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Nothing is more wretched than the mind of a man
conscious of guilt.
—Plautus
Not for resale. Permission granted to print or photocopy this document for personal use only. The Lost Lord
2
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
Not for resale. Permission granted to print or photocopy this document for personal use only. The Lost Lord 3
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.
Not for resale. Permission granted to print or photocopy this document for personal use only. The Lost Lord 4
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
Not for resale. Permission granted to print or photocopy this document for personal use only. The Lost Lord 5
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
Not for resale. Permission granted to print or photocopy this document for personal use only. The Lost Lord 6
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
Not for resale. Permission granted to print or photocopy this document for personal use only. The Lost Lord 7
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.
Not for resale. Permission granted to print or photocopy this document for personal use only. The Lost Lord 8
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.
Not for resale. Permission granted to print or photocopy this document for personal use only. The Lost Lord 9
Appendix A: Maps
Main Floor
Not for resale. Permission granted to print or photocopy this document for personal use only. The Lost Lord 10
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.
Not for resale. Permission granted to print or photocopy this document for personal use only. The Lost Lord 13
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.
Not for resale. Permission granted to print or photocopy this document for personal use only. The Lost Lord 14
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.
Not for resale. Permission granted to print or photocopy this document for personal use only. The Lost Lord 16
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.
Not for resale. Permission granted to print or photocopy this document for personal use only. The Lost Lord 17
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.
Not for resale. Permission granted to print or photocopy this document for personal use only. The Lost Lord 18
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
Not for resale. Permission granted to print or photocopy this document for personal use only. The Lost Lord 19
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.
Not for resale. Permission granted to print or photocopy this document for personal use only. The Lost Lord 20
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.
Not for resale. Permission granted to print or photocopy this document for personal use only. The Lost Lord 21