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The Lost Lord 

 
v 1.0 
 
 
 

Under an Evil Influence 


 
 
Introduction: The local lord was always a bit odd. When his young son died he because 
a recluse. Years have passed and most of the lord’s manor staff have been laid off. He 
stopped accepting visitors, and now nobody has seen him in over a year. What’s going 
on up at the manor and who can the town call upon in their time of need? 
 
 

A four-hour adventure for 1st-3rd level characters 


 
 
 
by Seth B. Harris 
 
 

 
 
 
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers 
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©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro 
Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.
 
Nothing is more wretched than the mind of a man 
conscious of guilt. 
—Plautus 

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were alive, and his marriage seemed to be going well at 
Introduction  first. Charles and his Lady, Haraya, even had a son. 
This is a four hour adventure for a party of low level  His parents death signalled the start of a long gradual 
adventurers. Options for increasing the difficulty for  decline. Charles started arguing with his wife and 
higher level parties are included.  resented the fact that their son clearly favored her.   
The adventure takes place in and around a minor lords  Lord Charles eventually sent his son away to school. 
manor, and can be easily placed in most campaign  He stopped meeting with visitors, and had his wife 
settings. The name of the town, lord, and NPCs can be  moved to the visitor’s quarters on the opposite side of 
changed as needed.  the manor. 
Stats for all creatures can be found in the Monster  Tragedy struck when a plague swept through the town 
Manual or in the appendices. Stats for NPCs are  where their son’s school was. He was transported 
included in the text or included as character sheets in  home, arrived barely alive, and passed away a few days 
the appendix.  later. 
  Things went from bad to worse between the Lord and 
Lady after that. They fought openly when meeting each 
Prelude  other around the manor. The Lady blamed the Lord for 
The town of Dawlish has enjoyed generations of good  their son’s death. 
relations with the Lords of the local area. The Lords  The Lord started to claim that the Lady was trying to 
have collected fair taxes, left most decisions to a local  curse him, and that he could hear her voice in his rooms 
council, and the Lord and Lady’s annual ball was the  at night. To try to prevent her from getting to him he 
highlight of the holiday season.  had locks installed on her doors, and he kept her as a 
The current Lord was considered odd as a child.  prisoner thereafter. 
Visitors would remark on his shyness and awkward  Locking her up didn’t stop him from hearing voices. He 
manner. His parents pressured him into a political  commanded his staff to seal up all the doors and 
marriage, and upon their passing the new Lady carried  cracks so that she couldn’t get to him. None of their 
on the family's social legacy even as her husband  efforts helped, and in due course he fired almost the 
became more withdrawn.  entire staff. The only ones who remained in the house 
With the untimely death of their only child, nobody in  were an elderly couple who served as a butler and 
town was surprised when the Lord became a recluse.  housekeeper.   
Towns folk suspected that something had happened  The lord’s warden and his two sons also remained, and 
with the Lady the year the annual ball was cancelled.  continued to live in the stone cottage a short walk from 
Visitors were turned away. In time, most of the manor  the manor. 
staff were laid off. 
As the Lord continued to descend into madness he 
Years passed with barely any contact from the Lord.  decided his Lady needed to be locked up even more 
The town council has taken care of most matters until  securely. He had the cellars emptied and a chain and 
now, but something has happened and they need to  shackles installed, then he locked her up in the dark.   
contact the Lord, or just find out if he’s even alive. 
The housekeeper brought down food, but in the cold, 
Setting  wet cellar her health failed quickly. Nobody came to 
bury her after she died.   
This adventure takes place in a farming community. 
The small town is surrounded by farms and   
homesteads. The Lord’s manor is several miles out of  The Lord continued to hear her voice every night. 
town, and surrounded by a dense forest. Commoners 
are forbidden from entering the Lord’s grounds and  A woman named Namish arrived a few weeks later, 
poachers have been shot on site. Environmental details  claiming to have been summoned by the Lord. Her 
can be modified to fit most settings.  story was that the Lord had sent to the capital for 
assistance with his health.  
DM’s Background  Namish carved runes and icons around the doors and 
Lord Charles has always suffered from mental  windows leading to the Lord's chambers to block evil 
challenges, and that hasn’t gone unnoticed. Many of  spirits. She also provided him with potions to help him 
the locals simply refer to him as Crazy Charlie (though  sleep soundly. 
never to his face). He did his best while his parents 
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With the Lord confined to his chambers, Namish began 
to treat the manor as her own.   
 

Game Hooks 
A local lad, assuming the Lord’s manor and it’s grounds 
must be abandoned by now, went to do some minor 
poaching in the manor’s woods. He had barely entered 
the woods when he was struck in the shoulder by an 
arrow. 
The boy claims he wasn’t attacked by the wardens, but 
 
by some sort of dark monster. 
 
He was able to escape and is now recovering at his 
family's farm house. They removed the arrow head  Part way up the road the party is confronted by an older 
from the wound.  man named Jensen Walsh. He is the Warden of the 
Lord’s woods. He commands them to stop and go 
The people of the town want to know if the Lord is still 
back. If asked, he states that the Lord is at the manor 
at the manor or if a band of monsters has taken up 
House, but is not taking any visitors. He is easily 
residence in the woods. 
angered and only a DC 20 Charisma check can move 
You can use a wide range of alternate hooks for this  him from hostile to neutral. While neutral he will reveal 
adventure depending on your overall campaign.  that the Lord has a helper and a small staff, who all live 
at the manor House, but he will not allow the party to 
The local town could have a trade or political situation 
advance up the road. 
that drives them to seek out the Lord. 
In 1d4 minutes, one of his two sons,Ayden and Eli, who 
The adventurers could uncover news of Namish and 
are hiding in the woods, will loose an arrow at 
some evil plans she’s hatching. 
whichever party member is confronting their father. 
You could reveal the general story of the Lost Lord 
If the players approach the manor through the woods 
through some local investigation and trust in the 
the scenario can take place in a clearing. 
curiosity of the party to lead them there. 
Jensen will surrender if both of his sons are knocked 
 
out or killed. If questioned after being defeated Jensen 
Approaching the manor  or his sons will reveal all they know about events at the 
Lord’s house, including the recent addition of a female 
  ‘healer’ who they don’t trust, and the fact that they 
haven’t seen the Lady for a few months. 
A track leads off of the main trade road and into dense 
woods. A small stone marker near the track is 
overgrown with weeds and partly covered in leaves. 
Encounter Adjustment 
When you clear it away see that the name Dawlish is  Weak Party: Make Jensen a commoner and 
carved into the stone.  have him avoid combat. The party can capture 
The grounds of the manor are a half day walk from 
him easily and interrogate him for information. 
town. They are in a fairly isolated area surrounded by  Strong Party: Add the mastiff’s from the Stone 
farmland. See Appendix A for a map.  Cottage 
The entrance road is largely overgrown, but shows   
signs of steady light use. A DC 15 Survival check will 
reveal that there is still regular foot traffic as well as  The Stone Cottage 
marks from a light cart. 
A ramshackle cottage sits in a clearing. Its stone walls 
are covered in moss and lichen. You can the sound of 
someone or something moving around inside. 
 

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Jensen and his boys live in a stone cottage in the 
woods near the manor House.   
  The Graveyard 
If the party approaches during the day Jensen and his   
son’s are out in the woods. If they approach during the   
night only Jensen and Ayden are home, and the dogs 
are off their chains. Eli is in patrolling the Lord’s woods  This overgrown plot of graves measures 100’ by 80’. 
and will respond to any sounds of distress in five  A stone wall surrounds most of the area. Two gates 
rounds.  and several areas of collapsed stonework allow 
  passage in and out of the Graveyard. 
It consists of two rooms, each roughly 15” x 15”. There   
are windows to both rooms, but only a single entrance  Most of the graves are very old and the inscriptions 
door.  are hard to read. The newest grave bears the name 
Marcus Rafferty Dawlish. The dates indicate that the 
boy was just six years old when he died. 
 
If the party enters approaches the boy’s grave at night 
they are attacked by six Skeletons and two Shadows.   
 
The party has one round as the Skeletons break free 
from their graves and the Shadows emerge from crypts. 
 
Four of the Skeletons rush the party to engage in melee. 
Two are armed with long bows and shoot from behind 
cover. The Shadows attack any divine casters first. 
   
  If any of the Skeletons or Shadows are Turned they flee 
  to their crypts/graves, where they have full cover and 
  cannot be easily attacked until they emerge again. 
The front room serves as the kitchen and main living   
area. If the party searches they find two weeks worth or 
rations, a decorative vase worth 4 gp, and a small 
painting of a woman worth 3 gp. 
 
The back room is the sleeping and storage area. It is 
guarded by two large dogs on chains. The dogs will 
attack anyone who enters without the permission of 
Jensen or his boys. 
 
A DC17 Animal Handling check will make the dogs 
neutral. Offering them food gives advantage on the 
check. 
 
Stored in the back room are two longbows, four bow 
strings, and 36 arrows.   
 
The back room is furnished with three crude beds and a 
The Cellars 
 
collection of worn linens and clothes. A small strong 
At the back of the manor is a cellar entrance. There are 
box (DC 15 to break (Str) or pick the lock (Dex) 
some signs of recent use. A DC 17 Survival or Nature 
containing 18 gp and two blue gems worth 20 gp each. 
Check reveals signs of large insects. A DC 20 Survival 
 
or Nature check reveals that it is in fact large spiders.   
Beneath the floorboards of the backroom is a scabbard 
 
wrapped in strong wool cloth. It holds the Painstrike 
1. Four Giant Wolf Spiders and One Giant Spider. 
Blade, a long sword that acts as a +1 weapon for 1 
 
minute if the wielder takes 13 or more damage in a 
single round.   The Giant Spider starts combat with three charges of 
its Web action available and must make recharge rolls 
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after those are used. The four Giant Wolf Spiders will 
rush the party and try to push characters into the areas  The Manor House 
of the floor covered by webs. The Giant Spider hides in 
the farthest corner and initially makes ranged attacks 
with its Web ability. 
 
Once one or two characters are restrained, or if out of 
web attacks, the Giant Spider will rush into combat and 
attack any character holding a light source first. 
 
2. The Wine Cellar 
 
There are 25 bottles of wine worth 2 gp each. Hanging 
on one of the racks is a thick leather belt with rings and 
pouches for tools. It is The Smith’s Belt - The wearer   
may cast Mending once per day.    
 
The manor of Lord Dawlish is a large gated estate. It 
3. Store Room / Trap 
shows obvious signs of neglect. Paint is peeling, 
 
windows are boarded up, and sections of the roof are 
Characters that step on the Teleportation Circle on the 
missing tiles.   
main floor of the Manor end up here. The walls and 
 
floor are stone and the door is locked. The door is 
This was a grand estate in its prime. A large drive 
made of stout oak and has iron banding. The lock is on 
leads to large front doors. Ornate trim surrounds 
the outside of the door and takes a DC 18 check to pick 
windows and eaves. 
(cannot be picked by someone teleported inside the 
 
room). The door has an AC of 2 and 30 HP. Any 
While the entrances to the house are clear, the 
attempt to break it down alerts everyone upstairs and 
gardens are overgrown with weeds and the forest is 
draws the attention of the spiders in Cellar area 1. 
slowly closing back in on the house. 
 
4. This large room was once a storage area, but most   
of the boxes and crates have been pushed to the side to  All of the lower level windows of the manor House are 
clear space for a makeshift jail. A skeleton with an iron  boarded up. It takes a DC 15 Strength Check to open 
shackle rests in the center of the room.  one of the windows, but the noise involved immediately 
  alerts Namish and she responds in 1d6 rounds ready 
Cold damp air seeps out of the room, and characters  for combat.   
get the impression of shadows flitting near the corners   
of the room.  Main Floor 
   
The ghost of Lady Dawlish haunts the room where her 
skeleton lies. She will alternately beseech and attack 
anyone in the room. If Lord Dawlish is killed or 
otherwise brought to justice, and her skeleton is buried, 
the ghost can rest. If the ghost is destroyed or 
banished, it reappears the night of the next full moon. 
 

 
 
1. Foyer 
 
Anyone who knocks on or enters through the front door 
is greeted by the Butler and Housekeeper. They are an 
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older couple under the influence of Namish. If  creature that steps into the circle is immediately 
questioned they insist that Lord Dalish is fine, but not  teleported to Room 3 in the Cellar of the house. 
accepting visitors. With a successful DC 15 Perception   
check, or any appropriate divine or medicine check the  6. Dining Room 
party learns that the couple are telling the truth, but are   
confused and may be under a corrupting influence.  This room is still well furnished and has several 
  paintings on the walls. The dinettes along the walls 
After a short time Namish appears at the top of the  hold beautiful china and a full set of silverware. The 
stairs and demands to know why the party has  total value is 100 GP, but Lord Dalish’s crest is on all the 
trespassed on the Lord’s property. She insists that they  pieces and they cannot be sold to any legitimate buyer 
must leave, and that the Lord will contact the village  in the area. 
council tomorrow, or as soon as he’s feeling better.   
  7. Gallery 
If the party doesn’t leave quickly Namish triggers her   
special ability, a Life Link to the Butler and  There are two comfortable leather sofas along one 
Housekeeper. They are instantly killed and converted  wall. On the other wall are several small paintings, a 
to zombies. She also triggers a lair action and calls  tapestry, and a pair of weapons. One of the weapons is 
down a Bat Swarm.  a low quality sword made for mostly ceremonial 
  occasions. The other is the Epistemological Battleaxe 
On the first turn of combat Namish will collapse the  (Appx B) 
stairs using Thunder Wave. Afterward she retreats to   
her Summoning Circle and calls up five Dretches using  8. Ballroom 
the life force she drained from the Butler and   
Housekeeper.. These guard her as she moves to her  This grand room is empty and disused. A layer of dust 
Lab. She monitors the battle and any movements the  coats the floor. What little furniture remains is broken 
characters make within the house using a scrying glass.   or heavily worn. 
   
2. Library  9. Staff dining hall 
   
Bookshelves line the walls and there is a small table in  This simple room shows signs of recent use. 
the center of the room. The shelves appear mostly   
empty of books and walls have some faded areas that  10. Butler’s and Housekeeper’s Offices 
show where pictures or tapestries once hung.   
  Each of these rooms contains a small desk, basic 
3. Lady’s Parlor  furnishings, and some cupboards. The cupboards in 
  the Housekeeper’’s office hold a selection of quality 
Although this room is now mostly empty, it was clearly  liquors with a total value of 18 GP. The Butler’s 
splendid at one time.    cupboard has a small strong box with the household 
  petty cash, totallying 6 GP, 69 SP, and 229 CP 
4. Kitchen   
   
This room is still clearly in use. Food scraps from the  11. Staff privies and storage 
latest meal are still on the counters and used dishes are   
in the sink.    There is little here except old mops and stained tile 
  floors. 
There is a spice box with exotic ingredients worth 18   
GP.  12. Guest wash rooms 
   
Fresh rabbit and pork pies are in the oven.  Dust covers the luxury soaps and other appointments in 
  these bathrooms.   
Basic foods and some spices can be easily found.   
  13. Guest powder rooms 
5. Salon   
  The sitting rooms have toiletries including silver backed 
A carpet in the center of the room hides a teleportation  brushes, hair pins, small mirrors. The total value is 22 
circle in the middle of the floor in this room. Any 
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GP, but each item is embossed with the Lord’s crest and   
cannot be sold to any nearby legitimate buyers.  A scrying circle has been set up on one of the stone 
  tables and allows Namish to track the progress of the 
14. The Inky Pool  characters anywhere in the house. Namish has two 
  Healing Potions and a Wand of Web that she equips as 
To the North of the manor lies an abandoned garden. In  soon as she can. 
the center of the garden lies a shallow reflecting pool   
with unnaturally still, dark waters.  As a last resort she will attempt to escape using a 
  Scroll of Misty Step she keeps in her robe. 
Hiding in the dark waters of the pool is a Gray Ooze   
(Psychic variant). It cannot be detected while it lays  4. Namish’s parlor 
still below the water's surface, but there are some   
bones from small animals scattered in the piles of  Unlike the other rooms in the house, this one is well 
leaves on the ground.  furnished and perfectly clean. In addition to the animal 
  skin rug and warm fireplace there is an expensive 
The Grey Ooze is an ambush predator and attacks any  writing desk and several beautiful pictures. 
creature that gets to the edge of the pool.   
A DC 18 Perception check reveals a secret 
compartment with Namish’s letters to a mysterious 
mentor. 
 
Whoever this ‘Namish’ was, it’s clear from the letters 
that she stole the identity of the real Namish that had 
been sent from Midhurst to assist Lord Dawlish. 
 
5. Namish’s bedroom 
 
Three books rest on the nightstand by the bed. They 
detail local Dawlish history and landmarks, a romantic 
story about star-crossed elf and orc, as well as 
stonework and engineering. 
 
Namish’s wardrobe hold a collection of fine clothes. 
The only item that stands out is a long robe decorated 
entirely with black feathers. 
   
  6. Guest Rooms 
Second Floor   
These rooms have all been stripped of finery. The beds 
 
are simple and dusty. The door to one of the rooms 
1. Second floor landing 
has been crudely reinforced and has a large latch added 
 
to it. This was the room where the Lord imprisoned his 
Plaster from the ceiling covers the floor. You can see 
wife before sending her to the cellars. 
small sections of the attack and parts of the roof that 
 
have fallen in. 
7. Music Room and Game Room 
 
 
2. Namish’s Conjuring circle 
 
 
Shimmering arcane symbols ring a summoning circle  The Music Room shows signs of recent use. An old 
on the floor. The rest of the furniture in the room has  harpsichord sits along one wall. There is a table with 
been pushed toward the walls to clear space.  a collection of old maps and writing supplies. 
 
 
3. Namishes lab 
The maps show the lands in and around Dawlish. 
 
Whoever was working with the maps appears to have 
Off smelling fumes rise from a smouldering fire. Two 
been interested in old landmarks and ruins. 
large stone tables and several caskets suggest the type 
 
of research Namish has been conducting here. 
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There are two suits of armor in the Game Room that are  The desk also contains Lord Dawlish’s journal. By 
Animated Armor. They come when called by Lord  reading the journal the players can learn all the key 
Dawlish or whenever anyone enters his room without  points of the story, but of course Lord Dawlish blames 
deactivating the wards around the door and windows.  everyone else for his situation. It is clear from the 
  writing that Lord Dawlish has been suffering some form 
Treasure: One of the Animated Armor sets includes a  of dementia for most of his life, and has been gradually 
+1 Breastplate that a character can claim.  getting worse. 
   
8. Butler, House Keeper’s quarters, and staff bunk  Among the fine clothes is the Sagacious Tiara (appx. B) 
rooms.   
  11. Bathrooms 
These rooms are furnished with good quality beds and   
chairs. Everything is covered with dust and the rooms  Only the Lord’s bathroom contains anything special. 
don’t appear to have been used recently.  The exotic perfumes and toiletries there are worth 10 
  GP. There is also an ivory hair brush worth 5 GP. 
9. Nursery   
   
This well appointed room has a fine carpet, eloquent 
furniture, and an empty crib covered by a white sheet.  Wrapping Up 
Small paintings of country life dot the walls, and a box   
of children's toys sits in the corner.  If Lord Dawlish survives the encounter he remains in a 
  state of shock and ill health. Healing cannot restore 
While many of the other rooms in the house have been  him because he suffers from a congenital mental health 
stripped of valuable items, this room is remarkably well  issue. 
preserved and cleaned.   
  The town council in Dawlish doesn’t know what to do 
10. Lord’s Bed Chamber  with either the Lord or the Manor house. They dispatch 
  the town priest and six armed men to secure and 
The door to this room is surrounded by mystic looking  inspect the Manor. They ask the party if they’ll escort 
runes. On the floor there are symbols written in chalk.  the Lord and a member of the Town Council to the 
  nearby city of Ivybridge where members of the King’s 
A character proficient in Arcana can easily determine  Court can decide how to proceed. 
that most of the runes are fake. A DC 13 Arcana check   
or the use of a detect magic spell reveals that there is a   
glyph that might alert someone or act as a trigger. This     
is the glyph that summons the two sets of Animated 
Armor in the Game Room. 
 
Once the characters are inside the room they find Lord 
Dawlish semi-comatose in bed. He may mumble 
incoherently about his son, his wife, or the voices that 
have been haunting him. 
 
By his bed are empty bottles with the residue of a bitter 
smelling greyish liquid. A DC 14 Medicine check allows 
the characters to determine that the bottles held a drug 
that in small doses is used to treat sleeplessness and 
insanity. It is very addictive, and in stronger doses 
causes sickness, hallucinations, and even death. 
 
The room is lavishly appointed and contains paintings, 
vases, and a wardrobe of very fine clothes. There is an 
iron bound strong box with 250 GP, 87 SP, and 172 CP, 
as well as 3 emeralds worth 60 GP each. The key to 
the box is in the Lord’s desk. 
 
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Appendix A: Maps 
 
Main Floor 
 

 
 
 
   

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Second Floor 
 

 
   

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The Cellars     
 

 
 
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Appendix B: Items 
 
Courier’s Breastplate 
Armor(Breastplate), uncommon 
 
The wearer may cast Messenger once per 
week. 
 
Epistemological Battleaxe 
Weapon (Battleaxe), uncommon  
 
The bearer has advantage on investigation 
checks to see through illusions. In addition the 
bearer can gains advantage on an Insight 
check to check if someone is lying and 
disadvantage on all Deception checks. 
 
Painstrike Blade 
Wonderous item, uncommon  
 
This blade acts as a +1 weapon for one 
minute if the wielder takes 13 or more damage 
in a single round. 
 
The Smith’s Belt 
Wonderous Item (Belt), uncommon 
 
The wearer may cast Mending once per day.  
 
Sagacious Tiara 
Wonderous item, uncommon  
 
The bearer gains +1 to Wisdom (Insight) 
checks. 
   

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Appendix C: NPCs and Creatures   
 
NPCs  Ayden and Eli Walsh 
  Medium human,, lawful neutral 
 
Jensen Walsh  Armor Class 13 (leather armor) 
  Hit Points 16 (3d8 + 3)  
Medium, human, lawful neutral  Speed 30 ft. 
   
Armor Class 11   
Hit Points 15 (2d8 + 5)   STR DEX CON INT WIS CHA 
Speed 25 ft.  11 (+0) 14 (+2) 12 (+1) 11 (+0) 13 (+1) 11 (+0) 
   
   
STR DEX CON INT WIS CHA  Skills Nature +4, Perception +5, Stealth +6, Survival +5 
10 (+0) 12 (+1) 13 (+1) 12 (+1) 15 (+2) 11 (+0)  Senses passive Perception 15  
  Languages Common 
  Challenge 1/2 (100 XP) 
Skills Medicine +4, Nature +3, Perception +4  Keen Hearing and Sight. The scout has advantage on 
Senses passive Perception 14   Wisdom (Perception) checks that rely on hearing or 
Languages Common  sight. 
Challenge 1   
Spellcasting. Jensen is a 2nd-level spellcaster. His  ACTIONS 
spellcasting ability is Wisdom (spell save DC 12, +4 to  Multiattack. They makes two melee attacks or two 
hit with spell attacks). It has the following druid spells  ranged attacks. 
prepared:   
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., 
Cantrips (at will): druidcraft, produce flame, shillelagh  one target. Hit: 5 (1d6 + 2) piercing damage. 
1st level (2 slots): entangle, longstrider, speak with   
animals, thunderwave  Longbow. Ranged Weapon Attack: +4 to hit, range 
  150/600 ft., one target. Hit: 6 (1d8 + 2) piercing 
ACTIONS  damage. 
Quarterstaff. Melee Weapon Attack: +2 to hit (+4 with   
shillelagh), reach 5 ft., one target. Hit: 3 (1d6)  Ayden and Eli are skilled hunters and trackers. They 
bludgeoning damage, 4 (1d8) bludgeoning damage if  serve as stewards of Lord Dawlish’s lands and will 
wielded with two hands, or 6 (1d8 + 2) bludgeoning  shoot poachers on sight. 
damage with shillelagh.   
     
 
   

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  Mace. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
target. Hit: 3 (1d6) bludgeoning damage plus 10 (3d6) 
Namish  fire damage. 
Medium half elf, Warlock, lawful evil 
 
 
Armor Class 12 (15 with mage armor)     
Hit Points 78 (12d8+24) 
Speed 30 ft. 
 
 
STR DEX CON INT WIS CHA 
10 (+0) 14 (+2) 15 (+2) 12 (+1) 12 (+1) 18 (+4) 
 
 
Damage Resistances slashing damage from 
nonmagical attacks not made with silvered weapons 
Senses darkvision 60 ft. 
Saving Throws Wis +4, Cha +7 
Skills Arcana +4, Deception +7, Persuasion +7, Religion 
+4 
Languages Common, Abyssal, Infernal 
Challenge 3 
Innate Spellcasting. The warlock’s innate spellcasting 
ability is Charisma. It can innately cast the following 
spells (spell save DC 15), requiring no material 
components: 
 
At will: alter self, false life, levitate (self only), mage 
armor (self only), silent image 
 
Spellcasting. Namish is a 3rd-level spellcaster. Her 
spellcasting ability is Charisma (spell save DC 15, +7 to 
hit with spell attacks).She regains her expended spell 
slots when she finishes a short or long rest. She knows 
the following warlock spells: 
 
Cantrips (at will): eldritch blast, fire bolt, friends, mage 
hand, minor illusion, prestidigitation, shocking grasp 
 
1st-2nd level; Hellish Rebuke, Charm Person,, 
Expeditious Retreat, Misty Step 
 
Dark One’s Own Luck (Recharges after a Short or Long 
Rest). When the warlock makes an ability check or 
saving throw, it can add a d10 to the roll. It can do this 
after the roll is made but before any of the roll’s effects 
occur. 
 
Life Link Namish can place servants under her dark 
influence. They will bow to her will, and if needed she 
can drain their life force to fuel spells or rituals. The 
round after they are drained they rise as zombies under 
Namish’s control. 
 
Actions 

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  Dretch 
Creatures 
Small fiend (demon), chaotic evil 
  Armor Class 11 (natural armor) 
Animated Armor  Hit Points 18 (4d6 + 4)  
Medium construct, unaligned  Speed 20 ft. 
   
Armor Class 18 (natural armor)  Str 11 (+0) 
Hit Points 33 (6d8 + 6)  
Dex 11 (+0) 
Speed 25 ft. 
Con 12 (+1) 
 
  Int 5 (-3) 
STR DEX CON INT WIS CHA  Wis 8 (-1) 
14 (+2) 11 (+0) 13 (+1) 1 (-5) 3 (-4) 1 (-5)  Cha 3 (-4) 
   
   
Damage Immunities poison, psychic  Damage Resistances cold, fire, lightning 
Condition Immunities blinded, charmed, deafened, 
Damage Immunities poison 
exhaustion, frightened, paralyzed, petrified, poisoned 
Condition Immunities poisoned 
Senses blindsight 60 ft. (blind beyond this radius), 
passive Perception 6   Senses darkvision 60 ft., passive Perception 9  
Languages —  Languages Abyssal, telepathy 60 ft. (works only with 
Challenge 1 (200 XP)  creatures that understand Abyssal) 
Antimagic Susceptibility. The armor is incapacitated  Challenge 1/4 (50 XP) 
while in the area of an antimagic field. If targeted by   
dispel magic, the armor must succeed on a Constitution  ACTIONS 
saving throw against the caster's spell save DC or fall  Multiattack. The dretch makes two attacks: one with its 
unconscious for 1 minute.  bite and one with its claws. 
    
False Appearance. While the armor remains  Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one 
motionless, it is indistinguishable from a normal suit of  target. Hit: 3 (1d6) piercing damage. 
armor.    
  Claws. Melee Weapon Attack: +2 to hit, reach 5 ft., one 
ACTIONS  target. Hit: 5 (2d4) slashing damage. 
Multiattack. The armor makes two melee attacks.    
  Fetid Cloud (1/Day). A 10-foot radius of disgusting 
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one  green gas extends out from the dretch. The gas 
target. Hit: 5 (1d6 + 2) bludgeoning damage.  spreads around corners, and its area is lightly obscured. 
  It lasts for 1 minute or until a strong wind disperses it. 
This empty steel shell clamors as it moves, heavy  Any creature that starts its turn in that area must 
plates banging and grinding against one another like  succeed on a DC 11 Constitution saving throw or be 
the vengeful spirit of a fallen knight. Ponderous but  poisoned until the start of its next turn. While poisoned 
persistent, this magical guardian is almost always a suit  in this way, the target can take either an action or a 
of plate armor.  bonus action on its turn, not both, and can't take 
To add to its menace, animated armor is frequently  reactions. 
enchanted with scripted speech, so the armor can utter    
warnings, demand passwords, or deliver riddles. Rare  Dretches are among the weakest of demons — 
suits of animated armor are able to carry on an actual  repulsive, self-loathing creatures doomed to spend 
conversation.  eternity in a state of perpetual discontent. Their low 
  intelligence makes dretches unsuitable for anything but 
  the simplest tasks. However, what they lack in potential, 
they make up for in sheer malice. Dretches mill about in 
  mobs, voicing their displeasure as an unsettling din of 
  hoots, snarls, and grunts. 
    
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Possession (Recharge 6). One humanoid that the ghost 
Ghost  can see within 5 feet of it must succeed on a DC 13 
Medium undead, any alignment  Charisma saving throw or be possessed by the ghost; 
  the ghost then disappears, and the target is 
Armor Class 11  incapacitated and loses control of its body. The ghost 
Hit Points 45 (10d8)   now controls the body but doesn't deprive the target of 
Speed 0 ft., fly 40 ft. (hover)  awareness. The ghost can't be targeted by any attack, 
  spell, or other effect, except ones that turn undead, and 
  it retains its alignment, Intelligence, Wisdom, Charisma, 
STR DEX CON INT WIS CHA  and immunity to being charmed and frightened. It 
7 (-2) 13 (+1) 10 (+0) 10 (+0) 12 (+1) 17 (+3)  otherwise uses the possessed target's statistics, but 
  doesn't gain access to the target's knowledge, class 
  features, or proficiencies. 
Damage Resistances acid, fire, lightning, thunder;  The possession lasts until the body drops to 0 hit 
bludgeoning, piercing, and slashing from nonmagical  points, the ghost ends it as a bonus action, or the ghost 
attacks  is turned or forced out by an effect like the dispel evil 
Damage Immunities cold, necrotic, poison  and good spell. When the possession ends, the ghost 
Condition Immunities charmed, exhaustion, frightened,  reappears in an unoccupied space within 5 feet of the 
grappled, paralyzed, petrified, poisoned, prone,  body. The target is immune to this ghost's Possession 
restrained  for 24 hours after succeeding on the saving throw or 
Senses darkvision 60 ft., passive Perception 11   after the possession ends. 
Languages any languages it knew in life   
Challenge 4 (1,100 XP)   
Ethereal Sight. The ghost can see 60 feet into the  A ghost is the soul of a once-living creature, bound to 
Ethereal Plane when it is on the Material Plane, and vice  haunt a specific location, creature, or object that held 
versa.  significance to it in its life. 
   
Incorporeal Movement. The ghost can move through  Unfinished Business. A ghost yearns to complete some 
other creatures and objects as if they were difficult  unresolved task from its life. It might seek to avenge its 
terrain. It takes 5 (1d10) force damage if it ends its turn  own death, fulfill an oath, or relay a message to a loved 
inside an object.  one. A ghost might not realize that it has died and 
  continue the everyday routine of its life. Others are 
ACTIONS  driven by wickedness or spite, as with a ghost that 
Withering Touch. Melee Weapon Attack: +5 to hit, reach  refuses to rest until every member of a certain family or 
5 ft., one creature. Hit: 17 (4d6 + 3) necrotic damage.  organization is dead. 
  The surest way to rid an area of a ghost is to resolve its 
Etherealness. The ghost enters the Ethereal Plane from  unfinished business. A ghost can be destroyed more 
the Material Plane, or vice versa. It is visible on the  easily by invoking a weakness tied to its former life. The 
Material Plane while it is in the Border Ethereal, and vice  ghost of a person tortured to death might be killed 
versa, yet it can't affect or be affected by anything on  again by the implements of that torture. The ghost of a 
the other plane.  gardener might become more vulnerable when exposed 
  to a potent floral fragrance. 
Horrifying Visage. Each non-undead creature within 60   
feet of the ghost that can see it must succeed on a DC  Ghostly Manifestations. Sensations of profound 
13 Wisdom saving throw or be frightened for 1 minute.  sadness, loneliness, and unfulfilled yearning emanate 
If the save fails by 5 or more, the target also ages 1d4 ×  from places where ghostly hauntings occur. Strange 
10 years. A frightened target can repeat the saving  sounds or unnatural silences create an unsettling 
throw at the end of each of its turns, ending the  atmosphere. Cold spots settle in rooms that have 
frightened condition on itself on a success. If a target's  roaring fires. A choking stench might seep into the area, 
saving throw is successful or the effect ends for it, the  inanimate objects might move of their own accord, and 
target is immune to this ghost's Horrifying Visage for  corpses might rise from the grave. The ghost has no 
the next 24 hours. The aging effect can be reversed  control over these manifestations; they simply occur. 
with a greater restoration spell, but only within 24 hours   
of it occurring.  Undead Nature. A ghost doesn't require air, food, drink, 
  or sleep. 
 
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  Such occurrences are more common in gray oozes that 
  live near psionic creatures such as mind flayers, 
suggesting that the ooze can sense and mimic psionic 
Gray Ooze  ability. 
Medium ooze, unaligned  A psionic gray ooze has an Intelligence score of 6 (-2), 
  as well as the following additional action. 
Armor Class 8  Psychic Crush (Recharge 5-6). The ooze targets one 
Hit Points 22 (3d8 + 9)   creature that it can sense within 60 feet of it. The target 
Speed 10 ft., climb 10 ft.  must make a DC 10 Intelligence saving throw, taking 10 
  (3d6) psychic damage on a failed save, or half as much 
  damage on a successful one. 
     
STR DEX CON INT WIS CHA 
12 (+1) 6 (-2) 16 (+3) 1 (-5) 6 (-2) 2 (-4) 
 
 
 
Skills Stealth +2 
Damage Resistances acid, cold, fire 
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 ooze can move through a space as 
narrow as 1 inch wide without squeezing. 
 
Corrode Metal. Any nonmagical weapon made of metal 
that hits the ooze corrodes. After dealing damage, the 
weapon takes a permanent and cumulative -1 penalty to 
damage rolls. If its penalty drops to -5, the weapon is 
destroyed. Nonmagical ammunition made of metal that 
hits the ooze is destroyed after dealing damage. 
The ooze can eat through 2-inch-thick, nonmagical 
metal in 1 round. 
 
False Appearance. While the ooze remains motionless, 
it is indistinguishable from an oily pool or wet rock. 
 
ACTIONS 
Pseudopod. Melee Weapon Attack: +3 to hit, reach 5 ft., 
one target. Hit: 4 (1d6 + 1) bludgeoning damage plus 7 
(2d6) acid damage, and if the target is wearing 
nonmagical metal armor, its armor is partly corroded 
and takes a permanent and cumulative -1 penalty to the 
AC it offers. The armor is destroyed if the penalty 
reduces its AC to 10. 
 
 
A gray ooze is stone turned to liquid by chaos. When it 
moves, it slithers like a liquid snake, rising to strike. 
 
Variant: Psychic Gray Ooze 
A gray ooze that lives a long time can evolve to become 
more intelligent and develop limited psionic ability. 
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  where the shadows hunger. As a shadow drains its 
victim's strength and physical form, the victim's shadow 
Shadow  darkens and begins to move of its own volition. In 
Medium undead, chaotic evil  death, the creature's shadow breaks free, becoming a 
  new undead shadow hungry for more life to consume. 
Armor Class 12  If a creature from which a shadow has been created 
Hit Points 16 (3d8 + 3)   somehow returns to life, its undead shadow senses the 
Speed 40 ft.  return. The shadow might seek its "parent" to vex or 
  slay. Whether the shadow pursues its living counterpart, 
  the creature that birthed the shadow no longer casts 
STR DEX CON INT WIS CHA  one until the monster is destroyed. 
6 (-2) 14 (+2) 13 (+1) 6 (-2) 10 (+0) 8 (-1)   
  Undead Nature. A shadow doesn't require air, food, 
  drink, or sleep. 
 
Skills Stealth +4 (+6 in dim light or darkness) 
 
Damage Vulnerabilities radiant  Skeleton 
Damage Resistances acid, cold, fire, lightning, thunder;  Medium undead, lawful evil 
bludgeoning, piercing, and slashing from nonmagical   
attacks  Armor Class 13 (armor scraps) 
Damage Immunities necrotic, poison  Hit Points 13 (2d8 + 4)  
Condition Immunities exhaustion, frightened, grappled,  Speed 30 ft. 
paralyzed, petrified, poisoned, prone, restrained   
Senses darkvision 60 ft., passive Perception 10   STR DEX CON INT WIS CHA 
Languages —  10 (+0) 14 (+2) 15 (+2) 6 (-2) 8 (-1) 5 (-3) 
Challenge 1/2 (100 XP)   
Amorphous. The shadow can move through a space as   
narrow as 1 inch wide without squeezing.  Damage Vulnerabilities bludgeoning 
  Damage Immunities poison 
Shadow Stealth. While in dim light or darkness, the  Condition Immunities exhaustion, poisoned 
shadow can take the Hide action as a bonus action.  Senses darkvision 60 ft., passive Perception 9  
  Languages understands all languages it knew in life but 
Sunlight Weakness. While in sunlight, the shadow has  can't speak 
disadvantage on attack rolls, ability checks, and saving  Challenge 1/4 (50 XP) 
throws.  ACTIONS 
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., 
ACTIONS  one target. Hit: 5 (1d6 + 2) piercing damage. 
Strength Drain. Melee Weapon Attack: +4 to hit, reach 5   
ft., one creature. Hit: 9 (2d6 + 2) necrotic damage, and  Shortbow. Ranged Weapon Attack: +4 to hit, range 
the target's Strength score is reduced by 1d4. The target  80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage. 
dies if this reduces its Strength to 0. Otherwise, the 
reduction lasts until the target finishes a short or long   
rest.     
If a non-evil humanoid dies from this attack, a new 
shadow rises from the corpse 1d4 hours later. 
 
 
Shadows are undead that resemble dark exaggerations 
of humanoid shadows. 
 
Dark Disposition. From the darkness, the shadow 
reaches out to feed on living creatures' vitality. They can 
consume any living creature, but they are especially 
drawn to creatures untainted by evil. A creature that 
lives a life of goodness and piety consigns its basest 
impulses and strongest temptations to the darkness 

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Giant Spider   
Large beast, unaligned  Giant Wolf Spider 
  Medium beast, unaligned 
Armor Class 14 (natural armor)   
Hit Points 26 (4d10 + 4)   Armor Class 13 
Speed 30 ft., climb 30 ft.  Hit Points 11 (2d8 + 2)  
  Speed 40 ft., climb 40 ft. 
   
STR DEX CON INT WIS CHA   
14 (+2) 16 (+3) 12 (+1) 2 (-4) 11 (+0) 4 (-3)  STR DEX CON INT WIS CHA 
  12 (+1) 16 (+3) 13 (+1) 3 (-4) 12 (+1) 4 (-3) 
   
   
Skills Stealth +7   
Senses blindsight 10 ft., darkvision 60 ft., passive  Skills Perception +3, Stealth +7 
Perception 10   Senses blindsight 10 ft., darkvision 60 ft., passive 
Languages —  Perception 13  
Challenge 1 (200 XP)  Languages — 
Spider Climb. The spider can climb difficult surfaces,  Challenge 1/4 (50 XP) 
including upside down on ceilings, without needing to  Spider Climb. The spider can climb difficult surfaces, 
make an ability check.  including upside down on ceilings, without needing to 
  make an ability check. 
Web Sense. While in contact with a web, the spider   
knows the exact location of any other creature in  Web Sense. While in contact with a web, the spider 
contact with the same web.  knows the exact location of any other creature in 
  contact with the same web. 
Web Walker. The spider ignores movement restrictions   
caused by webbing.  Web Walker. The spider ignores movement restrictions 
  caused by webbing. 
ACTIONS   
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one  ACTIONS 
creature. Hit: 7 (1d8 + 3) piercing damage, and the  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
target must make a DC 11 Constitution saving throw,  creature. Hit: 4 (1d6 + 1) piercing damage, and the 
taking 9 (2d8) poison damage on a failed save, or half  target must make a DC 11 Constitution saving throw, 
as much damage on a successful one. If the poison  taking 7 (2d6) poison damage on a failed save, or half 
damage reduces the target to 0 hit points, the target is  as much damage on a successful one. If the poison 
stable but poisoned for 1 hour, even after regaining hit  damage reduces the target to 0 hit points, the target is 
points, and is paralyzed while poisoned in this way.  stable but poisoned for 1 hour, even after regaining hit 
  points, and is paralyzed while poisoned in this way. 
Web (Recharge 5-6). Ranged Weapon Attack: +5 to hit,   
range 30/60 ft., one creature. Hit: The target is   
restrained by webbing. As an action, the restrained  Smaller than a giant spider, a giant wolf spider hunts 
target can make a DC 12 Strength check, bursting the  prey across open ground or hides in a burrow or crevice, 
webbing on a success. The webbing can also be  or in a hidden cavity beneath debris. 
attacked and destroyed (AC 10; hp 5; vulnerability to fire 
damage; immunity to bludgeoning, poison, and psychic 
   
damage). 
 
 
To snare its prey, a giant spider spins elaborate webs or 
shoots sticky strands of webbing from its abdomen. 
Giant spiders are most commonly found underground, 
making their lairs on ceilings or in dark, web-filled 
crevices. Such lairs are often festooned with web 
cocoons holding past victims. 

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  Swarm. The swarm can occupy another creature's 
space and vice versa, and the swarm can move through 
Zombie  any opening large enough for a Tiny bat. The swarm 
Medium undead, neutral evil  can't regain hit points or gain temporary hit points. 
   
Armor Class 8  ACTIONS 
Hit Points 22 (3d8 + 9)   Bites. Melee Weapon Attack: +4 to hit, reach 0 ft., one 
Speed 20 ft.  creature in the swarm's space. Hit: 5 (2d4) piercing 
  damage, or 2 (1d4) piercing damage if the swarm has 
  half of its hit points or fewer. 
STR DEX CON INT WIS CHA 
13 (+1) 6 (-2) 16 (+3) 3 (-4) 6 (-2) 5 (-3) 
 
   
   
Saving Throws Wis +0 
Damage Immunities poison  Mastiff 
Condition Immunities poisoned 
Medium beast, unaligned 
Senses darkvision 60 ft., passive Perception 8  
Languages understands the languages it knew in life  Armor Class 12 
but can't speak 
Hit Points 5 (1d8 + 1)  
Challenge 1/4 (50 XP) 
Undead Fortitude. If damage reduces the zombie to 0  Speed 40 ft. 
hit points, it must make a Constitution saving throw 
with a DC of 5 + the damage taken, unless the damage  Str 13 (+1) 
is radiant or from a critical hit. On a success, the 
Dex 14 (+2) 
zombie drops to 1 hit point instead. 
  Con 12 (+1) 
ACTIONS  Int 3 (-4) 
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one  Wis 12 (+1) 
target. Hit: 4 (1d6 + 1) bludgeoning damage. 
Cha 7 (-2)
   
Swarm of Bats  Skills Perception +3 
Medium swarm of Tiny beasts, unaligned  Senses passive Perception 13  
 
Armor Class 12  Languages — 
Hit Points 22 (5d8)   Challenge 1/8 (25 XP) 
Speed 0 ft., fly 30 ft. 
 
 
  Keen Hearing and Smell. The mastiff has advantage on 
STR DEX CON INT WIS CHA  Wisdom (Perception) checks that rely on hearing or 
5 (-3) 15 (+2) 10 (+0) 2 (-4) 12 (+1) 4 (-3)  smell. 
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 4 (1d6 + 1) piercing damage. If the target is 
Damage Resistances bludgeoning, piercing, slashing  a creature, it must succeed on a DC 11 Strength saving 
Condition Immunities charmed, frightened, grappled,  throw or be knocked prone. 
paralyzed, petrified, prone, restrained, stunned 
Senses blindsight 60 ft., passive Perception 11  
Languages — 
Challenge 1/4 (50 XP) 
Echolocation. The swarm can't use its blindsight while 
deafened. 
 
Keen Hearing. The swarm has advantage on Wisdom 
(Perception) checks that rely on hearing. 
 

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