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The Brazen Pegasus

A Seafaring Adventure to Chult

An adventure for 2nd-level characters for your Tomb of Annihilation


campaign as they travel from Baldur’s Gate to Chult.

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THE BRAZEN PEGASUS
A SEAFARING ADVENTURE TO CHULT
By Daniel Scheltema
All illustrations provided by DMs Guild Creator Resources

An adventure for 2nd-level characters for your Tomb of Annihilation


campaign as they travel from Baldur’s Gate to Chult.

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon
ampersand, Ravnica and all other Wizards of the Coast product names, and their respective logos are trademarks
of Wizards of the Coast in the USA and other countries.

This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with
permission under the Community Content Agreement for Dungeon Masters Guild.

All other original material in this work is copyright 2019 by Daniel Scheltema and published under the Community
Content Agreement for Dungeon Masters Guild.

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Nyanzaru, he may be able to help. The Brazen
The Brazen Pegasus Pegasus sets sail the next dawn. If the
characters have any last preparations to make,
This adventure is intended to be used the time is now.
as an alternative to Syndra Silvane teleporting
the characters to Chult. Even though Syndra Salida is loyal to Ras Nsi and has been
knows the Harbor Ward of Port Nyanzaru well investigating the death curse, attempting to
enough, she does not want to risk a mishap or save his life. Her investigation has led her to the
teleporting off target. In the interested of time Harpers in Baldur’s Gate. She has become an
though, Syndra has acquired the fastest ship acquaintance of Syndra and when she learned
she knows for the characters to take to Chult, that the death curse originates from Chult she
the Brazen Pegasus. volunteered to guide the group of characters.

This adventure uses multiple elements With the Soulmonger being made, the
from Tomb of Annihilation to introduce the Sewn Sisters have been tasked by Acererak to
characters. It is intended for 2nd-level make sure Ras Nsi keeps his end of the bargain.
characters. Ras Nsi has been tasked to guard the Tomb of
the Nine Gods. Widow Groat has discovered
that Salida has been investigating the death
Adventure Background curse. Unbeknownst to Salida, Widow Groat
followed Salida from Chult to Baldur’s Gate and
This adventure begins at the default
boards the Brazen Pegasus within the Border
starting location of the city of Baldur’s Gate on
Ethereal.
the Sword Coast, in the Forgotten Realms
setting. However, any large settlement will do.
Syndra Silvane approaches the characters and Adventure Overview
explains to them that her contacts in the
Harpers have learned that the cause of the Day 1. Salida attempts to gain the trust of the
death curse is a necromantic artifact called the characters. The Sewn Sister, Widow Groat,
Soulmonger. According to their sources the nightmare haunts a character attempting to
Soulmonger is somewhere in Chult. Further manipulate them to commit murder.
roleplay of Syndra can be found in Tomb of Day 2. A fire ant infestation causes unrest on
Annihilation. the ship. Widow Groat nightmare haunts
Due to fears of a mishap or teleporting another character if a murder has not been
off target, Syndra does not want to teleport the committed.
characters to Port Nyanzaru in Chult. Instead, Day 3. The Brazen Pegasus sails through the
she has bought passage for the characters on Nelanther Isles using Asavir’s Channel. A fog
the Brazen Pegasus. She has acquired a Chultan slows the ship and they are ambushed by the
guide who has interest in the death curse, pirates from the Dragonfang. All the characters
Salida, to join the characters. Syndra has more and crew are robbed of their valuables. Widow
to be done in Baldur’s Gate before she goes to Groat continues her hauntings if no murder is
Chult. She will not join the characters on the committed.
Brazen Pegasus. She tells the characters that
they can seek out the merchant prince Day 4. The crew recuperate from the pirate
Wakanga O’tamu when they arrive at Port attack. Salida shares a story. Widow Groat

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nightmare haunts another character if a murder Brazen Pegasus. The passage on the Brazen
has not been committed. Pegasus costs 10 gp per day for the whole
party, which Syndra has paid. A 60-foot sloop
Day 5. A group of Pteranodons flying from Chult
built for speed, she has a single mast flying a
crosses path with the ship and attack. Anyone
square mainsail plus two triangular foresails,
falling into the water is attacked by a
one aft sail, and a small topsail. All that canvas
Plesiosaurus. Widow Groat continues her
gives her a top speed of 10 mph under ideal
nightmare haunts if a murder has not been
conditions. Most sailing ships go only 2 mph.
committed.
The Brazen Pegasus can make the trip from
Day 6. Aremag demands tribute for safe Baldur’s Gate to Chult five times faster than
passage. The characters and crew, after being other ships.
robbed, do not have enough to satisfy the
The Brazen Pegasus is captained by
dragon turtle. The ship is capsized. Widow
Ortimay Swift and Dark (CG female rock gnome
Groat appears to characters that fall
bandit captain with darkvision out to a range of
unconscious to make a deal.
60 feet), who is both clever and calm. The first
mate is Grig Ruddell (N male Illuskan human
Seafaring Travel veteran), a hulking man whose face is almost
Day 1 hidden by a heavy beard streaked with gray.
Other than shouting orders at the crew and
After the characters have accepted and finished
conversing in low tones with Captain Ortimay,
their preparations, read or paraphrase the
Ruddell barely speaks. The remainder of the
following:
crew consists of six sailors (N male and female
You begin your day early. Syndra informed bandits of various ethnicities).
you that the Brazen Pegasus leaves at dawn.
Characters might assume that Ortimay’s
As you walk the streets of Baldur’s Gate you
chief business is smuggling and they’d be
feel an air of uneasiness as people start their
day. You pass by a dozen or so humans correct. However, she is happy to take
holding up signs and chanting “the end is adventurers wherever they need to go. She
now!” You notice there seems to be a higher knows about the dragon turtle in the Bay of
Flaming Fist presence compared to even the Chult and expects the characters to provide the
night before. The so-called death curse is necessary tribute. She also knows that pirates
understandably making everyone on edge. It prowl the waters around Chult, though her ship
seems it’s only a matter of time before there easily outruns theirs.
are riots in the streets. As you near the docks
you see a female gnome wearing a black There are no permanent shelters or
bandana, waistcoat, and breeches signing cabins on the main deck of the Brazen Pegasus.
some papers. She hands them back to a A tarp can be rigged across the aft portion of
human wearing military garb and a Flaming the deck for shade from the tropical sun. The
Fist insignia. As you board, the Flaming Fist sailors sleep on deck when weather permits.
man yells towards you, “If you’re goin’ to be The lower deck houses Captain Ortimay’s cabin
explorin’ Chult I’d advise you to purchase a and cargo hold, which doubles as the crew’s
Charter of Exploration when you get there!” cooking, eating, and sleeping area in foul
weather.

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Ortimay’s cabin has a large hidden Sometime during the middle of the night,
compartment under her mattress. The reddish ants crawling across your face
compartment is used to hide goods that she is awaken you. You brush them off in
smuggling for clients in and out of Chult. A annoyance. Ortimay happens to be passing
successful DC 15 Intelligence (Investigation) by and comes over to check on you. As she
check discovers it. It has a padlock, a DC 15 approaches you hear a jingle of what sounds
like keys. Her form seems to grow and
Dexterity (thieves’ tools) picks the lock or a DC
distort. She turns grotesque and ages. You try
20 Strength check breaks it. The compartment
to move but find you cannot. You try to speak
contains a silver dagger, chain mail armor, but find you cannot. As Ortimay approaches,
gloves of thievery, two potions of healing, and you notice tarnished gold coins covering each
two potions of poison. If the characters gain eye. Ants crawl on her face, which she seems
access to these items, without the use of an unbothered by. She straddles you. You are
identify spell, all four potions appear to be still unable to move or speak. She leans over
potions of healing. your neck and bites down. You awaken from
the pain and realize you were only dreaming,
Besides the crew and the characters, but when you open your eyes the exact same
Salida is also on the ship. Salida uses her wit and figure is on top of you. She lets out cackling
charm during the day to try to gain the trust of laughter with blood dripping from her teeth
the characters. Widow Groat is a stowaway who and disappears.
remains in the Border Ethereal during the day.

Night. Widow Groat, one of three Sewn Sisters, Widow Groat only comes into the
keeps an extensive record of blood, hair, or Material Plane after her nightmare haunting to
other samples of any potential adventures in deliver a bite to a character. She then
Chult. The Sewn Sisters use these samples to disappears into the Border Ethereal until 24
make clones. The clones have no memory of hours passes to nightmare haunt a different
having been created. However, the hags forge a character. She is cunning and meticulously
magical link between the clone and the plans her nightmare haunts to try to convince
character from which it was made. The clone the characters that Ortimay is evil and must be
knows everything the character knows up to killed. Each character should be subjugated to
and including all present knowledge. The hags the nightmare haunting, having their hit point
interrogate the clones to learn everything about maximum reduced, and possibly contracting
the adventurers. Once they have no more use demon fever.
for information, the Sewn Sisters kill and eat the
Demon Fever. Any humanoid bitten by a night
clone. Widow Groat uses the time on the
hag must succeed a DC 15 Constitution saving
Brazen Pegasus to gain blood samples of each
throw or contract demon fever. The character
character by biting them. The bite may cause
quickly experiences fever, chills, and vomiting.
the character to contract demon fever. She also
The character immediately takes 1d4
tries to drive the characters to complete an evil
Constitution damage. After each long rest, the
act of murdering an innocent, Ortimay Swift
infected character must repeat the saving
and Dark, through her nightmare hauntings.
throw. On a failed save, the character takes
Each night, Widow Groat visits a different
another 1d4 Constitution damage. The
character if Ortimay is still alive. Read or
character dies if their Constitution falls to 0. If a
paraphrase below to an individual character
character has a successful saving throw, they
each night as they sleep.
recover from the disease, but not from its

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effects. Any Constitution damage recovers at 1 of the bargain. With Widow Groat’s many ant
point per long rest after recovering from the spies, she caught wind of Salida investigating
disease. the death curse. Widow Groat has been
following Salida from the Border Ethereal for
SALIDA some time.
Yuan-ti spy
Salida (NE female Chultan yuan-ti
pureblood with Survival +5) poses as a Day 2
human guide, but she really works for Ras
Nsi. She keeps him apprised of the activity of Ants. The crew begin to complain about an ant
anyone who’s heading south in search of infestation on the ship. A successful DC 10
Omu. They communicate via sending stones. Intelligence (Nature) check notices that the ants
Salida keeps her sending stone in a pouch. have a visible stinger and identifies them as fire
Salida is 5 feet 4 inches tall and 120 ants. The fire ants from Widow Groat carry
pounds. She is fit and completely looks the shivering sickness. Ortimay remains calm as the
part of a seasoned explorer. Her garb covers crew get itchy rashes from fire ant stings.
up the scaly patches of skin that betray her Ortimay happens to have some insect-repelling
true nature. Salida is skilled at crafting salve, but only enough for herself. She did not
colorful insults and concocting believable lies expect to encounter any insects on this journey.
to cover her true background. Her wit makes
This may increase the characters’ suspicions of
her an enjoyable traveling companion.
her.
Salida is loyal to Ras Nsi and has taken it
upon herself to investigate the death curse to Shivering Sickness. Insects native to the jungles
try to save the him. She learned that the and marshes of Chult carry this disease,
Harpers in Baldur’s Gate may know where shivering sickness. The easiest protection
the death curse originates. She travelled to
against it is a coating of insect-repelling salve on
Baldur’s Gate and became an acquaintance
all exposed skin.
of Syndra Silvane. She was surprised to find
out it originates in Chult and has her doubts. A giant or humanoid that takes damage
She jumped on the opportunity to volunteer from insect swarms or from giant centipedes,
to help guide the characters in Chult. giant scorpions, or giant wasps is exposed to
the disease at the end of the encounter. Those
WIDOW GROAT who haven’t applied insect repellent since their
Sewn Sister previous long rest are exposed to the disease
Acererak has recruited three night hags for when they finish a long rest. A giant or
their expertise in stitching soul bags-a craft humanoid exposed to the disease must succeed
they adapted for the creation of the a DC 11 Constitution saving throw or become
Soulmonger. infected. A creature with natural armor has
Widow Groat has tarnished gold coins advantage on the saving throw. It takes 2d6
covering her eyes and ants nesting in her hours for symptoms to manifest in an infected
skull. The ants serve as her spies, and their creature. Symptoms include blurred vision,
presence often portends her arrival. She
disorientation, and a sudden drop in body
carries a heartstone, a soul bag¸ and an iron
temperature that causes uncontrollable
ring with eight keys.
With the creation of the Soulmonger shivering and chattering of the teeth.
complete Acererak has given the Sewn Sisters Once symptoms begin, the infected
the task to make sure Ras Nsi keeps his end creature regains only half the normal number of

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hit points from spending Hit Dice and no hit patches, peg legs, hooked hands, and missing
points from a long rest. The infected creature teeth. The tall, muscular, imposing man
also has disadvantage on ability checks and begins to speak, “I am Captain Elok Jaharwon,
attack rolls. At the end of a long rest, an we are here for all your valuables. You may
infected creature repeats the saving throw, keep your equipment and your lives if you
shaking off the disease on a successful save. cooperate immediately!”

Night. Widow Groat nightmare haunts another


character and bites them if no murder has been Captain Elok Jaharwon is being honest.
committed. He just wants all that he deems valuable,
especially all the coin on the ship from the crew
Day 3 and characters. He is in it for the long-term, he
knows that the Brazen Pegasus will recover if he
leaves the crew their equipment and lives. He
plans to rob from the Brazen Pegasus again in
the future. Elok knew when the Brazen Pegasus
would reach the Nelanther Isles from
information provided by Liara Portyr. The “sea
witch” Eye of the Deep used fog cloud at 2nd
level to force the Brazen Pegasus to slow down
in order to ambush and board them. Eye of the
Deep has also drank a potion of the pufferfish
making the fog cloud have an 80 foot radius.
She has grown a tolerance to the tetrodotoxins
of the pufferfish, having advantage on the
Constitution saving throw. She always carries
1d4 potions of the pufferfish.
On day 3 of the journey, you travel through
Asavir’s Channel of the Nelanther Isles. A fog Potion of the pufferfish. This potion is a crude
suddenly envelopes the Brazen Pegasus and potion that Eye of the Deep has crafted. It is a
it is forced to slow down. You hear at least a mixture of saltwater and a blended body of a
dozen thuds near you. The fog begins to pufferfish. Pieces of rough skin, bone, and a pair
clear, and you see the silhouette of a ship. On of eyes can be seen floating. When you drink
the deck of the Brazen Pegasus, stands a tall, this potion all area of effects from spells are
built, tan human male. The man is bald with a doubled for 1 hour. Residual tetrodotoxins from
black beard with spots of grey. He wears the pufferfish remain in the potion. The potion
simple clothing and has a necklace with what also acts as a pale tincture poison.
appears to be many shark teeth. Beside him
is an elderly female human woman holding a Pale tincture (ingested). A creature subjected
staff with a clump of mussels on the top of it. to this poison must succeed on a DC 16
Her clothes seemed to be tattered rags, her Constitution saving throw or take 3 (1d6) poison
hair unkempt, black and greasy. You notice damage and become poisoned. The poisoned
some seaweed stuck to her clothing; it creature must repeat the saving throw every 24
appears almost as if she was just pulled out hours, taking 3 (1d6) poison damage on a failed
of the sea. Behind them are ten men of
save. Until this poison ends, the damage the
differing races, from human, to lizardfolk, to
poison deals can’t be healed by any means.
tabaxi. All appear unsavory, with eye

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After seven successful saving throws, the effect a mutiny and hurled the former captain
ends and the creature can heal normally. overboard. The other captains are still
adjusting to their ill-mannered new
Cooperating with robbery. If the characters confederate, who seems intent on bullying
cooperate, they can attempt to hide anything his way toward declaring himself king of the
they think the pirates will deem valuable with a pirates.
successful DC 15 Dexterity (Sleight of Hand) Elok wants to stop sending a slice of the
check. Salida is successful at hiding her sending pirates’ profits to Fort Beluarian, which
stone. The pirates do not find Ortimay’s hidden would end the alliance with Liara Portyr and
compartment under her mattress. probably self-defeating; the pirates could
keep more of their profit, but they’d take
Fighting back. If the characters attempt to fewer prizes and incur more risk. The other
fight, the ten men with Elok and the Eye of the captains see the disadvantages clearly, but
Deep are bandits. Elok has commanded his men Jaharwon is building a following among the
to use non-lethal damage for their final blows, rank-and-file pirates of all three crews.
still intending to leave almost everyone alive. The Dragonfangs’s crew includes a first
Eye of the Deep uses her spells (gust, gust of mate Mad Kalita (LE female Chultan human
wind, and thunderwave) to try to knock a spy), fifteen Chultan bandits, three Chultan
thugs, and a “sea witch” named Eye of the
character overboard. If successful, she will jump
Deep (N female Calishite human druid-
in the water, turn into a reef shark, and attempt
variant).
to eat them. Elok has agreed to allow Eye of the
Deep to eat one person. Death or no death,
Elok still must give a suitable and memorable Night. Widow Groat nightmare haunts another
punishment to the characters. If he is feeling character and bites them if no murder has been
generous, he will allow one character to accept committed.
the punishment for the group. He grabs a
scimitar from one of his men and yells “leg or
arm” to the character volunteering.

Losing an arm. You can no longer hold anything


with two hands, and you can hold only a single
object at a time. Magic such as the regenerate
spell can restore the lost appendage.

Losing a leg. Your speed on foot is halved, and


you must use a cane or crutch to move unless
you have a peg leg or other prosthesis. You fall
prone after using the Dash action. You have
disadvantage on Dexterity checks made to
balance. Magic such as the regenerate spell can
restore the lost appendage.

Dragonfang
Captain Elok Jaharwon (NE male Chultan
human wereboar) has no patience or sense
of humor. He was first mate of the
Dragonfang until a year ago, when he staged

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Day 4 to a character that Salida is not being
completely truthful if she had to lie about
The morale of the crew has been degrading anything.
over the last few days, especially after the
pirates boarding. All seem to be sullen and Night. Widow Groat nightmare haunts another
keep to themselves, just seemingly keeping character and bites them if no murder has been
to their tasks until they reach Port Nyanzaru. committed.

Day 5
Salida’s story. Salida shares a biased and
distorted story of Ras Nsi to try to improve the On the deck of the ship you notice a half
attitudes of the characters. She does not share dozen birds flying towards the ship. No not
Ras Nsi’s name, that he still lives, nor anything birds, something much larger. They look
about Omu or the yuan-ti. She simply tells a reptilian in nature. One of the crew notices
your gaze and looks over, he takes a moment
story of long ago.
and squints trying to make them out. “Aye,
“Long ago, the largest city in Chult was not ‘Terror Folk’. Don’t worry mate they
Mezro. A righteous human paladin was the won’t bother you if you leave them alone.”
sworn protector of the city. He was betrayed
and cast out. He knew of danger coming to the
city and that he must fight back, raising an army
of undead. Unfortunately, he failed to regain
entrance into the city. The city was then
destroyed by the Spellplague. Perhaps if he had
succeeded the city would still be here in all its
glory, rather than in ruins. Vestiges of his
mighty army still wander Chult. I believe this
mighty paladin is on a divine mission and will
rise again one day ushering a new age to not
only Chult, but all of the world.”

A successful DC 15 Intelligence (History)


check (advantage if a native Chult) recalls a
different iteration of this story. The paladin
betrayed his oaths and was banished, he
attempted to conquer Mezro. The would-be
tyrant was defeated and banished once more.
Contradicting Salida’s story upsets her, she will Pteranodons. Six Pteranodons flying from Chult
attempt to correct them, but if they continue, have crossed paths with the Brazen Pegasus.
she’ll insult the character and walk away. Typically, they would keep their distance and
Asking Questions. Salida is willing to answer attack only if threatened. This group though
questions about Mezro but will not say the attacks the ship. They are hungry from their
paladin’s name. She will feign ignorance about travels, having no luck catching fish, and
who the paladin was, where he is now, and how possibly attracted by blood on the ship from the
he will bring a “new age” to the world. A pirate attack. They are opportunistic beasts and
successful DC 16 Wisdom (Insight) check reveals

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try to grapple someone and fly off to eat them.
They target small humanoids and beasts first.

Grappling. When you want to grab a creature


or wrestle with it, you can use the Attack action
to make a Special melee Attack, a grapple. If
you’re able to make multiple attacks with the
Attack action, this Attack replaces one of them.

The target of your grapple must be no


more than one size larger than you and must be
within your reach. Using at least one free hand, Plesiosaurus. If a character falls in the water, by
you try to seize the target by making a grapple escaping a grapple from a Pteranodon, a nearby
check instead of an Attack roll: a Strength Plesiosaurus attacks the character.
(Athletics) check contested by the target’s
Strength (Athletics) or Dexterity (Acrobatics) Night. Widow Groat nightmare haunts another
check (the target chooses the ability to use). If character and bites them if no murder has been
you succeed, you subject the target to the committed.
Grapple condition.
Day 6
Escaping a Grapple: A Grappled creature can
The sea ahead rolls and churns, and waves
use its action to escape. To do so, it must
crash over the bow of your ship, driven by
succeed on a Strength (Athletics) or Dexterity
saw-toothed hills rising from the heaving
(Acrobatics) check contested by your Strength foam. Water streams off the rising crags like
(Athletics) check. rivers crashing down a mountainside. At last
Moving a Grappled Creature: When you move, the emerging island stops growing in size,
although the sea around still tosses your ship
you can drag or carry the Grappled creature
like a drifting feather. Then a huge blast of
with you, but your speed is halved, unless the
steam erupts from the waves, and through
creature is two or more sizes smaller than you. the drifting, rainbow-crossed mist, you see
Grappled Condition: A grappled creature’s and immense beak and milky eye the size of a
speed becomes 0, and it can’t benefit from any hogshead cask staring blindly in your
direction.
bonus to its speed. The condition ends if the
Aremag speaks first in Draconic; if no one
Grappler is incapacitated. The condition also
answers intelligibly it switches to Aquan.
ends if an effect removes the grappled creature
from the reach of the Grappler or Grappling During the negotiations, the dragon
effect, such as when a creature is hurled away turtle slowly circles the ship. At first, characters
by the thunderwave spell. must continually circle the deck of the ship to
maintain face-to-face contact with the creature,
but eventually it creates a whirlpool that causes
the sloop to revolve at a rate matching
Aremag’s motion. It should be obvious to
everyone that the dragon turtle could easily
sink the vessel.

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Aremag demands tribute for safe lost at sea. When Widow Grout comes to collect
passage but doesn’t specify an amount. Those her task, the character must perform it or they
aboard must throw valuables into a sack, in contract slimy doom, as though he or she had
view of Aremag, until the dragon turtle is failed a saving throw against the contagion
satisfied with the offering. The characters and spell.
crew, being robbed by the pirates, will not be
able to provide enough tribute. If the characters
attempt a tribute, Aremag roars “More!”.
Conclusion
Aremag will quickly grow impatient and capsize
You wake up violently coughing up water.
the ship. He then begins to swim away, leaving
You’re lying on hot sand, the sun almost
the characters to deal with a whirlpool. blinding as your eyes adjust. The waves
Whirlpool. Aremag forms a 100-foot-wide gently hit the beach, a striking difference
vortex. All characters and crew most likely will from your recent ordeal. You look around,
behind you are enormous towering trees, at
fall into the vortex when the ship is capsized. If
least one hundred feet tall. You can hear
not already in the vortex, a creature can swim
distant animal calls coming from the jungle,
away from the vortex by making a DC 20 chirps, howls, and roars. Tattered along the
Strength (Athletics) check. When a creature beach are pieces of the Brazen Pegasus. You
enters the vortex for the first time on a turn or notice some still bodies not far.
starts its turn there, it must make a DC 20
Strength saving throw. On a failed save, the
creature takes 2d8 bludgeoning damage, is If the character took the deal from Widow
caught in the vortex and is pulled 30 feet Groat add:
underwater. A creature caught in the vortex can Something crawls across your face. You brush
use its action to try to swim to the surface as it off. A familiar reddish ant falls from your
described above but has disadvantage on the face and crawls towards the jungle.
Strength (Athletics) check to do so. The first
time each turn that an object enters the vortex,
the object takes 2d8 bludgeoning damage, this The characters are washed ashore
damage occurs each round it remains in the somewhere between Port Nyanzaru and Fort
vortex. Beluarian. Salida has managed to wash ashore
with the characters, alive. Some dead bodies of
Widow Grout’s Deal. Any character that falls the crew can be found amongst the wreckage
unconscious, before making death saving and all the rest are missing. The characters
throws, Widow Grout appears to them inside begin Tomb of Annihilation with a choice to
their “dream” as an aldani. Widow Grout offers head north or south, not knowing which way to
to save their lives if they agree to do a task for head for Port Nyanzaru. Will the characters
her. She makes them swear on their mortal survive days in the treacherous jungles of Chult
souls. If the character agrees to the deal, they with dangerously minimal supplies?
wake up coughing up water on shore. If the
character declines the deal, they must make
death saving throws as normal. If a character
becomes stable, they too wake up coughing up
water on shore. If a character has three failed
death saving throws, they die, and their body is

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11 (+0) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 10 (+0)

Appendix A.
Senses passive Perception 10
Monsters Languages any one language (usually
Common)
Aldani (Lobsterfolk) Challenge 1/8 (25 XP)
Medium monstrosity, lawful neutral
Actions
Scimitar. Melee Weapon Attack: +3 to hit,
Armor Class 14 (natural armor)
reach 5 ft., one target. Hit: (1d6 + 1)
Hit Points 49 (9d8 + 9)
slashing damage.
Speed 20 ft., swim 30 ft.
Light Crossbow. Ranged Weapon Attack: +3
STR DEX CON INT WIS CHA to hit, reach 80/320 ft., one target. Hit: (1d8
13 (+1) 8 (-1) 12 (+1) 10 (+0) 14 (+2) 10 (+0) + 1) piercing damage.

Skills Perception +4, Survival +4


Senses darkvision 60 ft., passive Perception
14 Bandit Captain
Languages Common Medium humanoid (any race), any non-
Challenge 1 (200 XP) lawful alignment

Amphibious. The aldani can breathe air and Armor Class 15 (studded leather)
water. Hit Points 65 (10d8 + 20)
Speed 30 ft.
Actions
STR DEX CON INT WIS CHA
Multiattack. The aldani makes two attacks 15 (+2) 16 (+3) 14 (+2) 14 (+2) 11 (+0) 14 (+2)
with its claws.
Claw. Melee Weapon Attack: +3 to hit,
Saving Throws Str +4, Dex +5, Wis +2
reach 5 ft., one target. Hit: (1d8 + 1)
Skills Athletics +4, Deception +4
slashing damage, and the target is grappled
Senses passive Perception 10
(escape DC 11). The aldani has two claws,
Languages any two languages
each of which can grapple only one target.
Challenge 2 (450 XP)

Actions
Bandit Multiattack. The captain makes three
melee attacks: two with its scimitar and one
Medium humanoid (any race), any non-
with its dagger. Or the captain makes two
lawful alignment
ranged attacks with its daggers.
Scimitar. Melee Weapon Attack: +5 to hit,
Armor Class 12 (leather armor)
reach 5 ft., one target. Hit: (1d6 + 3)
Hit Points 11 (2d8 + 2)
slashing damage.
Speed 30 ft.

STR DEX CON INT WIS CHA

12
Dagger (Melee). Melee Weapon Attack: +5 Tail. Melee Weapon Attack: +13 to hit,
to hit, reach 5 ft., one target. Hit: (1d4 + 3) reach 15 ft., one target. Hit: (3d12 +7)
piercing damage. bludgeoning damage. If the target is a
Dagger (Ranged). Ranged Weapon Attack: creature, it must succeed on a DC 20
+5 to hit, reach 20/60 ft., one target. Hit: Strength saving throw or be pushed up to
(1d4 + 3) piercing damage. 10 feet away from the dragon turtle and
Reactions knocked prone.
Parry. The captain adds 2 to its AC against Storm Breath (Recharge 5-6). The dragon
one melee attack that would hit it. To do so, turtle exhales scalding steam in a 60-foot
the captain must see the attacker and be cone. Each creature in the area must make
wielding a melee weapon. a DC 18 Constitution saving throw, taking 52
(15d6) fire damage on a failed save, or half
as much damage on a successful one. Being
Dragon Turtle underwater doesn’t grant resistance against
Gargantuan dragon, neutral this damage.

Armor Class 20 (natural armor)


Hit Points 341 (22d20 + 110) Druid-variant
Speed 20 ft., swim 40 ft. Medium humanoid (any race), any
alignment
STR DEX CON INT WIS CHA
25 (+7) 10 (+0) 20 (+5) 10 (+0) 12 (+1) 12 (+1)
Armor Class 11 (16 with barksin)
Hit Points 27 (5d8 + 5)
Saving Throws Dex +6, Con +11, Wis +7 Speed 30 ft.
Damage Resistance fire
Senses darkvision 120 ft., passive STR DEX CON INT WIS CHA
Perception 11 10 (+0) 12 (+1) 13 (+1) 12 (+1) 15 (+2) 11 (+0)

Languages Aquan, Draconic


Challenge 17 (18,000 XP) Skills Medicine +4, Nature +3, Perception +4
Senses passive Perception 14
Amphibious. The dragon turtle can breathe Languages Druidic plus any two languages
air and water. Challenge 2 (450 XP)

Actions Spellcasting. The druid is a 4th-level


Multiattack. The dragon turtle makes three spellcaster. Its spellcasting ability is Wisdom
attacks; one with its bite and two with its (spell save DC 12, +4 to hit with spell
claws. It can make one tail attack in place of attacks). It has the following druid spells
its two claw attacks. prepared:
Bite. Melee Weapon Attack: +13 to hit, -Cantrips (at will): gust, mending, shillelagh
reach 15 ft., one target. Hit: (3d12 + 7) -1st level (4 slots): create or destroy water,
piercing damage. fog cloud, healing word, thunderwave
Claw. Melee Weapon Attack: +13 to hit, -2nd level (3 slots): barkskin, gust of wind
reach 10 ft., one target. Hit: (2d8 + 7)
slashing damage.

13
Actions Damage Resistance cold, fire; bludgeoning,
Quarterstaff (One-Handed). Melee Weapon piercing, and slashing from nonmagical
Attack: +2 to hit, reach 5 ft., one target. Hit: attacks not made with silvered weapons
(1d6) bludgeoning damage. Condition Immunities Charmed
Quarterstaff (Two-Handed). Melee Weapon Senses darkvision 120 ft., passive
Attack: +2 to hit, reach 5 ft., one target Hit: Perception 16
(1d8) bludgeoning damage. Languages Abyssal, Common, Infernal,
Quarterstaff (with Shillelagh). Melee Primordial
Weapon Attack: +4 to hit, reach 5 ft., one Challenge 5 (1,800 XP)
target. Hit: (1d8 + 2) bludgeoning damage.
Wild Shape (Recharges after a Short or Innate Spellcasting. The hag’s innate
Long Rest). The druid can use a bonus spellcasting ability is Charisma (spell save
action to magically assume the shape of a DC 14, +6 to hit with spell attacks). She can
reef shark, remaining in that form for up to innately cast the following spells, requiring
1 hour. It can revert to its true form as a no material components:
bonus action. Its statistics are replaced by -At will: detect magic, magic missile
the statistics of a reef shark, but retains its -2/day each: plane shift (self only), ray of
alignment, personality, and Intelligence, enfeeblement, sleep
Wisdom, and Charisma scores. All Magic Resistance. The hag has advantage
equipment merges into its new form. The on saving throws against spells and other
druid assumes the reef shark’s hit points magical effects.
and Hit Dice. When the druid reverts to its Shared Spellcasting (Coven Only). While all
normal form, it returns to the number of hit three members of a hag coven are within 30
points it had before it transformed. feet of one another, they can each cast the
However, if the druid reverts as a result to following spells from the wizard’s spell list
dropping to 0 hit points, any excess damage but must share the spell slots among
carries over to its normal from. The druid themselves:
cannot cast spells, although transforming -1st level (4 slots): identify, ray of sickness
doesn’t break its concentration on a spell -2nd level (3 slots): hold person, locate
already cast. object
-3rd level (3 slots): bestow curse,
counterspell, lightning bolt
Night Hag -4th level (3 slots): phantasmal kill,
Medium fiend, neutral evil polymorph
-5th level (2 slots): contact other plane,
Armor Class 17 (natural armor) scrying
Hit Points 112 (15d8 + 45) -6th level (1 slot): eye bite
Speed 30 ft. For casting these spells, each hag is a 12th-
level spellcaster that uses Intelligence as
STR DEX CON INT WIS CHA her spellcasting ability. The night hag’s spell
18 (+4) 15 (+2) 16 (+3) 16 (+3) 14 (+2) 16 (+3) save DC is 15, and the spell attack bonus is
+7 for these spells
Skills Deception +7, Insight +6, Perception
+6, Stealth +6

14
Actions Skills Perception +3, Stealth +4
Claws (Hag Form Only). Melee Weapon Senses passive Perception 13
Attack: +7 to hit, reach 5 ft., one target. Hit: Challenge 2 (450 XP)
(2d8 + 4) slashing damage.
Change Shape. The hag magically
polymorphs into a Small or Medium female Hold Breath. The plesiosaurs can hold its
humanoid, or back into her true form. Her breath for 1 hour.
statistics are the same in each form. Any
equipment she is wearing or carrying isn’t Actions
transformed. She reverts to her true form if Bite. Melee Weapon Attack: +6 to hit, reach
she dies. 10 ft., one target. Hit: (3d6 +4) piercing
Etherealness. The hag magically enters the damage.
Ethereal Plane from the Material Plane, or
vice versa. To do so, the hag must have a
heartstone in her possession. Pteranodon
Nightmare Haunting (1/Day). While on the Medium beast, unaligned
Ethereal Plane, the hag magically touches a
sleeping humanoid on the Material Plane. A Armor Class 13 (natural armor)
protection from evil and good spell cast on Hit Points 13 (3d8)
the target prevents this contact, as does a Speed 10ft., fly 60 ft.
magic circle. As long as the contact persists,
the target has dreadful visions. If these STR DEX CON INT WIS CHA
visions last for at least 1 hour, target gains 12 (+1) 15 (+2) 10 (+0) 2 (-4) 9 (-1) 5 (-3)

no benefit from its rest, and its hit point


maximum is reduced by 5 (1d10). If this Skills Perception +1
effect reduces the target’s hit point Ssenses passive Perception 11
maximum to 0, the target dies, and if the Challenge 1/4 (50 XP)
target was evil, the soul is trapped in the
hag’s soul bag. The reduction to the target’s Flyby. The Pteranodon doesn’t provoke an
hit point maximum lasts until removed by opportunity attack when it flies out of an
the greater restoration spell or similar enemy’s reach.
magic.
Actions
Bite. Melee Weapon Attack: +3 to hit, reach
Plesiosaurus 5 ft., one target. Hit: (2d4 + 1) piercing
Large beast, unaligned damage.

Armor Class 13 (natural armor)


Hit Points 68 (8d10 + 24) Reef Shark
Speed 20 ft., swim 40 ft. Medium beast, unaligned

STR DEX CON INT WIS CHA Armor Class 12 (natural armor)
18 (+4) 15 (+2) 16 (+3) 2 (-4) 12 (+1) 5 (-3)
Hit Points 22 (4d8 + 4)

15
Speed 0 ft., swim 40 ft. Sneak Attack (1/Turn). The spy deals an
extra 7 (2d6) damage when it hits a target
STR DEX CON INT WIS CHA with a weapon attack and has advantage on
14 (+2) 13 (+1) 13 (+1) 1 (-5) 10 (+0) 4 (-3)
the attack roll, or when the target is within
5 ft. of an ally of the spy that isn’t
Skills Perception +2 incapacitated and the spy doesn’t have
Senses blindsight 30 ft., passive Perception disadvantage on the attack roll.
12
Challenge 1/2 (100 XP) Actions
Multiattack. The spy makes two melee
Pack Tactics. The shark has advantage on attacks.
an attack roll against a creature if at least Shortsword. Melee Weapon Attack: +4 to
one of the shark’s allies is within 5 ft. of the hit, reach 5 ft., one target. Hit: (1d6 + 2)
creature and the ally isn’t incapacitated. piercing damage.
Water Breathing. The shark can breathe Hand Crossbow. Ranged Weapon Attack:
only underwater. +4 to hit, reach 30/120 ft., one target. Hit:
(1d6 + 2) piercing damage.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach
5 ft., one target. Hit: (1d8 + 2) piercing
damage. Thug
Medium humanoid (any race), any non-
lawful alignment
Spy Armor Class 12 (leather armor)
Medium humanoid (any race), any Hit Points 11 (2d8 + 2)
alignment Speed 30 ft.
Armor Class 12 STR DEX CON INT WIS CHA
Hit Points 27 (6d8) 11 (+0) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 10 (+0)

Speed 30 ft.
Senses passive Perception 10
STR DEX CON INT WIS CHA Languages any one language (usually
10 (+0) 15 (+2) 10 (+0) 12 (+1) 14 (+2) 16 (+3)
Common)
Challenge 1/8 (25 XP)
Skills Deception +5, Insight +4, Investigation
+5, Perception +6, Persuasion +5, Sleight of Actions
Hand +4, Stealth +4 Scimitar. Melee Weapon Attack: +3 to hit,
Senses passive Perception 16 reach 5 ft., one target. Hit: (1d6 + 1)
Languages any two languages slashing damage.
Challenge 1 (200 XP) Light Crossbow. Ranged Weapon Attack: +3
to hit, reach 80/320 ft., one target. Hit: (1d8
Cunning Action. On each of its turns, the + 1) piercing damage.
spy can use a bonus action to take the Dash,
Disengage, or Hide action.

16
Veteran STR DEX CON INT WIS CHA
Medium humanoid (any race), alignment 17 (+3) 10 (+0) 15 (+2) 10 (+0) 11 (+0) 8 (-1)

Armor Class 17 (splint)


Hit Points 58 (9d8 + 18) Skills Perception +2
Speed 30 ft. Damage Immunities bludgeoning, piercing,
and slashing from nonmagical attacks not
STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 14 (+2) 10 (+0) 11 (+0) 10 (+0) made with silvered weapons
Senses passive Perception 12
Senses Athletics +5, Perception +2 Languages Common (can’t speak in boar
Senses passive Perception 12 form)
Languages any one language (usually Challenge 4 (1,100 XP)
Common)
Challenge 3 (700 XP) Shapechanger. The wereboar can use its
action to polymorph into a boar-humanoid
Actions hybrid or into a boar, or back into its true
Multiattack. The veteran makes two form, which is humanoid. Its statistics,
longsword attacks. If it has a shortsword other than its AC, are the same in each
drawn, it can also make a shortsword form. Any equipment it is wearing or
attack. carrying isn’t transformed. It reverts to its
Longsword (One-Handed). Melee Weapon true form if it dies.
Attack: +5 to hit, reach 5 ft., one target. Hit: Charge (Boar or Hybrid Form Only). If the
(1d8 + 3) slashing damage. wereboar moves at least 15 feet straight
Longsword (Two-Handed). Melee Weapon toward a target and then hits it with its
Attack: +5 to hit, reach 5 ft., one target. Hit: tusks on the same turn, the target takes an
(1d10 + 3) slashing damage. extra 7 (2d6) slashing damage. If the target
Shortsword. Melee Weapon Attack: +5 to is a creature, it must succeed on a DC 13
hit, reach 5 ft., one target. Hit: (1d6 + 3) Strength saving throw or be knocked prone.
piercing damage. Relentless (Recharges after a Short or Long
Heavy Crossbow. Ranged Weapon Attack: Rest). If the wereboar take 14 damage or
+3 to hit, reach 100/400 ft., one target. Hit: less that would reduce it to 0 hit points, it is
(1d10 + 1) piercing damage. reduced to 1 hit point instead.

Actions
Multiattack (Humanoid or Hybrid Form
Wereboar Only). The wereboar makes two attacks,
Medium humanoid (human, shapechanger), only one of which can be with its tusks.
neutral evil Maul (Humanoid of Hybrid Form Only).
Melee Weapon Attack: +5 to hit, reach 5 ft.,
Armor Class 10 in humanoid form (or 11, one target. Hit: (2d6 + 3) bludgeoning
natural armor, in boar or hybrid form) damage.
Hit Points 78 (12d8 + 24) Tusks (Boar or Hybrid Form Only). Melee
Speed 30 ft. (40 ft. in boar form) Weapon Attack: +5 to hit, reach 5 ft., one

17
target. Hit: (2d6 +3) slashing damage. If the 1) piercing damage plus (2d6) poison
target is a humanoid, it must succeed on a damage.
DC 12 Constitution saving throw or be
cursed with wereboar lycanthropy.

Yuan-ti Pureblood
Medium humanoid (yuan-ti), neutral evil

Armor Class 11
Hit Points 40 (9d8)
Speed 30 ft.

STR DEX CON INT WIS CHA


11 (+0) 12 (+1) 11 (+0) 13 (+1) 12 (+1) 14 (+2)

Skills Deception +6, Perception +3, Stealth


+3
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception
13
Languages Abyssal, Common, Draconic
Challenge 1 (200 XP)

Innate Spellcasting. The yuan-ti’s


spellcasting ability is Charisma (spell save
DC 12). The yuan-ti can innately cast the
following spells, requiring no material
components:
-At will: animal friendship (snakes only)
-3/day each: poison spray, suggestion
Magic Resistance. The yuan-ti has
advantage on saving throws against spells
and other magical effects.

Actions
Multiattack. The yuan-ti makes two melee
attacks.
Scimitar. Melee Weapon Attack: +3 to hit,
reach 5 ft., one target. Hit: (1d6 + 1)
slashing damage.
Shortbow. Ranged Weapon Attack: +3 to
hit, reach 80/320 ft., one target. Hit: (1d6 +

18

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