You are on page 1of 11

Banquet of the Damned

Companion Booklet
APL 2
Scaling the Adventure Fiendish Maggot
Medium fiend, chaotic evil
When running the adventure for a group of 2nd
Armor Class 12 (natural)
level characters, you should apply the following HP 39 (6d8+12)
changes. Speed 20 ft.

Page 12 - The Baron’s Request STR DEX CON INT WIS CHA
Harrick offers the PCs 200 gp instead of 200 gp 17 (+3) 10 (+0) 15 (+2) 3 (-4) 5 (-3) 4 (-3)
and a mithril chain shirt. Damage Resistance cold, fire, lightning
Damage Immunities poison
Page 15 - The Elven Hunters Condition Immunities poisoned
The PCs encounter 5 elven hunters instead of 6. Senses darkvision 60 ft., passive Perception 7
Remove one elven hunter in area 2. Languages —
Challenge 1 (200 XP)
Monster Statistics Stench. Any creature that starts its turn within 10 feet of
When running the adventure for a group of 2nd the fiendish maggot must succeed at a DC 12 Constitution
saving throw or be poisoned until the start of its next turn.
level characters, you should use the monster On a successful saving throw, the creature is immune to the
statistics below. fiendish maggot’s stench for 24 hours.

Elven Hunter Actions


Medium humanoid, chaotic good Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
creature. Hit: 8 (2d4+3) piercing damage.
Armor Class 14 (studded leather)
HP 13 (3d8)
Speed 35 ft. The Gulabus
Medium fiend (demon), chaotic evil
STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 11 (+0) 13 (+1) 11 (+0) 10 (+0) Armor Class 13 (natural)
HP 52 (7d8+21)
Skills Perception +2, Stealth +4
Senses darkvision 60 ft., passive Perception 12 Speed 20 ft.
Languages Common, Elvish STR DEX CON INT WIS CHA
Challenge 1/4 (50 XP) 16 (+3) 10 (+0) 17 (+3) 17 (+3) 13 (+1) 16 (+3)

Mask of the Wild. The elven hunter can attempt to hide Saving Throws Strength +5, Charisma +5
even when he’s lightly obscured by foliage, heavy rain, falling Skills Deception +5, Perception +3, Persuasion +5
snow, mist, and other natural phenomena. Damage Resistance cold, fire, lightning
Damage Immunities poison
Actions Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 13
Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Languages Common, Abyssal, telepathy 60 ft. (works only
target. Hit: 5 (1d6+2) slashing damage.
with creatures that understand Common or Abyssal)
Longbow. Ranged Weapon Attack: +4 to hit, range 150 Challenge 3 (700 XP)
ft./600 ft., one target. Hit: 6 (1d8+2) piercing damage.
Actions
Multiattack. The gulabus can make two attacks: one with
its bite, one with its claws.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 8 (1d10+3) piercing damage.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 5 (1d4+3) slashing damage plus 7 (2d6) poison
damage. The target can make a DC 13 Constitution saving
throw to halve the poison damage.
Swarm of Rats
Medium swarm of Tiny beasts, unaligned
Armor Class 10
HP 24 (7d8−7)
Speed 30 ft.
STR DEX CON INT WIS CHA
9 (-1) 11 (+0) 9 (-1) 2 (-4) 10 (+0) 3 (-4)
Damage Resistance bludgeoning, piercing, slashing
Condition Immunities charmed, frightened, grappled,
paralyzed, petrified, prone, restrained, stunned
Senses darkvision 30 ft., passive Perception 10
Languages —
Challenge 1/4 (50 XP)
Keen Smell. The swarm has advantage on Wisdom
(Perception) checks that rely on smell.
Swarm. The swarm can occupy another creature’s space
and vice versa, and the swarm can move through any
opening large enough for a Tiny rat. The swarm can’t regain
hit points or gain temporary hit points.

Actions
Bites. Melee Weapon Attack: +2 to hit, reach 0 ft., one target
in the swarm’s space. Hit: 7 (2d6) piercing damage, or 3
(1d6) piercing damage if the swarm has half of its hit points
or fewer.

Vomit Spawn
Large ooze, unaligned
Armor Class 8
HP 22 (3d8+9)
Speed 20 ft.
STR DEX CON INT WIS CHA
15 (+2) 6 (-2) 16 (+3) 3 (-4) 6 (-2) 3 (-4)
Damage Resistance piercing
Condition Immunities blinded, charmed, deafened,
exhaustion, frightened, prone
Senses blindsight 60 ft. (blind beyond this radius), passive
Perception 8
Languages —
Challenge 1/2 (100 XP)

Amorphous. The vomit spawn can move through space as


narrow as 1 inch wide without squeezing.
False Appearance. While the vomit spawn remains
motionless, it is indistinguishable from an inanimate puddle
of vomit.
Stench. Any creature that starts its turn within 10 feet of
the vomit spawn must succeed at a DC 12 Constitution
saving throw or be poisoned until the start of its next turn.
On a successful saving throw, the creature is immune to the
vomit spawn’s stench for 24 hours.

Actions
Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one creature. Hit: 5 (1d6+2) bludgeoning damage plus 7
(2d6) acid damage.
APL 3
Scaling the Adventure Fiendish Maggot
Medium fiend, chaotic evil
When running the adventure for a group of 3rd
Armor Class 12 (natural)
level characters, you should apply the following HP 39 (6d8+12)
changes. Speed 20 ft.

Page 11 - The Pie Contest STR DEX CON INT WIS CHA
The PCs encounter 6 vomit spawns instead of 4. 17 (+3) 10 (+0) 15 (+2) 3 (-4) 5 (-3) 4 (-3)
Damage Resistance cold, fire, lightning
Page 12 - The Baron’s Request Damage Immunities poison
Harrick offers the PCs 200 gp and a +1 Condition Immunities poisoned
longsword instead of 200 gp and a mithril chain Senses darkvision 60 ft., passive Perception 7
shirt. Languages —
Challenge 1 (200 XP)
Page 14 - The Dead Hunter
The PCs encounter 3 fiendish maggots instead Stench. Any creature that starts its turn within 10 feet of
the fiendish maggot must succeed at a DC 12 Constitution
of 2. saving throw or be poisoned until the start of its next turn.
On a successful saving throw, the creature is immune to the
Page 14 - The Ceremony fiendish maggot’s stench for 24 hours.
The PCs encounter 3 fiendish maggots instead
of 2. Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Page 15 - The Elven Hunters creature. Hit: 8 (2d4+3) piercing damage.
The PCs encounter 7 elven hunters instead of 6.
Add one elven hunter in area 2.
The Gulabus
Monster Statistics Medium fiend (demon), chaotic evil
Armor Class 14 (natural)
When running the adventure for a group of 3rd
HP 67 (9d8+27)
level characters, you should use the monster
Speed 20 ft.
statistics below.
STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 17 (+3) 17 (+3) 13 (+1) 16 (+3)
Elven Hunter
Medium humanoid, chaotic good Saving Throws Strength +5, Charisma +5
Skills Deception +5, Perception +3, Persuasion +5
Armor Class 14 (studded leather) Damage Resistance cold, fire, lightning
HP 13 (3d8) Damage Immunities poison
Speed 35 ft. Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 13
STR DEX CON INT WIS CHA Languages Common, Abyssal, telepathy 60 ft. (works only
10 (+0) 14 (+2) 11 (+0) 13 (+1) 11 (+0) 10 (+0) with creatures that understand Common or Abyssal)
Skills Perception +2, Stealth +4 Challenge 4 (1,100 XP)
Senses darkvision 60 ft., passive Perception 12
Actions
Languages Common, Elvish
Challenge 1/4 (50 XP) Multiattack. The gulabus can make two attacks: one with
its bite, one with its claws.
Mask of the Wild. The elven hunter can attempt to hide Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
even when he’s lightly obscured by foliage, heavy rain, falling Hit: 10 (2d6+3) piercing damage.
snow, mist, and other natural phenomena.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Actions target. Hit: 5 (1d4+3) slashing damage plus 10 (3d6) poison
damage. The target can make a DC 14 Constitution saving
Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one throw to halve the poison damage.
target. Hit: 5 (1d6+2) slashing damage.
Longbow. Ranged Weapon Attack: +4 to hit, range 150
ft./600 ft., one target. Hit: 6 (1d8+2) piercing damage.
Swarm of Rats
Medium swarm of Tiny beasts, unaligned
Armor Class 10
HP 24 (7d8−7)
Speed 30 ft.
STR DEX CON INT WIS CHA
9 (-1) 11 (+0) 9 (-1) 2 (-4) 10 (+0) 3 (-4)
Damage Resistance bludgeoning, piercing, slashing
Condition Immunities charmed, frightened, grappled,
paralyzed, petrified, prone, restrained, stunned
Senses darkvision 30 ft., passive Perception 10
Languages —
Challenge 1/4 (50 XP)
Keen Smell. The swarm has advantage on Wisdom
(Perception) checks that rely on smell.
Swarm. The swarm can occupy another creature’s space
and vice versa, and the swarm can move through any
opening large enough for a Tiny rat. The swarm can’t regain
hit points or gain temporary hit points.

Actions
Bites. Melee Weapon Attack: +2 to hit, reach 0 ft., one target
in the swarm’s space. Hit: 7 (2d6) piercing damage, or 3
(1d6) piercing damage if the swarm has half of its hit points
or fewer.

Vomit Spawn
Large ooze, unaligned
Armor Class 8
HP 22 (3d8+9)
Speed 20 ft.
STR DEX CON INT WIS CHA
15 (+2) 6 (-2) 16 (+3) 3 (-4) 6 (-2) 3 (-4)
Damage Resistance piercing
Condition Immunities blinded, charmed, deafened,
exhaustion, frightened, prone
Senses blindsight 60 ft. (blind beyond this radius), passive
Perception 8
Languages —
Challenge 1/2 (100 XP)

Amorphous. The vomit spawn can move through space as


narrow as 1 inch wide without squeezing.
False Appearance. While the vomit spawn remains
motionless, it is indistinguishable from an inanimate puddle
of vomit.
Stench. Any creature that starts its turn within 10 feet of
the vomit spawn must succeed at a DC 12 Constitution
saving throw or be poisoned until the start of its next turn.
On a successful saving throw, the creature is immune to the
vomit spawn’s stench for 24 hours.

Actions
Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one creature. Hit: 5 (1d6+2) bludgeoning damage plus 7
(2d6) acid damage.
APL 4
Scaling the Adventure Fiendish Maggot
Medium fiend, chaotic evil
The adventure is optimized for a group of four
Armor Class 13 (natural)
4th level characters. You can use the module as HP 70 (11d8+21)
written. Speed 20 ft.
STR DEX CON INT WIS CHA
Monster Statistics 17 (+3) 10 (+0) 15 (+2) 3 (-4) 5 (-3) 4 (-3)
When running the adventure for a group of 4th Damage Resistance cold, fire, lightning
level characters, you should use the monster Damage Immunities poison
statistics below. Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 7
Languages —
Elven Hunter Challenge 3 (700 XP)
Medium humanoid, chaotic good
Armor Class 15 (studded leather) Stench. Any creature that starts its turn within 10 feet of
HP 13 (3d8) the fiendish maggot must succeed at a DC 12 Constitution
Speed 35 ft. saving throw or be poisoned until the start of its next turn.
On a successful saving throw, the creature is immune to the
STR DEX CON INT WIS CHA fiendish maggot’s stench for 24 hours.
10 (+0) 17 (+3) 11 (+0) 13 (+1) 11 (+0) 10 (+0)
Actions
Skills Perception +2, Stealth +5
Senses darkvision 60 ft., passive Perception 12 Multiattack. The fiendish maggot makes two attacks: one
Languages Common, Elvish with its bite and one with its claws.
Challenge 1/2 (100 XP) Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
creature. Hit: 8 (2d4+3) piercing damage.
Mask of the Wild. The elven hunter can attempt to hide
even when he’s lightly obscured by foliage, heavy rain, falling Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one
snow, mist, and other natural phenomena. creature. Hit: 6 (1d6+3) slashing damage.

Actions
The Gulabus
Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one Medium fiend (demon), chaotic evil
target. Hit: 6 (1d6+3) slashing damage.
Armor Class 15 (natural)
Longbow. Ranged Weapon Attack: +5 to hit, range 150 HP 82 (11d8+33)
ft./600 ft., one target. Hit: 7 (1d8+3) piercing damage. Speed 20 ft.
STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 17 (+3) 17 (+3) 13 (+1) 16 (+3)
Saving Throws Strength +6, Charisma +6
Skills Deception +6, Perception +4, Persuasion +6
Damage Resistance cold, lightning
Damage Immunities fire, poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 14
Languages Common, Abyssal, telepathy 60 ft. (works only
with creatures that understand Common or Abyssal)
Challenge 5 (1,800 XP)
Actions
Multiattack. The gulabus can make three attacks: one with
its bite, and two with its claws.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 8 (1d10+3) piercing damage.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 5 (1d4+3) slashing damage plus 10 (3d6) poison
damage. The target can make a DC 14 Constitution saving
throw to halve the poison damage.
Swarm of Rats
Medium swarm of Tiny beasts, unaligned
Armor Class 10
HP 24 (7d8−7)
Speed 30 ft.
STR DEX CON INT WIS CHA
9 (-1) 11 (+0) 9 (-1) 2 (-4) 10 (+0) 3 (-4)
Damage Resistance bludgeoning, piercing, slashing
Condition Immunities charmed, frightened, grappled,
paralyzed, petrified, prone, restrained, stunned
Senses darkvision 30 ft., passive Perception 10
Languages —
Challenge 1/4 (50 XP)
Keen Smell. The swarm has advantage on Wisdom
(Perception) checks that rely on smell.
Swarm. The swarm can occupy another creature’s space
and vice versa, and the swarm can move through any
opening large enough for a Tiny rat. The swarm can’t regain
hit points or gain temporary hit points.

Actions
Bites. Melee Weapon Attack: +2 to hit, reach 0 ft., one target
in the swarm’s space. Hit: 7 (2d6) piercing damage, or 3
(1d6) piercing damage if the swarm has half of its hit points
or fewer.

Vomit Spawn
Large ooze, unaligned
Armor Class 8
HP 45 (6d8+18)
Speed 20 ft.
STR DEX CON INT WIS CHA
17 (+3) 6 (-2) 16 (+3) 3 (-4) 6 (-2) 3 (-4)
Damage Resistance piercing
Condition Immunities blinded, charmed, deafened,
exhaustion, frightened, prone
Senses blindsight 60 ft. (blind beyond this radius), passive
Perception 8
Languages —
Challenge 1 (200 XP)

Amorphous. The vomit spawn can move through space as


narrow as 1 inch wide without squeezing.
False Appearance. While the vomit spawn remains
motionless, it is indistinguishable from an inanimate puddle
of vomit.
Stench. Any creature that starts its turn within 10 feet of
the vomit spawn must succeed at a DC 12 Constitution
saving throw or be poisoned until the start of its next turn.
On a successful saving throw, the creature is immune to the
vomit spawn’s stench for 24 hours.

Actions
Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one creature. Hit: 6 (1d6+3) bludgeoning damage plus 7
(2d6) acid damage.
APL 5
Scaling the Adventure Monster Statistics
When running the adventure for a group of 5th When running the adventure for a group of 5th
level characters, you should apply the following level characters, you should use the monster
changes. statistics below.
Page 11 - The Pie Contest
The PCs encounter 6 vomit spawns instead of 4. Elven Hunter
Medium humanoid, chaotic good
Page 12 - The Baron’s Request Armor Class 15 (studded leather)
Harrick offers the PCs 400 gp, a mithril chain HP 13 (3d8)
shirt, and a potion of superior healing instead of Speed 35 ft.
200 gp and a mithril chain shirt. STR DEX CON INT WIS CHA
10 (+0) 17 (+3) 11 (+0) 13 (+1) 11 (+0) 10 (+0)
Page 14 - The Dead Hunter
The PCs can cast a speak with dead spell on the Skills Perception +2, Stealth +5
dead hunter to learn the following: Senses darkvision 60 ft., passive Perception 12
Languages Common, Elvish
†† His name is Belfur Spigul Challenge 1/2 (100 XP)
†† He was a hunter who lived in a cottage,
outside of Womford. Mask of the Wild. The elven hunter can attempt to hide
†† He and Carla Ruttenberry were lovers. even when he’s lightly obscured by foliage, heavy rain, falling
snow, mist, and other natural phenomena.
†† Carla was sick. She was transforming into
some kind of monster. Actions
†† They were on their way to his cottage when Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one
she attacked him. target. Hit: 6 (1d6+3) slashing damage.
Page 15 - The Elven Hunters Longbow. Ranged Weapon Attack: +5 to hit, range 150
ft./600 ft., one target. Hit: 7 (1d8+3) piercing damage.
The PCs encounter 8 elven hunters instead of
6. Add one elven hunter in area 1 and one elven
hunter in area 2.
Fiendish Maggot Swarm of Rats
Medium fiend, chaotic evil Medium swarm of Tiny beasts, unaligned
Armor Class 13 (natural) Armor Class 10
HP 70 (11d8+21) HP 24 (7d8−7)
Speed 20 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
17 (+3) 10 (+0) 15 (+2) 3 (-4) 5 (-3) 4 (-3) 9 (-1) 11 (+0) 9 (-1) 2 (-4) 10 (+0) 3 (-4)
Damage Resistance cold, fire, lightning Damage Resistance bludgeoning, piercing, slashing
Damage Immunities poison Condition Immunities charmed, frightened, grappled,
Condition Immunities poisoned paralyzed, petrified, prone, restrained, stunned
Senses darkvision 60 ft., passive Perception 7 Senses darkvision 30 ft., passive Perception 10
Languages — Languages —
Challenge 3 (700 XP) Challenge 1/4 (50 XP)
Keen Smell. The swarm has advantage on Wisdom
Stench. Any creature that starts its turn within 10 feet of
(Perception) checks that rely on smell.
the fiendish maggot must succeed at a DC 12 Constitution
saving throw or be poisoned until the start of its next turn. Swarm. The swarm can occupy another creature’s space
On a successful saving throw, the creature is immune to the and vice versa, and the swarm can move through any
fiendish maggot’s stench for 24 hours. opening large enough for a Tiny rat. The swarm can’t regain
hit points or gain temporary hit points.
Actions
Multiattack. The fiendish maggot makes two attacks: one Actions
with its bite and one with its claws. Bites. Melee Weapon Attack: +2 to hit, reach 0 ft., one target
in the swarm’s space. Hit: 7 (2d6) piercing damage, or 3
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
(1d6) piercing damage if the swarm has half of its hit points
creature. Hit: 8 (2d4+3) piercing damage.
or fewer.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one
creature. Hit: 6 (1d6+3) slashing damage.
Vomit Spawn
Large ooze, unaligned
The Gulabus Armor Class 8
Medium fiend (demon), chaotic evil
HP 45 (6d8+18)
Armor Class 15 (natural) Speed 20 ft.
HP 105 (14d8+42)
Speed 20 ft. STR DEX CON INT WIS CHA
17 (+3) 6 (-2) 16 (+3) 3 (-4) 6 (-2) 3 (-4)
STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 17 (+3) 17 (+3) 13 (+1) 16 (+3) Damage Resistance piercing
Condition Immunities blinded, charmed, deafened,
Saving Throws Strength +6, Charisma +6 exhaustion, frightened, prone
Skills Deception +6, Perception +4, Persuasion +6 Senses blindsight 60 ft. (blind beyond this radius), passive
Damage Resistance cold, lightning Perception 8
Damage Immunities fire, poison Languages —
Condition Immunities poisoned Challenge 1 (200 XP)
Senses darkvision 60 ft., passive Perception 14
Languages Common, Abyssal, telepathy 60 ft. (works only Amorphous. The vomit spawn can move through space as
with creatures that understand Common or Abyssal) narrow as 1 inch wide without squeezing.
Challenge 6 (2,300 XP) False Appearance. While the vomit spawn remains
Actions motionless, it is indistinguishable from an inanimate puddle
of vomit.
Multiattack. The gulabus can make three attacks: one with
its bite, and two with its claws. Stench. Any creature that starts its turn within 10 feet of
the vomit spawn must succeed at a DC 12 Constitution
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. saving throw or be poisoned until the start of its next turn.
Hit: 14 (2d10+3) piercing damage. On a successful saving throw, the creature is immune to the
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one vomit spawn’s stench for 24 hours.
target. Hit: 6 (1d6+3) slashing damage plus 10 (3d6) poison
damage. The target can make a DC 15 Constitution saving Actions
throw to halve the poison damage. Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one creature. Hit: 6 (1d6+3) bludgeoning damage plus 7
(2d6) acid damage.
APL 6
Scaling the Adventure Monster Statistics
When running the adventure for a group of 6th When running the adventure for a group of 5th
level characters, you should apply the following level characters, you should use the monster
changes. statistics below.
Page 11 - The Pie Contest
The PCs encounter 9 vomit spawns instead of 4. Elven Hunter
Medium humanoid, chaotic good
Page 12 - The Baron’s Request Armor Class 15 (studded leather)
Harrick offers the PCs 800 gp, a mithril chain HP 13 (3d8)
shirt, and a potion of superior healing instead of Speed 35 ft.
200 gp and a mithril chain shirt. STR DEX CON INT WIS CHA
10 (+0) 17 (+3) 11 (+0) 13 (+1) 11 (+0) 10 (+0)
Page 14 - The Dead Hunter
The PCs encounter 3 fiendish maggots instead Skills Perception +2, Stealth +5
Senses darkvision 60 ft., passive Perception 12
of 2. Languages Common, Elvish
The PCs can cast a speak with dead spell on Challenge 1/2 (100 XP)
the dead hunter to learn the following:
Mask of the Wild. The elven hunter can attempt to hide
†† His name is Belfur Spigul
even when he’s lightly obscured by foliage, heavy rain, falling
†† He was a hunter who lived in a cottage, snow, mist, and other natural phenomena.
outside of Womford.
†† He and Carla Ruttenberry were lovers. Actions
†† Carla was sick. She was transforming into Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one
some kind of monster. target. Hit: 6 (1d6+3) slashing damage.
†† They were on their way to his cottage when Longbow. Ranged Weapon Attack: +5 to hit, range 150
she attacked him. ft./600 ft., one target. Hit: 7 (1d8+3) piercing damage.

Page 14 - The Ceremony


The PCs encounter 3 fiendish maggots instead
of 2.
Page 15 - The Elven Hunters
The PCs encounter 10 elven hunters instead of
6. Add two elven hunters in area 1 and two elven
hunters in area 2.
Fiendish Maggot Swarm of Rats
Medium fiend, chaotic evil Medium swarm of Tiny beasts, unaligned
Armor Class 13 (natural) Armor Class 10
HP 70 (11d8+21) HP 24 (7d8−7)
Speed 20 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
17 (+3) 10 (+0) 15 (+2) 3 (-4) 5 (-3) 4 (-3) 9 (-1) 11 (+0) 9 (-1) 2 (-4) 10 (+0) 3 (-4)
Damage Resistance cold, fire, lightning Damage Resistance bludgeoning, piercing, slashing
Damage Immunities poison Condition Immunities charmed, frightened, grappled,
Condition Immunities poisoned paralyzed, petrified, prone, restrained, stunned
Senses darkvision 60 ft., passive Perception 7 Senses darkvision 30 ft., passive Perception 10
Languages — Languages —
Challenge 3 (700 XP) Challenge 1/4 (50 XP)
Keen Smell. The swarm has advantage on Wisdom
Stench. Any creature that starts its turn within 10 feet of
(Perception) checks that rely on smell.
the fiendish maggot must succeed at a DC 12 Constitution
saving throw or be poisoned until the start of its next turn. Swarm. The swarm can occupy another creature’s space
On a successful saving throw, the creature is immune to the and vice versa, and the swarm can move through any
fiendish maggot’s stench for 24 hours. opening large enough for a Tiny rat. The swarm can’t regain
hit points or gain temporary hit points.
Actions
Multiattack. The fiendish maggot makes two attacks: one Actions
with its bite and one with its claws. Bites. Melee Weapon Attack: +2 to hit, reach 0 ft., one target
in the swarm’s space. Hit: 7 (2d6) piercing damage, or 3
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
(1d6) piercing damage if the swarm has half of its hit points
creature. Hit: 8 (2d4+3) piercing damage.
or fewer.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one
creature. Hit: 6 (1d6+3) slashing damage.
Vomit Spawn
Large ooze, unaligned
The Gulabus Armor Class 8
Medium fiend (demon), chaotic evil
HP 45 (6d8+18)
Armor Class 15 (natural) Speed 20 ft.
HP 112 (15d8+45)
Speed 20 ft. STR DEX CON INT WIS CHA
17 (+3) 6 (-2) 16 (+3) 3 (-4) 6 (-2) 3 (-4)
STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 17 (+3) 17 (+3) 13 (+1) 16 (+3) Damage Resistance piercing
Condition Immunities blinded, charmed, deafened,
Saving Throws Strength +6, Charisma +6 exhaustion, frightened, prone
Skills Deception +6, Perception +4, Persuasion +6 Senses blindsight 60 ft. (blind beyond this radius), passive
Damage Resistance cold, lightning Perception 8
Damage Immunities fire, poison Languages —
Condition Immunities poisoned Challenge 1 (200 XP)
Senses darkvision 60 ft., passive Perception 14
Languages Common, Abyssal, telepathy 60 ft. (works only Amorphous. The vomit spawn can move through space as
with creatures that understand Common or Abyssal) narrow as 1 inch wide without squeezing.
Challenge 7 (2,900 XP) False Appearance. While the vomit spawn remains
Actions motionless, it is indistinguishable from an inanimate puddle
of vomit.
Multiattack. The gulabus can make three attacks: one with
its bite, and two with its claws. Stench. Any creature that starts its turn within 10 feet of
the vomit spawn must succeed at a DC 12 Constitution
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. saving throw or be poisoned until the start of its next turn.
Hit: 14 (2d10+3) piercing damage. On a successful saving throw, the creature is immune to the
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one vomit spawn’s stench for 24 hours.
target. Hit: 6 (1d6+3) slashing damage plus 14 (4d6) poison
damage. The target can make a DC 15 Constitution saving Actions
throw to halve the poison damage. Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one creature. Hit: 6 (1d6+3) bludgeoning damage plus 7
(2d6) acid damage.

You might also like