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The Hunt

Encounter Level: 2nd–20th


Background

T
Encounter Type: Combat / Exploration / Social
Encounter Overview: One way or another, the he Everhungry is an alien creature of
party ends up in the territory of the Everhungry, a unknown origin, a lone and ruthless hunter
powerful predator that will not rest until they all whose hunger cannot be sated. Its beast-
become its meal. like appareance can be misleading, as the
Encounter Location: Any place in the wilderness creature is highly intelligent. Bigger than a
near the sea. horse and as fast as a wolf, the Everhungry
moves using its legs and arms to cover terrain very
Scaling Challenges quickly. Its two tail-tentacles are capable of throwing
sharp spikes that hit with incredible force, and the
Since this encounter can be run at any level, the
tentacles can also be used to strangle grappled prey.
mechanical information such as DCs and treasures are
Most of the Everhungry’s hide is as hard as rock, but
separated with “/” by tier of play: T1/ T2 / T3 / T4.
the skin covering its face, neck, and torso is much
Example: DC 14 / 15 / 16 / 17. The Everhungry has
thinner and weaker.
four stat blocks, one for each tier.
This apex predator found a lair in a rich coastal area
with woodlands, a bog, and high cliffs surrounding
it. The creature has been stalking a nearby road,
Credits preying on travelers and merchants, dragging them
Author: Christian Zeuch to its hunting grounds and letting them loose. The
Editor: Kathleen Harrington Everhungry takes great pleasure in having fun before
Layout Artist: Chris Hopper a meal. Once it finally ends the playtime, it completely
Cartographer: Christian Zeuch consumes its catch, leaving behind nothing but blood.
Cover Art: Bad Moon Art Studio (www. Recently, the Everhungry attacked a group of
badmoonart.com) merchants who were accompanied by guards. The
Interior Art: Christian Zeuch, Donnie Maynard creature killed all the guards, but one merchant
Christianson, Dominick, grandfailure, Mike Zairos managed to escape, though not before being hit in the
shoulder by one of the spikes.
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The Encounter Shiny!
The party may become involved in three main ways, The Everhungry collects any gold coins from its
which are described below. victims before eating them, and it’s now trying a new
approach. It places coins on the road, leading in the
help, pleaSe! direction of its hunting ground, with the goal of luring
While the party is in a settlement, the characters see its meals to come to it, instead of having to go after
a man stumbling and falling on the street. Read or its prey. As the party travels along the road, read or
paraphrase the following: paraphrase the following:
While walking down the street, you and others notice a After some hours of travel, something shiny on the
man stumbling down the street, whispering something, ground attracts your attention. You quickly realize that
and falling to the ground. Most people watch curiously, it’s a gold coin reflecting sunlight. You see another coin
but take no action other than to exchange unflattering off the side of the road to the west.
comments about the unfortunate person. Then a If the party investigates, they find a trail of 18 gold
woman rushes toward the fallen man. coins that leads into a swamp. As they collect the last
The fallen man is named Wallius and the woman one, arriving at the edge of the map from the east side,
who went to his aid is Dalia. Wallius has 1 hit point they hear an eerie, bestial sound from the path behind
remaining and two levels of exhaustion; a deadly them. A successful DC 13 / 15 / 17 / 19 Intelligence
looking spike is embedded in his shoulder. If the party (Nature) check reveals that the sound doesn’t resemble
stands idle, Dalia looks around and asks for help. any known beast. Go to “The Hunt.”
Healing Wallius gives him enough strength to speak
again. The party may want to investigate the spike, Let play!
so on a successful DC 13 / 15 / 17 / 19 Intelligence In this hook, the Everhungry spots the party traveling
(Investigation) check, they discover that the spike along the road. It moves further away to the east to set
is one foot long, has blood on the tip, and the part up an attack from the east side, in an attempt to make
that protrudes from the shoulder is covered with a them flee to the west. If they pursue the creature, it
slimy substance. escapes into the bog, but stays close enough to attack
However, Wallius is traumatized and is unwilling them. At any time during a trip, read or paraphrase
to recount the recent events unless the party succeeds the following:
on a DC 11 / 13 / 15 / 17 Charisma (Deception or
Persuasion) check. A failure makes Wallius cry and
tremble, trying to remember the facts. In this case, Dalia
takes the man to her house and cares for him. If the
party visits him later on, they can attempt to talk to him
again, using the same checks above. Find below what
Wallius knows based on the result of the check:
Check Result Information
Meets the DC His caravan was attacked by a horrible
monster that killed everyone but him.
+2 above the DC The monster was very fast and seemed to
have an impenetrable hide.
+5 above the DC Unlike most of its body, the creature’s
chest was reddish and fleshy-looking,
and one of the guards managed to put a
crossbow bolt into it before he was killed.
Wallius begs the characters to go to hunt the creature
down and destroy it to make the road safe again. He
offers the party a reward of 500 / 1000 / 2000 / 5000
gp on behalf of the Merchants Guild. Upon reaching
the location mentioned by Wallius, the party finds
two wagons with no sign of life near them. Blood
soaks the ground around the wagons and a
trail of it leads into the woods and swamp to
the east. Go to “The Hunt.”

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Travel has been uneventful, but now you hear an
uncanny, bestial sound coming from the west, where
a small woods is located. A sharp sound follows and
The Hunt
wicked-looking spikes fly in your direction. Once inside the hunting grounds, the Everhungry
Roll initiative. Take into consideration that the stalks the party for a while, harrying them, before it
primary goal of the Everhungry is to lure the party enters its kill mode to finish them off. The fight occurs
into its hunting grounds. Once it has done that, go in the map below.
to “The Hunt.”

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The Terrain that character falls unconscious, the predator attacks
The terrain is divided in four types, listed below. This them while they are unconscious; if the party revives
is important because the Everhungry varies its features the character, the Everhungry attacks the same
based on the terrain it’s currently in. character once more.
Below are some of the strategies for the Everhungry:
• Coast: the sand and sea areas Ranged Capabilities Assessment. The Everhungry
• Forest: the bright green areas begins combat focusing more on Tentacle Spike attacks
• Mountain: the gray rocky areas in order to see how well the party fares in ranged
• Swamp: the dark green areas combat. It uses this information during the rest of the
combat. If the party manages to wound it in ranged
Strategies combat, it makes use of cover whenever possible. It also
Everhungry is an otherwordly predator, smart, identifies those characters who are the most capable in
merciless, and ruthless. While it’s not used to facing ranged combat and attempts to eliminate them first.
foes who can actually pose a challenge, it doesn’t fight Melee Combat. The Everhungry prefers to attack
blindly to death. This is a highly mobile creature, both isolated foes but isn’t afraid of being surrounded,
in offense and on the defensive side of a fight. The thanks to its Avid Predator, Screeching Howl, and
predator is in play mode, toying with the party until Defensive Maneuver traits, which allow it to quickly
they reduce it to half its maximum hit points. Once this close in and back out a group of enemies, if necessary.
happens, the Everhungry goes into kill mode. Tactical Retreat. Whenever it takes too much damage
Play Mode. The Everhungry doesn’t attack on a round, it either uses its Defensive Maneuver or
unconsicous characters and doesn’t focus fire on Screeching Howl to remove itself from danger and
anyone. In this mode, it also doesn’t grapple characters regenerate. Once healed, it makes use of its high stealth
with its tail attack. capabilities to track the party using either traditional
Kill Mode. The Everhungry focuses its attacks on methods (Survival skills) or simply by moving toward a
what it perceives as the most dangerous character; if marked creature.

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Bait and Lure. If taking characters one by one proves The Everhungry doesn’t follow characters too far
difficult, it retreats and moves away from the party, away from the road, preferring to return to its lair.
attempting to lure them into the spike traps it places. Scaling the Combat
It lures them with its sound and attacks them if they Tier Level Range Everyhungry Version
fall into the trap. If they spot the spike and avoid it, it 1 2–3 Tier 1, without Damage Resistance
doesn’t try this a second time. 1 4 Tier 1
Coast Fighting. The Everhungry makes use of its 2 5–6 Tier 1 with 70 hit points
burrow speed to position itself better, being able to 2 7–8 Tier 2, without Damage Resistance
reach cover safely. 2 9–10 Tier 2
Forest Fighting. Cover is plentiful; it can also climb 3 11–13 Tier 3, without Damage Resistance
treetops to attack characters from a distance. Hiding is 3 14–16 Tier 3
especially easy in the forest. It prefers to fight subtly in 4 17–18 Tier 4, without Damage Resistance
this environment.
4 19–20 Tier 4
Mountain Fighting. Although making use of the high
ground for both vision and ranged attacks provide
Developments
advantages, these locations make Everhungry an
If the party has managed to deal damage to the
obvious target, so it usually avoids those options unless
Everhungry equal to or more than half its maximum hit
there are clear strategic benefits. For example, if the
points, and the creature hasn’t dropped any character
party is on the beach, it could sneak through the central
to zero hit points after any number of rounds you
rock on the west side to ambush them.
consider long enough, it flees the scene and leaves
Swamp Fighting. Similar to the forest, the Everhungry
the area entirely, finding another place to settle. In
hides in the water and moves slowly to reach the
that case, the party can still claim the reward from the
party. In kill mode, it can drag grappled characters into
merchant if they received the quest from that hook.
the water to drown them, as it’s easier than trying to
strangle them with its tail. Outcomes
Some of the possible outcomes are listed below:
Don’t Run • The party faces and kills the Everhungry
If you feel that your players are frustrated with the
constant escapes and stealth gambits from the Everhungry,
• The group manages to escape the predator
have the creature engage them again once fully healed and • The characters fail and become the Everhungry’s next
fight in melee until it’s gravely wounded, forcing the party to meal
give chase in order to prevent the creature from regenerating
back to full hit points again. Rewards
If the party defeats the Everhungry, award them XP
equal to a Deadly encounter in addition to the XP of
how To Kill iT? the combat itself.
Its high mobility and regeneration, coupled with
its high armor class, make it hard to bring down the
Everhungry. Poisoning is the best way to defeat the
creature. The first time the party damages the creature
with poison, let them know that it seems to be more
effective than other kinds of damage because its
wounds didn’t heal.
If the party has no means of inflicting poison damage,
they can find poisonous plants atop the southeast
mound. Any character coming in contact with one
of the plants must succeed on a DC 12 / 14 / 16 / 18
Constitution saving throw or become poisoned for one
minute. Any character can use an action to coat their
weapon with poison from the leaves. The next hit from
a poisoned weapon deals additional 1d6 / 2d6 / 3d6 /
4d6 poison damage.

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The Everhungry (Tier 1) Tentacle Spike. Ranged Weapon Attack: +7 to hit, range
Large Aberration, Chaotic Evil 100/200 ft., one target. Hit: 7 (1d6 + 4) piercing damage. If
— the Everhungry hits the same creature three times as part of
Armor Class 18 (natural armor) the multiattack action, the creature must succeed on a DC 15
Hit Points 68 (8d10 + 24) Strength saving throw or be knocked prone.
Speed 40 ft.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.

STR DEX CON INT WIS CHA Hit: 7 (1d6 + 4) slashing damage. If the target is a creature, it is
18 (+4) 19 (+4) 16 (+3) 17 (­+3) 14 (+2) 13 (+1) marked by the Everhungry. While marked, the Everhungry knows
the creature’s exact location as long as the Everhungry is within

Saving Throws Str +7, Dex +7, Wis +5 500 ft. of it. If the creature is healed back to maximum hit points,
Skills Athletics +7, Perception +8, Stealth +10, Survival +8 the mark ends. The Everhungry can have only one marked
Damage Resistances bludgeoning, piercing, and slashing from creature at a time.
nonmagical attacks
Senses passive Perception 18 Screeching Howl (Recharges 5–6). Any creature within 30 ft.
Languages Deep Speech of the Everhungry succeed on a DC 12 Constitution saving throw
Challenge 5 (1,800 XP) Proficiency Bonus +3 or take 3 (1d6) psychic damage. It can’t take reactions until the
end of its next turn. The Everhungry then takes the Dash action.

Terrain Chameleon. The Everhungry gains features based on Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature.
the type of terrain it is currently in: Hit: 6 (1d4 + 4) bludgeoning damage and the creature is
Coast. It gains a burrow speed of 20 ft. and a swim grappled (escape DC 15). The Everhungry can only have one
speed of 30 ft. grappled creature at a time. The Everhungry can repeat this
Forest. It has advantage on Dexterity (Stealth) checks. attack against a grappled target and on a hit, it wraps its other
Mountain. It gains a climb speed of 40 ft. and cannot be tail around the creature’s neck and strangles it. The creature
knocked prone. is considered to be suffocating. At this point, succeeding in an
Swamp. It gains a swim speed of 30 ft. and can hold its breath escape check frees the creature from the strangling, but not
for 15 minutes. from the grapple. Another successful escape check is required to
Keen Tracker. The Everhungry has advantage on Wisdom break completely free.
(Perception and Survival) checks.
Reactions
Legendary Resistance (1/Day). If the Everhungry fails a saving Defensive Maneuver. When the Everhungry suffers a critical
throw, it can choose to succeed instead. hit, it can move half its speed without provoking attacks of
Regeneration. The Everhungry regains 5 hit points at the start opportunity and takes the Hide action.
of its turn if it has at least 1 hit point remaining. If the Everhungry
takes poison damage, this trait doesn’t function at the start of Legendary Actions
the Everhungry’s next turn. The Everhungry can take 2 legendary actions, choosing from
the options below. Only one legendary action option can be
Weak Spots. The Everhungry is protected by a thick hide which
used at a time and only at the end of another creature’s turn.
makes it hard to damage, though it has some weak spots on
The Everhungry regains spent legendary actions at the start
the torso, neck, and face. When a creature scores a critical hit
of its turn.
against the Everhungry, it can triple the dice instead of doubling
them when rolling the damage. In addition, any hits on the
Aggressive. The Everhungry makes a Claw, Tentacle Spike, or
Everhungry with an attack roll that surpasses its armor class by 5
Tail attack.
or more is considered a standard critical hit (double the dice).
Avid Predator (Costs 2 Actions). The Everhungry moves up to
its speed toward a creature.
Actions Spike Trap (Costs 2 Actions). The Everhungry hits a point
Multiattack. The Everhungry makes two melee attacks, only one on the ground 30 ft. from it with a rock-like spike. The spike
of which can be a Bite, or it makes three Tentacle Spike attacks. resembles a small, natural rock and requires a successful DC
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 Wisdom (Perception) check to spot as a trap. Any creature
9 (2d4 + 4) piercing damage. This attack is made with advantage who moves within 10 ft. of the spike causes it to explode in a
against a creature grappled by the Everhungry’s tail. blast of smaller sharp spikes. Any creature within 10 ft. of the
spike must succeed on a DC 15 Dexterity saving throw or take
14 (4d6) piercing damage. On a success, the creature takes
half as much damage.

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The Everhungry (Tier 11) Tentacle Spike. Ranged Weapon Attack: +9 to hit, range
Large Aberration, Chaotic Evil 100/200 ft., one target. Hit: 10 (1d10 + 5) piercing damage. If
— the Everhungry hits the same creature three times as part of
Armor Class 19 (natural armor) the multiattack action, the creature must succeed in a DC 17
Hit Points 190 (20d10 + 80) Strength saving throw or be knocked prone.
Speed 40 ft.
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.

STR DEX CON INT WIS CHA Hit: 10 (1d10 + 5) slashing damage. If the target is a creature,
20 (+5) 20 (+5) 18 (+4) 17 (­+3) 14 (+2) 13 (+1) it is marked by the Everhungry. While marked, the Everhungry
knows the creature’s exact location as long as the Everhungry

Saving Throws Str +9, Dex +9, Wis +6 is within 500 ft. of it. If the creature is healed back to maximum
Skills Athletics +9, Perception +10, Stealth +13, Survival +10 hit points, the mark ends. The Everhungry can have only one
Damage Resistances bludgeoning, piercing, and slashing from marked creature at a time.
nonmagical attacks
Senses passive Perception 20 Screeching Howl (Recharges 5–6). Any creature within 30 ft.
Languages Deep Speech of the Everhungry must succeed on a DC 13 Constitution saving
Challenge 10 (5,900 XP) Proficiency Bonus +4 throw or take 7 (2d6) psychic damage. It can’t take reactions
until the end of its next turn. The Everhungry then takes the

Terrain Chameleon. The Everhungry gains features based on Dash action.
the type of terrain it is currently in: Tail. Melee Weapon Attack: +9 to hit, reach 10 ft., one creature.
Coast. It gains a burrow speed of 20 ft. and a swim Hit: 9 (1d8 + 5) bludgeoning damage and the creature is
speed of 30 ft. grappled (escape DC 17). The Everhungry can only have one
Forest. It has advantage on Dexterity (Stealth) checks. grappled creature at a time. The Everhungry can repeat this
Mountain. It gains a climb speed of 40 ft. and cannot be attack against a grappled target and on a hit, it wraps its other
knocked prone. tail around the creature’s neck and strangles it. The creature
Swamp. It gains a swim speed of 30 ft. and can hold its breath is considered to be suffocating. At this point, succeeding in an
for 15 minutes. escape check frees the creature from the strangling, but not
Keen Tracker. The Everhungry has advantage on Wisdom from the grapple. Another successful escape check is needed to
(Perception and Survival) checks. break completely free.

Legendary Resistance (2/Day). If the Everhungry fails a saving Reactions


throw, it can choose to succeed instead. Defensive Maneuver. When the Everhungry suffers a critical
Regeneration. The Everhungry regains 5 hit points at the start hit, it can move half its speed without provoking attacks of
of its turn if it has at least 1 hit point remaining. If the Everhungry opportunity and takes the Hide action.
takes poison damage, this trait doesn’t function at the start of
the Everhungry’s next turn. Legendary Actions
The Everhungry can take 2 legendary actions, choosing from
Weak Spots. The Everhungry is protected by a thick hide which
the options below. Only one legendary action option can be
makes it hard to damage, though it has some weak spots on
used at a time and only at the end of another creature’s turn.
the torso, neck, and face. When a creature scores a critical hit
The Everhungry regains spent legendary actions at the start
against the Everhungry, it can triple the dice instead of doubling
of its turn.
them when rolling the damage. In addition, any hits on the
Everhungry with an attack roll that surpasses its armor class by 5
Aggressive. The Everhungry makes a Claw, Tentacle Spike, or
or more is considered a standard critical hit (double the dice).
Tail attack.
Avid Predator (Costs 2 Actions). The Everhungry moves up to
Actions its speed toward a creature.
Multiattack. The Everhungry makes two melee attacks, only one Spike Trap (Costs 2 actions). The Everhungry hits a point
of which can be a Bite, or it makes three Tentacle Spike attacks. on the ground 30 ft. from it with a rock-like spike. The spike
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. resembles a small, natural rock and requires a successful DC
Hit: 12 (2d6 + 5) piercing damage. This attack is made with 15 Wisdom (Perception) check to spot as a trap. Any creature
advantage against a creature grappled by the Everhungry’s tail. who moves within 10 ft. of the spike causes it to explode in a
blast of smaller sharp spikes. Any creature within 10 ft. of the
spike must succeed on a DC 17 Dexterity saving throw or take
21 (6d6) piercing damage. On a success, the creature takes
half as much damage.

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The Everhungry (Tier 111) Tentacle Spike. Ranged Weapon Attack: +11 to hit, range
Large Aberration, Chaotic Evil 100/200 ft., one target. Hit: 13 (2d6 + 6) piercing damage. If
— the Everhungry hits the same creature three times as part of
Armor Class 19 (natural armor) the multiattack action, the creature must succeed in a DC 19
Hit Points 190 (20d10 + 80) Strength saving throw or be knocked prone.
Speed 40 ft.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target.

STR DEX CON INT WIS CHA Hit: 15 (2d8 + 6) slashing damage. If the target is a creature, it’s
22 (+6) 23 (+6) 20 (+5) 17 (­+3) 14 (+2) 13 (+1) marked by the Everhungry. While marked, the Everhungry knows
the creature’s exact location as long as the Everhungry is within

Saving Throws Str +11, Dex +11, Wis +7 500 ft. of it. If the creature is healed back to maximum hit points,
Skills Athletics +11, Perception +12, Stealth +16, Survival +12 the mark ends. The Everhungry can have only one marked
Damage Resistance bludgeoning, piercing, and slashing from creature at a time.
attacks that aren’t adamantine
Senses passive Perception 22 Screeching Howl (Recharges 5–6). Any creature within 30 ft.
Languages Deep Speech of the Everhungry must succeed on a DC 14 Constitution saving
Challenge 16 (15,000 XP) Proficiency Bonus +5 throw or take 10 (3d6) psychic damage. It can’t take reactions
until the end of its next turn. The Everhungry then takes the

Terrain Chameleon. The Everhungry gains features based on Dash action.
the type of terrain it is currently in: Tail. Melee Weapon Attack: +11 to hit, reach 10 ft., one creature.
Coast. It gains a burrow speed of 20 ft. and a swim Hit: 12 (1d12 + 6) bludgeoning damage and the creature is
speed of 30 ft. grappled (escape DC 19). The Everhungry can only have one
Forest. It has advantage on Dexterity (Stealth) checks. grappled creature at a time. The Everhungry can repeat this
Mountain. It gains a climb speed of 40 ft. and cannot be attack against a grappled target and on a hit, it wraps its other
knocked prone. tail around the creature’s neck and strangles it. The creature
Swamp. It gains a swim speed of 30 ft. and can hold its breath is considered to be suffocating. At this point, succeeding in an
for 15 minutes. escape check frees the creature from the strangling, but not
Keen Tracker. The Everhungry has advantage on Wisdom from the grapple. Another successful escape check is needed to
(Perception and Survival) checks. break completely free.

Legendary Resistance (3/Day). If the Everhungry fails a saving Reactions


throw, it can choose to succeed instead. Defensive Maneuver. When the Everhungry suffers a critical
Regeneration. The Everhungry regains 10 hit points at the start hit, it can move half its speed without provoking attacks of
of its turn if it has at least 1 hit point remaining. If the Everhungry opportunity and takes the Hide action.
takes poison damage, this trait doesn’t function at the start of
the Everhungry’s next turn. Legendary Actions
The Everhungry can take 3 legendary actions, choosing from
Weak Spots. The Everhungry is protected by a thick hide which
the options below. Only one legendary action option can be
makes it hard to damage, though it has some weak spots on
used at a time and only at the end of another creature’s turn.
the torso, neck, and face. When a creature scores a critical hit
The Everhungry regains spent legendary actions at the start
against the Everhungry, it can triple the dice instead of doubling
of its turn.
them when rolling the damage. In addition, any hits on the
Everhungry with an attack roll that surpasses its armor class by 5
Aggressive. The Everhungry makes a Claw, Tentacle Spike, or
or more is considered a standard critical hit (double the dice).
Tail attack.
Avid Predator (Costs 2 actions). The Everhungry moves up to
Actions its speed toward a creature.
Multiattack. The Everhungry makes three melee attacks, Spike Trap (Costs 2 actions). The Everhungry hits a point
only one of which can be a Bite, or it makes four Tentacle on the ground 30 ft. from itwith a rock-like spike. The spike
Spike attacks. resembles a small, natural rock and requires a successful DC
Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. 17 Wisdom (Perception) check to spot as a trap. Any creature
Hit: 16 (3d6 + 6) piercing damage. This attack is made with who moves within 10 ft. of the spike causes it to explode in a
advantage against a creature grappled by the Everhungry’s tail. blast of smaller sharp spikes. Any creature within 10 ft. of the
spike must succeed on a DC 19 Dexterity saving throw or take
28 (8d6) piercing damage. On a success, the creature takes
half as much damage.

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The Everhungry (Tier 1v) Tentacle Spike. Ranged Weapon Attack: +14 to hit, range
Large Aberration, Chaotic Evil 100/200 ft., one target. Hit: 18 (2d10 + 7) piercing damage. If
— the Everhungry hits the same creature three times as part of
Armor Class 25 (natural armor) the multiattack action, the creature must succeed in a DC 22
Hit Points 345 (30d10 + 180) Strength saving throw or be knocked prone.
Speed 40 ft.
Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target.

STR DEX CON INT WIS CHA Hit: 20 (2d12 + 7) slashing damage. If the target is a creature, it’s
25 (+7) 24 (+7) 23 (+6) 17 (­+3) 14 (+2) 13 (+1) marked by the Everhungry. While marked, the Everhungry knows
the creature’s exact location as long as the Everhungry is within

Saving Throws Str +14, Dex +14, Wis +9 500 ft. of it. If the creature is healed back to maximum hit points,
Skills Athletics +14, Perception +16, Stealth +21, Survival +16 the mark ends. The Everhungry can have only one marked
Damage Resistance bludgeoning, piercing, and slashing from creature at a time.
attacks that aren’t adamantine
Senses passive Perception 26 Tail. Melee Weapon Attack: +14 to hit, reach 10 ft., one creature.
Languages Deep Speech Hit: 17 (2d10 + 6) bludgeoning damage and the creature is
Challenge 22 (41,000 XP) Proficiency Bonus +7 grappled (escape DC 22). The Everhungry can only have one
grappled creature at a time. The Everhungry can repeat this

Terrain Chameleon. The Everhungry gains features based on attack against a grappled target and on a hit, it wraps its other
the type of terrain it is currently in: tail around the creature’s neck and strangles it. The creature
is considered to be suffocating. At this point, succeeding in
Coast. It gains a burrow speed of 20 ft. and a swim an escape check frees the creature from the strangling, but
speed of 30 ft. not from the tail. Another escape attempt is needed to break
Forest. It has advantage on Dexterity (Stealth) checks. completely free.
Mountain. It gains a climb speed of 40 ft. and cannot be
knocked prone. Screeching Howl (Recharges 5–6). Any creature within 30 ft.
Swamp. It gains a swim speed of 30 ft. and can hold its breath of the Everhungry must succeed on a DC 15 Constitution saving
for 15 minutes. throw or take 14 (4d6) psychic damage. It can’t take reactions
Keen Tracker. The Everhungry has advantage on Wisdom until the end of its next turn. The Everhungry then takes the
(Perception and Survival) checks. Dash action.

Legendary Resistance (3/Day). If the Everhungry fails a saving Reactions


throw, it can choose to succeed instead. Defensive Maneuver. When the Everhungry suffers a critical
Regeneration. The Everhungry regains 20 hit points at the start hit, it can move half its speed without provoking attacks of
of its turn if it has at least 1 hit point remaining. If the Everhungry opportunity and takes the Hide action.
takes poison damage, this trait doesn’t function at the start of
the Everhungry’s next turn. Legendary Actions
The Everhungry can take 3 legendary actions, choosing from
Weak Spots. The Everhungry is protected by a thick hide which
the options below. Only one legendary action option can be
makes it hard to damage, though it has some weak spots on
used at a time and only at the end of another creature’s turn.
the torso, neck, and face. When a creature scores a critical hit
The Everhungry regains spent legendary actions at the start
against the Everhungry, it can triple the dice instead of doubling
of its turn.
them when rolling the damage. In addition, any hits on the
Everhungry with an attack roll that surpasses its armor class by 5
Aggressive. The Everhungry makes a Claw, Tentacle Spike, or
or more is considered a standard critical hit (double the dice).
Tail attack.
Avid Predator (Costs 2 actions). The Everhungry moves up to
Actions its speed toward a creature.
Multiattack. The Everhungry makes three melee attacks, Spike Trap (Costs 2 actions). The Everhungry hits a point
only one of which can be a Bite, or it makes four Tentacle on the ground 30 ft. from it with a rock-like spike. The spike
Spike attacks. resembles a small, natural rock and requires a successful DC
Bite. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. 19 Wisdom (Perception) check to spot as a trap. Any creature
Hit: 25 (4d8 + 7) piercing damage. This attack is made with who moves within 10 ft. of the spike causes it to explode in a
advantage against a creature grappled by the Everhungry’s tail. blast of smaller sharp spikes. Any creature within 10 ft. of the
spike must succeed on a DC 22 Dexterity saving throw or take
39 (6d12) piercing damage. On a success, the creature takes
half as much damage.

9
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Copyright 2000, Wizards of the Coast, LLC. System
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Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris
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Perkins, Rodney Thompson, Peter Lee, James Wyatt,
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Townshend, based on original material by E. Gary Gygax
to any Open Game Content distributed using this License.
and Dave Arneson.
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Amazing Encounters & Places “The Hunt” Copyright 2021
You indicate Your acceptance of the terms of this License.
Christian Zeuch
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10

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