reaction to halve the attack’s
9th level (1 slots): foresight
damage and then move up to 15 feet without provoking
opportunity attacks. Amphibious. The Argonian can breath air and water.

Actions
Quarterstaff. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 4 (1d8) bludgeoning damage.

Histsight (2/Day). The Hist Speaker can use a bonus action to


its turn to target one creature within 30 feet of it. The target
must make a DC 17 Personality saving throw or have
disadvantage on saving throws and attack rolls made against
the hist speaker for 1 minute. A creature can repeat the saving
throw at the end of each of its turns, ending the effect on itself
on a success.

Those who prove to have strong connections with


their tribes Hist are groomed to keep this link
strong and hope to eventually be named Hist
Speaker one day. Drinking Hist sap is known to
heighten these connections, but ingesting large
quantities of Hist sap is dangerous, even for
Argonians. Those who do, routinely suffer the
effects of sap-poisoning, including ‘gold tongue’
(permanent change of mouth pigmentation to a
golden hue), unbidden hallucinations, "bark-
scale" (thickening and darkening of surface
scales), and other maladies.

41
Reactions
Naga Warrior
Medium humanoid (argonian), any alignment Uncanny Dodge. The naga halves the damage that it takes
from an attack that hits it. The naga must be able to see the
Armor Class 16 (natural armor) attacker.
Hit Points 105 (14d8 + 42)
Speed 30 ft., swim 40 ft.

STR AGI END INT WIL PER Shadowscale


14 (+2) 18 (+4) 16 (+3) 10 (+0) 11 (+0) 13 (+1) Medium humanoid (argonian), lawful neutral

Saving Throws Str +4, End +5 Armor Class 16 (natural armor)


Skills Athletics +4, Perception +2, Stealth +6, Survival +2 Hit Points 97 (13d8 + 39)
Senses passive Perception 12 Speed 30 ft., swim 40 ft.
Languages Common, Jel
Challenge 4 (1,100 XP) STR AGI END INT WIL PER
11 (+0) 18 (+4) 17 (+3) 14 (+2) 12 (+1) 11 (+0)
Amphibious. The naga can breath air and water.
Saving Throws Agi +8, Int +6
Indomitable (2/Day). The naga can reroll a saving throw it Skills Acrobatic +8, Deception +4, Perception +5, Stealth +12
fails. It must use the new roll. Damage Resistances poison
Senses passive Perception 15
Actions Languages Common, Jel
Challenge 9 (5,000 XP)
Multiattack. The naga makes three weapon attacks.

Short Bow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., Amphibious. The shadowscale can breath air and water.
one target. Hit: 7 (1d6 + 4) piercing damage.
Cunning Strike. The shadowscale adds their Intelligence
Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one modifier to their attack and damage rolls.
target. Hit: 7 (1d6 + 4) piercing damage.
Evasion. If the shadowscale is subjected to an effect that
allows it to make an Agility saving throw to take only half
damage, the shadowscale takes no damage if it succeeds on
the saving throw, and only half damage if it fails.
Naga Skirmisher
Medium humanoid (argonian), any alignment Sneak Attack (1/Turn). The shadowscale deals an extra 7 (2d6)
damage when it hits a target with a weapon attack and has
Armor Class 15 (natural armor) advantage on the attack roll, or when the target is within 5 feet
Hit Points 22 (4d8 + 4) of an ally of the shadowscale that isn’t incapacitated and the
Speed 30 ft., swim 40 ft. shadowscale doesn’t have disadvantage on the attack roll.
STR AGI END INT WIL PER Actions
12 (+1) 17 (+3) 13 (+1) 13 (+1) 10 (+0) 12 (+1)
Multiattack. The shadowscale makes two weapon attacks.
Skills Stealth +5, Survival +2
Senses passive Perception 10 Shortbow. Ranged Weapon Attack: +10 to hit, range 80/320 ft.,
Languages Common, Jel one target. Hit: 10 (1d8 + 6) piercing damage and 7 (2d6)
Challenge 1 (200 XP) poison damage.

Shortsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one


Amphibious. The naga can breath air and water. target. Hit: 9 (1d6 + 6) slashing damage and 7 (2d6) poison
Cunning Action. On each of its turns, the naga can use a damage.
bonus action to take the Dash, Disengage, or Hide action.
Argonians born under the sign of the Shadow are
Actions given to the Dark Brotherhood where they train
their entire lives to become skilled assassins.
Multiattack. The naga makes three weapon attacks.
Shadowscales are devout followers of Sithis and
Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. adhere to the five tenets of the Brotherhood.
Hit: 5 (1d4 + 3) piercing damage.

Dart. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one


target. Hit: 5 (1d4 + 3) piercing damage.

42
43
Fiendish Flora

Countermeasures. A successful DC 12 Agility


Catapult Cabbage (Stealth) check allows a creature to sneak past the
catapult cabbage without triggering the effect. A
Simple trap (level 1–4 moderate threat)
creature that is within 5 feet of the catapult cab‐
Catapult cabbages are aggressively defensive flowers bage can disable the plants ability to attack with a
that attack any creatures that get too close. They successful DC 13 Intelligence (Nature) check, and a
use their over-sized heavy petals and praying man‐ check with a total of 5 or lower triggers knock back.
tis shaped stalk to burst out quickly with enough The catapult cabbage also 12 hit points and an AC
force to knock full grown Argonians off their feet. of 14.
Trigger. A creature that steps within 10 feet of the
catapult cabbage triggers it.
Effect. The catapult cabbage erupts in a powerful
knock back attack. Each creature within 10 feet of
the catapult cabbage must make a DC 15 Strength
saving throw. On a failed save, a creature takes (7)
2d6 bludgeoning damage and is knocked back 10
feet and is prone. On a successful save, a creature
takes half as much damage and does not move.

44
Countermeasures. A successful DC 12 Agility
Gas Blossom (Stealth) check allows a creature to sneak past a gas
blossom without triggering the effect. A creature
Simple trap (level 5–10, dangerous threat)
that is within 5 feet of the gas blossom can disable
A gas blossom is a dangerous looking plant with the plants ability to produce the noxious gas with a
leaves that form a fanged looking maw. When the successful DC 15 Intelligence (Nature) check, and a
plant senses nearby prey, it opens its leaves and check with a total of 5 or lower triggers the gas.
releases a powerful gas in attempt to suffocate the The gas blossom has 25 hit points and an AC of
victim quickly, with the hopes of it falling near 12. If the gas blossom takes damage and survives
enough to digest later. the attack, it releases the noxious gas.
Trigger. A creature that steps within 10 feet of
the gas blossom triggers it.
Effect. The gas blossoms emits a noxious, yellow-
green gas in a 20-foot radius centered on itself. The
gas spreads around corners. It lasts for 10 minutes,
or until a strong wind disperses the gas. Its area is
heavily obscured.
Each creature in the area must make a DC 15
Endurance saving throw. On a failed save, a
creature takes 17 (5d6) poison damage and is
poisoned for the next hour. A creature takes half as
much damage on a successful save and is not
poisoned. Creatures that don't need to breath or are
immune to poison automatically succeed this
saving throw.

45
Countermeasures. A successful DC 15 Agility
Lantern Mantis (Stealth) check allows a creature to sneak past the
lantern mantis without triggering the effect. A
Simple Trap (level 1–4 dangerous threat)
creature that is within 5 feet of the lantern mantis
The carnivorous lantern mantis attracts its prey can disable the plants ability to attack with a
towards it with a bioluminescent lure. Once the successful DC 14 Intelligence (Nature) check, and a
victim, usually small lizards or vermin, is within check with a total of 5 or lower triggers the attack.
striking distance, the mantis lantern attacks with The lantern mantis has 18 hit points and an AC of
its multi-jointed limbs, which look similar to the 11.
legs of a mantis insect,
Trigger. A creature that steps within 5 feet of the
lantern mantis triggers it.
Effect. The lantern mantis makes a melee weapon
attack, +5 to hit, at every creature within 5 feet of it.
On a successful attack, the mantis deals 9 (2d8)
slashing damage and the creature must make a DC
14 Strength or Agility saving throw, their choice. On
a failed save, the creature is grappled and takes an
additional 3 (1d6) acid damage.

46
Countermeasures. A successful DC 12 Agility
Scuttle Bloom (Stealth) check allows a creature to sneak past a
scuttle bloom without triggering the effect. A
Simple Treasure Cache
creature that is within 5 feet of the scuttle bloom
Scuttle blooms are skittish plants that burrow into can harvest enough honey to make one Scuttle
the ground to protect their desirable nectar. These Sprint Honey potion with a successful DC 15
plants keep themselves elevated from the ground Intelligence (Nature) check, and a check with a total
with rigid roots, but when they are threatened, they of 5 or lower triggers the scuttle bloom to burrow
quickly retract these roots and retreat into ground. into the ground.
While hiding, their petals are still visible but their The scuttle bloom has 10 hit points and an AC of
honey is buried and inaccessible. The honey is 10. If the scuttle bloom reaches 0 hit points, it dies
highly sought after and can easily be turned into and it releases a toxin, poisoning its honey. A
Scuttle Sprint Honey (chapter 2). creature that drinks the poisoned honey takes 3
Trigger. A creature that steps within 5 feet of the (1d6) poison damage and is poisoned for 1 hour.
scuttle bloom triggers it.
Effect. The scuttle bloom quickly burrows into the
ground, protecting its honey from pests and
adventurers.

47
Countermeasures. A successful DC 14 Agility
Static Pitcher (Stealth) check allows a creature to sneak past a
static pitcher without triggering the effect. A
Simple trap (level 11–16, dangerous threat)
creature that is within 5 feet of the static pitcher
The bizarre looking static pitcher is an extremely can disable the plants ability to produce the chain
defensive pitfall trap. The carnivorous plant lighting with a successful DC 16 Intelligence
resembles other pitcher plants with its large rolled (Nature) check, and a check with a total of 5 or
leaves. It can be easily recognized by the thorny lower triggers the chain lightning.
tendrils that surround the pitcher and the The static pitcher has 37 hit points and an AC of
intermittent arcs of lightning that pulse from its 13. If the static pitcher takes damage and survives
base. the attack, it releases a wave of chain lightning.
Trigger. A creature that steps within 15 feet of
the static pitcher triggers it.
Effect. The static pitcher lets out an arc of
chained lightning in a 30-foot radius centered on
itself. The nearest creature must make a DC 15
Agility saving throw, taking 45 (10d8) lighting
damage on a failed save, or half as much on a
successful one. The lightning then arcs out towards
up to three other creatures within 30 feet of the first
target. A creature can only be targeted by one of the
arcs. Each creature targeted by the arcs must make
a DC 15 Agility saving throw, taking (22) 5d8
lighting damage on a failed save, or half as much on
a successful one.

48
Appendix A: Monsters Lists
Monster by Challenge Rating Challenge 3 (700 XP)
This index organizes the monsters found in this Argonian venomshot
book by their challenge rating. Bear-lizard
Challenge 0 (0-10 XP) Hemonculous
Copper tongued skink Voriplasm
Shroom beetle
Swamp jelly Challenge 4 (1,100 XP)
Naga warrior
Challenge 1/8 (25 XP)
Kotu gava Challenge 5 (1,800 XP)
Mudcrab Argonian behemoth
Voriplasmic haj mota
Challenge 1/4 (50 XP) Giant crocodile
Swarm of kotu gava
Challenge 6 (2,300 XP)
Challenge 1/2 (100 XP) Haj mota
Bog blight River troll
Crocodile
Explorer Challenge 8 (3,900 XP)
Hackwing Mireguant
Poisonous swamp jelly Strangler alpha
Kotu gava broodmother
Voriplasmic skeleton Challenge 9 (5,000 XP)
Shadowscale
Challenge 1 (200 XP) Wamasu
Hoarvor
Naga skirmisher Challenge 12 (8,400 XP)
Strangler Hist speaker

Challenge 2 (450 XP) Challenge 28 (120,000 XP)


Black marsh warden Swamp leviathan

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