You are on page 1of 51
AT Ss Crepits Dungeons & Dragons Copyright © 2014 Wizards ofthe Coast LLC, Dungeons & Dragons, D&D, Player's Handbook, Dungeon Master's Guide, and al other Wiards ofthe Coast product names and their respective logos are trademarks of Wizards ofthe Coast. D&D Lead Designers: Mike Mears, jeremy Crawford Design Team: Christopher Perkins, James Wyatt, Rodney Thompson, Rober |. Schwalb, Peter Lee, Steve Townshend, Bruce R. Cordell Open Game License v1.02 Copyright © 2000, Wizards of the Coast, LLC. System Reference Document 5.1 Copyright © 2016, Wizards of the Coast, Inc. Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thornpson, Peter Lee, arnes Wyatt, Robert). Schwalb, Bruce R. Cordell, Chris Sims, and eve Townshend, based on original enaterial by E. Cary Gygax and Dave Arneson, The Elder Scrolls Copyright © 2014 Bethesda Softworks LLC, a ZeniMax Media company. The Elder Scrolls, Bethesda Softworks, ZeniMax and thei respective logos are registered trademarks of Zeni- Max Media Inc. All Rights Reserved, At All artis used without permission. Artis expected to be property of Bethesda Softworks LLC, unless noted otherwise, Please correct any inaccuracies to the author ofthis website and credit will be given as appropriate. Known artists include: Lucas Slorninski, Meg Stecker, Ricardo Graham, Stephen Mabee, and Steve Shi, Unofficial Elder Scrolls Tabletop Roleplaying Game Lead Desigrer/Writer: Michael Bonar Special Thanks Ben Allen, Ceriakking, Choji8oy, Emilio HF, EnricoDandolo, Fflouke, HansRaider, Laser Rifle, LoPanda, Marian, MeriW, Muatra, Myrrdin, Rydiculous, TES Fan Girl, The Thieving. Mick, Timothy Hyche, Sandals & Storms, Tjevar Lidegran, UESP, Wes Wisdom, Whistlehunter, everyone on discord, and everyone who has supported this projec. Intellectual Property The information contained inthis booklet is an unofficial fan rmade project. This work is not for profit and its commercial distribution to anyone under any circumstances is strictly prohibited First Release: May 2019, CONTENTS About This Book, ‘Weleome to Murkmire ‘Traveling Through Murkmire Deep Fever Disease Additional Rules. Chapter 1: Player Options. Races, Naga. Factions. yrodilc Collections. ‘Tibes of Murkmize. Backgrounds, ‘Murlamice Tribe Member Chapter 2: Treasures. Magic I Chapter 3: Monsters, Stat Blocks by Creature Type Argonian Behemoth Bear Lizard Bog Blight Hacking Haj Mota Hemonculous Hoarvor. Mireguant iver Tell Swamp Leviathan, Stranger. Strangler Alpha Voriplasm, Voriplasmic Taj Mota Voriplasimic Skeleton Wamast: Miscellaneous Creatures Copper Tongued Skink Crocodile. Giant Crocodile Kotu Gava, Kotu Gava Broodmether Muderab, Poisonous Swamp Jelly ‘Shroom Beetle ‘Swamp Jelly. ‘Swarm of Kotu Gava Nonplayer Characters. ‘Argonian Venomshot. ‘Black Marsh Warden Explorer Hist Speaker Naga Skirmisher [Naga Warrior. Shadowseale Fiendish Flora Catapult Cabbage Gas Blossom, Lantern Mantis ‘Scuttle Bloom ‘Satie Pitcher Appendix A: Monsters Lists ‘Monster by Challenge Rating 36 36 36 36 37 37 37 38 39 39 40 40 Al AL 42 42 42 4a a4 45 46 aT 49 49 Asout THIS BOOK jurkmire is an ineredibly dangerous place, for both the locals and new- comers. This book highlights many of those dangers, with 31 original stat blocks of monsters, beasts, and pBples who can be found in the swamps of Black Marsh. Monsters aren't the only dangers in the deep of Murkanize. This book also highlights some of the more perilous flora that can be found, and which should be avoided, if possible. ‘Although the threats of Murkmire make up a large portion of the pages, this book also covers the different types of people that ean be found living in or exploring through the marsh. Chapter 1 includes new player options, including a new subrace of Argonians: the Naga. along with two factions that your character might be apart of or come across ‘hile delving through the thick muddy morass. Chapter 2 provides 18 new magie and mundane items and treasures that can help you stave off many of the deadly threats. WELCOME TO MURKMIRE Aside from the coastal settlement of Lilmoth, Murkmire is mostly untamed swamplands that have been left to grow unhindered by the local tribes. The beauty of the natural landscape, untouched by man or mer, along with the promise of forgotten and unguarded treasures, gathers the attention of a diverse set of travelers, ‘The last time any part of Murkmire was seen in game was in the first of the Ider Scrolls series: Arena. Released in 1994, the limited graphic capabilities required a lot of imagination to really take in the wondrous and alien nature of the Argonians, In 2009 we were given a new glimpse of Lilmoth, this time with the written word. Several of the characters featured in the Greg Keyes novel, The Infernal City, lived in the city. It wasn't until late 2018 that we were able to truly see the wild beauty of Murkmire with the release of ‘a DLC of the same name in Elder Scrolls Online. We were able to learn about the unique creatures and tribes that live in the marsh, and learn more about how the Argonians look at life—a way that is truly alien to many of us, in world and out. ‘THE MENACING MIRE Unfettered beauty might draw sightscers into the wilds, but the dangers of Murkanire quickly consumes those who do not travel with a seasoned guide, Only the bravest and boldest—and maybe the reckless—can make their way into the swamps without fear, but even they need to be prepared. or ‘the deep murk will devour them too. Completing even simple tasks in the murk can prove deadly. Simply gathering food is a dangerous proposition, even for Argonians. Salted meat imported in from other settlements proves to be the safest way to sustain yourself, and its preserved nature allows it to not rot so easily in the dampness. of the swamp. If you are looking to find fresh ingredients to make local cuisine, it's best to bring a guide with you, There are many good looking foods that grow out in the wilds—knifeberries, toadskin peppers. ghost truflles—but these foods will kill ‘most anyone who eats them. Without a guide, explorers can easily starve in the marsh. Stepping outside the walls of Lilmoth offers far more dangers than simply finding food that won't Kill you, and it's just as likely that you will be seen, a food to something else, Even the most mundane setbacks can turn into mortal dangers in the swamp, Swarms of flesh flies threatens anyone who hasn't come prepared with deterrents. These billowing clouds of buzzing pain can quickly wear down even the most hardened explorers. Being bitten by poisonous snakes or spiky snails can quickly end an expedition. It's best to have a hearty supply of reliable curatives if the need should arise, and it likely wil, TRAVELING THROUGH MURKMIRE Making your way through the overgrown swamps is difficult, even for the local tribes. If the living dangers weren't enough, the thick mud and fiendish flora slows down any travel, and the constant and sudden storms can easily disorient diligent navigators. The weather of Murkmire is. known to be nastier than a crocodile's bite. Explorers who take on the task of making their ‘way through the mire will face a series of difficulties. Travel speed is reduced, even for native argonians and expert guides, Outsiders have an especially difficult time navigating their way, as anyone who doesn't have a deep connection with the Hist can easily get lost. Food that won't poison you is scarce, and the water found in the rivers carry diseases that can end an adventure in an. unceremonious way. Dehydration and starvation are serious considerations and can make tracking fresh water and food exciting and terrifying, Deep Fever DISEASE Without the appropriate protection, flesh-flies start off as a nuisance but can quickly put an end to an adventure, Bug-repellent candles (chapter 2) is the best way to stave off the pesky insects, Each creature who spends a day traveling in the Mire without such precautions, or a creature that attempts a short of long rest in the wilderness, must succeed on a DC 11 Endurance saving throw or risk being infected by the Deep Fever disease. ‘The symptoms of the disease appear after 1d12 hours after being infected, ‘Once the symptoms begin, the infected creature has the following effects: + their speed is reduced by 5 * they only regain half the normal number of hit points from spending Hit Dice during a short rest. * they regains hit points as normal after a long. rest, but gain one level of exhaustion. At the end of a long rest, an infected creature repeats the saving throw, shaking off the disease on a successful save, ADDITIONAL RULES Ifyou are looking for more concrete rules and tools to help you with your Murkmire expedition, take a look through the Duncsons a Deacons adventure ‘Tomb of Annihilation. The book is full of rules for travel distance, navigation, diseases, and survival tools, as well as fantastic puzzles and locations that should easily fit right in with the untamed wilds of Black Marsh. CHAPTER 1: PLAYER OPTIONS yy. croes that come to Murkmire are usually in search of adventure and challenge, or treasure and plunder. Heroes that live in Murkamire are often just trying to ® survive, dealing with the everyday challenges that come from living in the swamps, or fending off the cataclysmic events that make appearances with each generation. ‘The further you venture into the marsh, the more you'll come across the lesser known breeds of ‘Argonians. Some breeds that anthropologists know about, but have never seen, are the Paatru, toad- like humanoids, and the Sarpa. which are winged ‘Argonians. While you still won't find them here, in this chapter we take look at the Naga, a subrace of the Argonians who are native to the lands of Murkmire. Factions are also covered in this chapter, Argonians born in Murkmire are likely part of a tribe, beholden to their Hist, Several of these tribes, are briefly discussed, giving ideas on what makes cach tribe unique. Whether it's their ideals or their appearance that differs between tribes, these traits, are often dependent on the Hist tree they belong to. Heroes that come to Murkmire may have been lured in by Cyrodilie Collections and their promise of adventure and riches, These explorers and historians have ambitious goals that attract all kinds of individuals. RACES Argonians are mostly found throughout Tamriel, but the lesser known breeds are hardly seen. outside the deep bogs of Black Marsh. If you're a player, work with your DM before making a Naga character. If your campaign takes place outside of the depths of Black Marsh. some DMs may need a good reason with why a Naga would leave their homeland. It might create an interesting challenge for some players to have their character questioned by every guard or commoner they come across, but it might not be the experience everyone is looking for. NAGA One of the lesser known breeds of Argonians are known as the Naga. They mostly live in the inner, swamps of the Black Marsh and are hardly ever seen in other parts of Tamriel. While they share ‘many similarities with their other Argonian cousins, they have a distinct snake-like appearance, FEARED WARRIORS ‘To outsiders, the Naga are feared and often avoided. While many outsiders to the Black Marsh have very little contact with the Naga, their notoriety of being brutal and fearsome warriors spreads widely. The tribeless Naga are often painted as bandits and ‘thugs who scour the lands, kidnapping, robbing, and murdering outsiders. While this might not be necessarily untrue, the Naga themselves simply Jook at the world differently. An Imperial might consider it stealing if someone took supplies from their camp, a Naga might sec the items as abandoned, available to anyone who claims it. A [Naga might consider taking an Imperial as resource gathering, rather than kidnapping, and murder is often seen as defense. For the Naga who join under one hist, these tribes are often proud and skilled warriors who trai constantly. Life is often viewed as a constant fight and these Naga take great pride in producing the strongest fighters, In order to survive the harsh wilds of Murkmire, the Naga keep their traditions, close as a way to continue their survival. NaGa NAMES Most Naga are born in their tribal lands, and they: use the same naming conventions as other Argonians, preferring names in their native Jel tongue. NAGA TRAITS Naga share many of the same traits as their Saxhleel cousins, but have some notable differences, Their Attribute Score Improvernent Alignment, Size, and Appearance traits are different as noted below. Refer to the Subrace trait for a list of traits that remain, and see the following traits unique to the Naga. Attribute Score Improvement. The Naga increase their Endurance by 1, rather than their Intelligence. ‘Alignment. The Naga of Murkmire are raised in communities that value discipline and strength. ‘They are generally have a neutral outlook, but can range from lawful to chaotic, depending on the tribe, philosophy, and connection to Sithis. Size. Tall and slender, Naga stand 7 to 8 feet tall on average and usually weigh less than 250 pounds. Your size is medium, “Appearance. Like their Argonian cousins, Naga come with unique cranial features and colouring. ‘Their frills and ridges tend to be more snake-like in nature and they have large mouths with needle-like fangs. ‘Subrace. The Naga is a subrace of the Argonian. and shares many of their traits, including their Age. Speed. Argonian Combat Proficiency. Argonian Resilience, Bite, Protective Seales, Water breathing, and Languages. Perseverance. You gain proficiency in the Survival skill. Strength of the Hist. You can call on the Hist to provide its strength when you need il most, As a bonus action, your scales harden and your bite becomes even more deadly for the next minute. Your Bite now deals piercing damage equal to 246 + your Strength modifier, and the armor provided by your Protective Scales trait increases to 14 + your ‘Agility modifier, ‘Once you use this trait, you must finish a long rest before you can do so again. HEIGHT AND WEIGHT ‘You may roll for your character's height and weight on the Random Height and Weight table. The roll in the Height Modifier column adds a number (in inches) to the character's base height. To get a ‘weight, multiply the number you rolled for in height by the roll in the Weight Modifier column and add the result (in pounds) to the base weight. RANDOM HEIGHT AND WEIGHT fk Base Base Height Weight ace Height Weight Modifier Modifier Negs 62" ol, yadi0. x (2a) FACTIONS In the swamps of Murkmire there are few collectives that stand out as exclusive to the mire. The Argonian tribes are the most obvious and apparent of such groups of people. If you visit the Imperial colony of Lilmoth, you are likely to happen across the other faction: Cyrodilic Collections. While the tribes of Murkmire are exclusive to those Argonians that are born into the tribe, Cyrodilic Collections is a voluntary association with like minded people. Another association exclusive to Black Marsh, although not Murkmire, is the Shadowscales, Argonian assassins in service of Sithis and the Dark Brotherhood. Even though you can find ‘Tamrie!’s more typical guilds, such as merchant organizations, the Fighter's Guild, and the Thieves Guild, only Cyrodilic Collections and the Tribes of Murkmire are unique and are outlined below. CyYRODILIC COLLECTIONS Whether based on an academic pursuit of knowledge or simple fascination, the members of Cyrodilic Collections have a deep and abiding respect for the Argonian culture, This fellowship of historians are dedicated to finding, retrieving, and restoring lost treasures of the Argonians, They are historic investigators who research and seek out antiquities stolen from the Argonian homeland. KEEPING THE PasT Argonians themselves don't seem to care about ‘their history all that much. They live in the now. Past and future are concepts that are totally foreign to them. To them, the past is dead and gone and best forgotten, Murkmire Argonians believe that everything is temporary, so they generally let nature take its course, which makes expeditions to find lost relics even more difficult, but also more exciting While most Argonians are far more interested in the here and now, the members of Cyrodilic Collections are fascinated by the past, Their goal is to collect and preserve these artifacts for future generations. ‘So much of the Argonian’s unique history has been lost, and they intend to discover these lost tales and. share them with the world. REsOURCE MANAGEMENT All of this, of course, costs money. The expensive gifts or bribes needed to get leads on possible relics, Finding and paying explorers who are willing to risk their lives for old, dusty tablets. Funding the dangerous expeditions requires appropriate transportation, specific gear that is both lightweight and versatile, and the necessary supplies and rations. To top it all off, you then need enough real estate to house the priceless goods when their found and keep them secure ‘Talented negotiators and smooth talkers are necessary to find the wealthy benefactors who are willing to fund the operations of Cyrodilic Collections. Some of the money comes from owners who pay the explorers to retrieve their lost items and heirlooms, Philanthropists fill in a portion of the costs, and selling some of the items (o collectors is seen as a last resort if needed to keep things out of the red. GRAND PLANS sme of the artifaets are returned to their rightful owners, which is often as easy as visiting a major city, Other times, however, might require finding ong lost tribes deep in forgotten swamps. These monumental tasks turn into their own expeditions, Regardless, with each successful expedition, Cyrodilic Collections gains more fame and fortune. Each success garners attention, and attention attracts benefactors. In turn, this equals more gold to use to equip more expeditions and to purchase antiquities from collectors. Ultimately. when an item is found, it's returned to Black Marsh, Recovered relies are returned to the locations they belong, or they are at least kept sale from pillagers. When enough of these orphaned rarities are found, the intention is to open a museum; a place where these cultural artifacts can be enjayed by everyone. |OINING THE COLLECTION operating expeditions out of their office in the old Imperial settlement of Lilmoth. The small city is the southernmost port and entryway to the wild swamps of Murkmire. Merchants and travelers alike walk its muddy streets, while the rampant humidity causes everyone except the local Argonians to sweat. It is known colloquially as the Festering Jewel of Black Marsh, ‘Members are attracted to joining Cyrodilic Collections for the promise of excitement and a bit of gold. There are risks of course. Being kidnapped by the local Naga or getting trapped in a collapsing ‘ruin is definitely something to consider before signing up. Most of the associates are explorers or historians who are delighted by the mysteries of the past. ‘Smugglers, black marketers, and dastardly scoundrels sometimes infiltrate their way into the organization with the intentions of utilizing the guilds resources to find and gain access to such priceless treasures—and then putting a price on the historic relies to sell to the highest bidder, or keep the artifacts for themselves. RANK AND RENOW! ‘As you advance the goals of Cyrodilie Collections. through your adventures, you become an. increasingly important part of their activities, Your status in the guild is measured by your renown, score, As you increase that score, you gain the opportunity to advance in the ranks of the guild ‘When you join Cyrodilic Collections as a starting character, your renown score is 1. Your renown. score increases by 1 when you do something that advances the interests of the guild, such as collecting donations, and by 2 when you complete a mission that involves danger, such as retrieving a lost relic from an ancient ruin. The guild must be aware of your accomplishments for your renown to increase. At your DMs discretion, you may also increase your renown through spreading the word about Cyrodilie Collections endeavors and socializing with prominent members of society. By gaining renown as a member of Cyrodilic Collections, you can advance within the guild. Promotion through the ranks requires recognition from the current Chief Antiquarian of your office, Advancement in the guild is a reward for services rendered to the guild, rather than an automatic consequence of increased renown. As you gal renown with the guild, you gain certain benelits as described below. Ifyou commit a serious offense against the guild or its members, you lose renown within the guild, ‘The amount you lose is at the discretion of the DM. :mples of these offenses would be purposefully damaging or destroying relics and ruins, or stealing and selling the cultural artifacts for your own. benefit. Ifyour renown score drops below the threshold for a ranik, you lose the benefits and. privileges offered to you. If your renown reaches 0, you are kicked out of the guild. Even if you regain lost renown, you might find it more difficult to again secure a position or rank with Cyrodilic Collections. 10 RANK 1: WALKER Prerequisite: Renown 3 or higher in Cyrodille Collections ‘At this rank, you have shown that you are a worthy adventurer and are a welcome member of any expedition. You are trusted with simple tasks and relic retrievals that do not require the expertise of a full team of explorers. When you are in a settlement with a Cyrodilic Collections office you can sleep in their barracks. ‘They provide you with food in circumstances and pay for your funeral if needed. If you are accused of a crime, your guild offers legal support. as long as a good case can be made for your innocence or the crime was justifiable. Between adventures, you earn a salary that supports a modest lifestyle. RANK 2: EXPLORER Prerequisite: Rank 1 and renown 10 oF higher in Cyroditic Collections ‘As an explorer, you have proven that you can be relied upon as a team member in expeditions that require care and precision to protect priceless artifacts and ancient ruins. You also gain the following perk: Explorer's Eye. While adventuring in ancient ruins, dungeons, or similar sites, you are more nimble and aware of the dangers that surround you. When you make an Agility saving throw from a ‘rap, environmental hazard, or other similar threat, you can use your reaction to gain advantage on the saving throw. Once you use this perk, you must finish a short or long rest before you can do so again. ‘You continue to earn a salary that supports a modest lifestyle, but you are given more respect and your own private quarters to sleep in. RANK 3: HISTORIAN OR VETERAN ASSOCIATE Prerequisite: Rank 2 and renown 25 or higher in Cyrodilie Collections Your new title depends on your interests as they relate to the guild: ‘+ Ifyour interests are in researching artifacts and gaining information, you become a historian. You receive a specific title based on the research, you focus on, such as Historian of Xanmeer's or Historian of Deepmire. ‘+ Ifyour interests concern perfecting the expeditions that explorers and walkers go on, you become a veteran associate that oversees the adventurers, Regardless of your specific title, you can can secure ‘the aid of up to 2d4 explorers (see chapter 3 for this stat block) whenever you set out on a guild approved expedition, Between adventures, your responsibilities include organizing expeditions, researching lost artifacts and relics, the acquisition of licenses, and the paperwork required to set up such quests. These duties earn you enough money to support yourself at a comfortable lifestyle. RANK 4: CHIEF ANTIQUARIAN Prerequisite: Rank 3 and renown 50 or higher in Cyrodilic Collections AAs chief antiquarian, you assume the leadership of the Cyrodilic Collections office in one of the major settlements that their offices can be found, You gain access to all of the resources available to your office land you gain the following perk Archaic Knowledge. You gain advantage on Intelligence (History) checks on recalling information regarding relies and antiquities that you and your office seck out. Itt is impossible to Jknow the information, you know where or how you ‘might learn more, which can lead to its own adventure Your increased responsibilities earn you the funds to sustain a wealthy lifestyle TRIBES OF MURKMIRE While the tribes of Murkmire have exceptional differences, they share a powerful bond with each, other, which goes deeper than most outsiders can understand, Between the tribes, there are violent raids, poaching. and grim thievery, but the Argonians of Murkmire still look upon one another as egg- brothers and egg-sisters, Whether it's a form of enforced forgetfulness, or a culture of exceptional forgiveness, this bond defines all inter tribal relationships, ‘The tribes of Black Marsh have had to set aside their differences on countless occasions to repel invaders from Morrowind and Cyrodiil. They understand how much they rely upon one another, as cach tribe plays a major role in different means of survival, from raising crops, to building supplies, security, and protection, As People of the Root, their nebulous belief in reincarnation means that one may become a member of a different tribe in the fullness of time, Several of the tribes of Murkmire are briefly described below. BLack-TonGuEs Unlike the belligerent Tum-Tahleel or the eerie ‘Veeskhieel, the Black-Tongues tend to be polite and soft-spoken, under the right circumstances, Like many tribes of Murkmire, however, they reaet uniformly hostile if they are caught off-guard by those trespassing upon their territory. The accomplished alchemists often leave flasks and other alchemical tools out in the open as a warning to outsiders marking their territory. ‘The Black-Tongues, or Kota-Vimleel. are ardent Sithis worshipers. They dedicate almost all of their resources to producing as many Shadowseales (Chapter 3) as possible. Using their encyclopedic Knowledge of the swamp vegetation and wildlife, these alchemists craft powerful contraceptives known as "Gloom Nectar” to allow the tribe to synchronize their egg-laying cycle to ensure a huge crop of Argonians are born under the sign of the Shadow every year. BriGHT-THROATS ‘The Wasseelchaleel, or Bright-Throat tribe is by and large composed of cheerful artisans who enjoy a fruitful relationship with both outsiders and deep- swamp Argonians. Known for their bright and colourful scales, the Bright-Throats are famous for their rich music and dance tradition, as well as their preternatural talent as wood carvers. While they make countless items. including musical instruments, kitchenware, armor, and weapons, they are most respected for their xeech’kis, or "seed dolls", These small figurines vary in size, sometimes as large as an Orc's fist, sometimes as small as a single grain of rice. They almost always depict local animals, but they also carve the seed dolls to resemble eggs or tiny Argonians. Seed dolls are highly sought after—both as protective talismans and works of native art Deap-WaTER Controlling vast swaths of northern Murkmire, the ‘Naga-Kur, or Dead-Water tribe are greatly feared by the surrounding villages. These proud warriors stand firm with their traditions and spend much of their time training for battle. Requiring thelr fighters to pass grueling tests, the Naga-Kur are feared on the battlefield for their brutal ways and relentless will ‘Adorning their weapons and armor with pi fallen comrades, the Dead-Water tribe often uses claws, leg bones, and the like to honor their ancestors, Swords and daggers are carved out of the bones of egg-brothers and egg-sisters, claws and teeth are used as talismans, and faces are stretched across wooden shields, The Naga-Kur fight all the days of their lives, and they believe that using parts of the fallen as weapons and armor allows them to fight after death as well. of Guost PEOPLE ‘The Ghost People live almost entirely in the dark, only leaving the Deepmire to stalk the night. The Veeskhleel, as they are known in their native tongue, have pale, white scales that are sometimes so (ranslucent that you can see down to their bones. They keep themselves shrouded in mystery, even among other local tribes, Known for their uniquely Argonian necromancy practices, the Ghost People steal the dead bodies of other tribes. They bury the corpses among the roots. of their Hist and perform profane rituals to steal the departed souls from their tribes ‘MIREDANCERS ‘The Gee-Rusleel, as they call themselves, are among the most introspective Argonians in Murkmire. They also tend to be more pleasant. While they are reclusive and wary of outsiders, they are also quick to win over; willing to share a meal or a game of Shells and Stones. The Miredancers are skilled crafters, with a particular knack for working with Hist amber and egg shells. They are also peerless navigators. guiding their flat-bottom boats cffortlessly through the swamp, master weavers, and skilled cartographers. ‘The most defining characteristic of the Miredancer tribe is piety. They have a deep reverence for the Hist. Their Sap-Speakers have a unique means for communicating with the Hist. While each tribe ‘boasts of their methods, the Miredancers appear to have the most compelling bond Despite their deeply religious nature, the Miredancers also seem to have an obsession with all types of games. They are particularly fond of the games Nine-Shells and Shells and Stones, as well as sports such as the popular (eeba-hatsei, or Hip and ‘Tail ball, Miredancers are also inveterate gamblers, but they often forget to collect their winnings. Unlike the games of men and mer, Miredancer competitions appear to be completely devoid of malice or injured pride. Root-HousE PEOPLE ‘The tribe known as the Tum Taleel, or Root House People in the common tongue, are belligerent and warlike people who are quick to anger and known, throughout the swamp for their brutal and subjugating ways. They make a practice of attacking peaceful villages and killing or driving off the inhabitants, Then they settle into the now-vacant huts and exhaust all the village's resources. Other Saxhleel often compare them to burglar crabs— creatures that eat small snails and smaller crabs, and afterwards move into the empty shells. ‘Tum Taleel are significantly larger than other Argonians, with broad shoulders, narrow eyes, and ‘wide, powerful jaws. To intimidate others. they often adorn themselves with war-paints and decorate their weapons with dried blood Orner TRIBES While the these are the most notable tribes in the region of Murkmire, there are many other tribes, such as the Copper-Eyes, the Moss-Skin, and the su-Zahileel. Even still, there may be even more tribes that have yet to be discovered, especially in the Deepmire. If you want to create your own unique tribe, you can use the examples above as idea starters for your own Argonian tribe. BACKGROUNDS During character creation, players choose a background that suits their character, For an adventure that is set in Black Marsh, or for characters that might have a connection to Murkmire, consider using the following suggested backgrounds, with the approval of your DM. ‘The DUNGFONs & Daxcons adventure Tomb of Annihilation comes with two new backgrounds: the Anthropologist and the Archaeologist, which can bbe altered to suit a Tamriclic setting relatively easily. Characters that have a strong interest in relic hunting would make great use of the Archaeologist, background. Outsiders that are interested in learning more about Argonian culture could be interested in the Anthropologist background. Either would make an ideal addition to Cyrodilic Collections Ifusing the Anthropologist background, revise the tural Chameleon feature and associated Adopted Culture table (o include the races of Tamriel. Work, with your DM if you are interested in adopting the cultures of lesser known groups, such as Goblin- ken, Imga, or Akaviri. Characters who come from one of the Tribes of Murkmire can use the following background, which is based on the Uthgardt Barbarian background found in the Sword Coast Adventurer’s Guide. Murkmire TRIBE MEMBER ‘As a member of any tribe, you recognize the importance of working together as a collective, with, each member providing a particular strength and compensating for another's weakness. This type of unity may require compromise, but you understand the value and strength that comes from cohesion. Itis likely that you will respect the ideals and traditions of your people and will have a reverence for the Hist and the natural world that the Hist have created. As an Argonian, you have a unique outlook on life that may be difficult for non-Argonians to fully understand, You have little interest in the past, and do not concern yourself too much with the fature, Consider why you left your tribe and joined a group of adventurers. Were you driven out of the tribe for your actions, or have you been tasked to learn more about other tribes and cultures? Have you left as part of a coming-of-age trial, to complete a specific task before returning to the tribe? Are you looking to bring pride to your tribe through your accomplishments or are you looking to prove yourself as a worthy member? ‘See the Tribes of Murkmire earlier in this chapter to get ideas about your tribe, or use these as an example to create a new tribe with their own unique outlook and characteristies, Restrictions: Only Argonians are every truly considered members of a Murkmire tribe, Skill Proficiencies: Survival, and the skill proficiency listed in the Skill column of your tribe as shown in the Tribes of Murkmire Proficiencies table. Tool Proficiencies: The tool proficiency listed in the Tool column of your tribe as shown in the Tribes of Murkmire Proficiencies table. Languages: One of your choice Equipment: A huniing trap, a totem or item that represents your tribe, a set of traveler's clothes, and a pouch containing 20 septims, ‘TRIBES OF MURKMIRE PROFICIENCIES Tribe Skill Too! Black-Tongues Religion Alchemists supplies Bright-Throat Persuasion Woodcarver's tools or one type of ‘musical instrument Dead-Water Athletics __Leatherworker's tools Ghost People Stealth __Poisoner's kit Miredancers Insight Woodcarvers tools, weaver's tools, cartographers tools, navigators tools, or one gaming set of your choice Root-House Intimidation Thieves’ tools People Frarure: TRIBAL HERITAGE You have excellent knowledge of not only your tribe's territory, but also the terrain and natural resources of the rest of Murkmire. You are familiar enough with any wilderness area that you find twice ‘as much food and water as you normally would when you forage ther: Additionally, you can call upon the hospitality of your people, and those allied with your tribe. You may safely travel through the territories of rival tribes, provided you do not harm or otherwise disrespect the tribe, SuGGESTED CHARACTERISTICS Use the tables for the outlander background in the Basic Rules as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a member of a tribe of Murkmire, Your bond is undoubtedly associated with your tribe or some aspect of its culture. Your ideal is a personal choice that closely relates to your tribes ethos and docsn't contradict or compromise their values. CHAPTER 2: TREASURES hose who have the courage and cunning required to make their way through the ancient Argonian ruins, known as /xanmecrs, are bound to find priccless treasures. Murkmire also is home to unique supplies that are invaluable while within the swamps, but would be entirely useless elsewhere in ‘Tamriel. These special mundane items can be found in some of the tribal settlements and in Lilmoth. Bug-repelient candles, anti-venom, feluccas, Scuttle ‘Sprint potions and Tsojei weapons ean be purchased only in Black Marsh, unless they are found in a curio shop known for their taste in Argonian imports. Grave-stakes are even rarer, created especially for individual Argonian tribe members, Macic ITEeMs ‘This section presents an assortment of common and magic items in alphabetical order. See the Dungeon Master's Guide for the rules on magic items. ANTI-VENOM Potion, uncommon ‘This potion is made by combining gloom morel mushrooms, barbleberries, and the venom of Scuttle Pit spiders, Once the concoction is mixed, a creature must drink the slurry. It usually doesn't take before the imbiber vomits, and these bile blended stomach contents create the anti-venom. ‘Acreature that drinks this vial of putrid liquid gains resistance to poison damage and advantage on Saving Throws against poison for 1 hour. It confers no benefit to undead or constructs. BuG-REPELLENT CANDLES Wondrous item, common ‘These yellow candles are made from dreugh wax and ash basil leaves. This insect repellent can stave off swarms of flesh-flies, but does not protect against insects or the swarms described in Chapter 3. nor the giants insects and vile swarms found in Appendix A of the Monster Manual Abug-repellent candle sells for 1 septim and can be purchased at most general vendors in Lilmoth. ‘When lit, the candle burns for 8 hours and repels, normal insects within a 20-foot radius centered on it Fanc OF HAYNEKHTNAMET Weapon (dagger), rare (requires attunement) Legend tells of a wamasu named Haynekhtnamet, which took seven days and nights, and a score of warriors to Kill. One of the mythical beasts fangs were taken as a trophy and carved down into a small blade and fashioned into a small dagger. The dagger mysteriously houses some of the beast's, magical properties, Sometimes the unique dagger is seen by traveling heroes, You gain a +1 bonus to attack and damage rolls made with this magic weapon, This dagger has 10 charges for the following properties. The dagger regains 1d6 +4 expended charges daily at dawn. Ifyou expend the last charge, roll a 420. On a i, the dagger loses its Lightning Blast property, but retains all other properties, Shocking Bite. When you hit with a melee attack using the dagger, you can expend 1 charge to deal an extra 1d6 lightning damage to the target. Lightning Blast. While holding the dagger. you can hold it outright and use an action to expend 6 charges to create a line of lighting that is 20 feet ong and 5 feet wide. Each ereature in that line must make a DC 16 Agility saving throw, taking 6d 10 lightning damage on a failed save, or half as much damage on a successful one. FELucea Vehicle, common A felucea can be purchased from any Murkmire settlement for 3.000 septims. The small covered. vessel is powered by two oars and holds up to six ‘Medium creatures and has a maximum speed of 2 mph. It is otherwise identical to a keelboat. Grave STAKE Wondrous item, common Carried by most Argonians of Murkmire, these are deeply personal items, and the finished stake tells the story of the carver's life, When an Argonian. dies, the grave-stake marks where the body fell and serves as a remembrance until the swamp claims it Each grave stake represents a member of the tribe ‘who rejoined the Hist, When a grave-stake is used to pin down the corpse of the argonian who carved it, the body can't be resurrected by necromantic magic while it remains pinned. HACKWING HIDE ARMOR Armor (hide) Crafted from the thick hide of a hackwing, this armor allows for quick movement while withstanding brutal attacks. You gain a +1 bonus to AC and a +5 bonus to your speed while wearing this armor. PoTION oF REGENERATION Potion, very rare exceptionally skilled argonian alchemists seek out prized hackwing feathers for their regenerative ropertics, ‘The imbiber of this potion regains 1d4 + 1 hit points each round for 1 minute, to a total of 1044 + 10 hit points. Additionally, the creatures severed body members (fingers. legs. tails, and so on). if any. are restored after 2 minutes. If the severed part is held to its stump when the creature drinks the potion, the limb instantaneously knits to the stump. NECROMANCER'S STAFF Staff, very rare (requires attunement by a mage, sorcerer, or warden) ‘The Necromancer's Staff is a favorite of the Ghost People tribe, and aspiring necromancers alike. You have resistance to necrotic damage while you hold this staf. This staff has 10 charges. While holding it, you can use an action to expend 1 or more charges to cast one of the following spells from it, using your spell save DC: animate dead (8 charges). contagion (5 charges), ray of enfeeblement (2 charges), ray of sickness (1 charge), speak with dead (8 charges). ‘The stall regains 1d6 + 4 expended charges daily at dawn. Ifyou expend the last charge, roll a 420, Ona I, the staff crumbles into dirt and is destroyed. RING OF GROUNDING Ring, rare (requires attunement) Created by researchers seeking to protect the wearer, the ring also has the ability to harvest potent magicka, such as a wamasu’s lightning. ‘While wearing the ring, you gain resistance to lighting damage. ‘Lightning Charge. While wearing the ring, you can absorb some magical energy from lightning. ‘When you are hit by a lightning attack that deals 10 or more lightning damage, before your resistance, you can use your reaction to gain 1 charge. You gain ‘an additional charge for every additional 10 lightning damage. The ring can hold a maximum of 5 charges, As an action. you can expend all of charges in the ring to gain an equal amount of charges in another item that you touch. Any extra charges are lost, Scurrie Sprint HONEY Potion, common Harvested from the Scuttle Bloom plant, this gooey, sweet honey can be easily preserved into a propelling potion. When you drink this potion, you gain a +10 bonus to your walking speed for 1 minute, Tsoyet Weapon (war hammer), common Atsojei (pronounced so-JAY) in a unique Argonian simple blunt weapon made from wood, stone, and bone. The tsojci starts with a length of wood which is carved down to a paddle shape. Obsidian and bone is used to carve animals or patterns unique to the owner and then the wood is cured, stained and polished. Next, stones and bones are carved into fang,like shapes. Once these ‘teeth’ are hewn, they are set into the paddle using wood or bone pegs and boiled depassa. gum. “The weapon costs 40 septims and has the versatile trait. When used in one hand, it deals 14 + Your Strength modifier bludgeoning damage and an additional 1d4 piercing damage. When wielded in both hands, the damage increases to 1d6 = your Strength modifier bludgeoning damage and an additional 1d4 piercing damage. VaKKa STONE Wondrous item, uncommon, rare, very rare, or legendary (requires attunement) ‘These flecks of yellow glass appear scattered all over Murkmire. Vakika stones are powerful mysterious crystals, not unlike the Ayleid welkynd stones, and contain ancient magicka, They soak up the sun's energy and gain in power, which gives them th radiant yellow hue. They ean be sed to open or activate all sorts of things, The larger the crystal, the more powerful the magic contained within. Atypical vakka stone is small and brittle, about 2 inches in diameter, While touching it, you can use an action to activate the stone, pointing it at an. object within 120 feet of you that can be opened, such as a door, a lid, or iock. A bright light flashes from the stone, and one lock or latch on the object opens. Ifno locks or latches remain, the object itself ‘opens. Once the crystal is used. it loses its power and can't be used again. Rare vakka stones have 144 + 1 charges, While holding the stone, you can be expend 1 charge to create the effect of an uncommon vakka stone, as well as the following effects: + You can use an action to expend 2 charges to cast the knock spell + You can use an action to expend 1 of its charges, and if'a secret door is within 30 feet of you, the stone reveals its location with a dim Yellow light only visible to you. When all charges have been used, the crystal loses its power and can't be used agai Very rare vakka stones have 5 charges and regains 1d4 + I expended charges daily at dawn, provided the stone is in direct sunlight, While holding the stone, you can be expend charges to create the effects of a rare vakka stone, as well as the following: + You can use an action to expend 1 of its charges, and if trap is within 30 feet of you, the stone reveals its location with a dim yellow light only visible to you * You can use an action fo expend 1 of its charges, pointing the stone at a trap within 120 feet of you that can be triggered. A bright light flashes from the stone, and the trap activates. Legendary vakka stones have 7 charges and regains 1d6 + 1 expended charges daily at dawn, provided the stone is in direct sunlight, These stones are known for finding or creating doorways when they are needed. While holding the stone, you can be expend charges to create the effects of a very rare vakka stone, as well as the following: * You can use an action to expend 4 charges to cast the dimension door spell. * You can use an action to expend 7 charges to cast the teleport spell. * You can use an action to expend 7 charges to activate a vakka stone gateway. ‘Valska stone gateways are ancient gates built by the Barsaebic Ayleids, These gates often lead to strange labyrinthine pocket realms of Oblivion. Wamasu LaNTERN Wondrous item, rare ‘This metal framed lantern is sheathed in leather, surrounding the "lightning organ” of a wamasts. It gives off a bright, intermittent light. in a 30-foot radius and dim light for an additional 30 feet. If the organ is purposefully removed from the Iantern, such as by throwing the lantern, it explodes in a violent blast of lightning energy, destroying the organ. The lantern can be thrown with a range of 30/60 ft., and explodes in a 20 foot radius. Each creature in the radius must make an Agility saving throw, taking 8d6 lightning damage on a failed save, or half as much damage on a successful one. CHAPTER 3: MONSTERS jurkmire is home to a strange variety of creatures. including some that can only be found in the depths of the Marsh. This chapter provides stat blocks for many of these ceMtures, and it concludes with a collection of assorted beasts and nonplayer characters that fill the wilds and settlements of Murkmire. Finally, this chapter also includes some of the deadly flora that can hinder an explorers expeditions into the murk, These deadly plants don't pose a threat to most adventurers, unless they end up in their di path, and are treated more similarly to traps and do not have stat blocks, ‘The various creature of Murkmire are arranged in alphabetical order. For guidance on how to use a creature's stat block, consult the introduction of the ‘Monster Manual STaT BLocKS BY CREATURE TYPE Here are the creatures in this bestiary, as well as in the subsequent Assorted Beast and Nonplayer Character collection, sorted by creature type. Beast Copper tongued skink Crocodile Giant crocodile Hackwing Haj mota Hoarvor Kotu gava Kotu gave broodmother Muderab Poisonous swamp jelly Shroom beetle ‘Swamp jelly Swamp leviathan Swatm of kotu gava Wamasu Giant River Tall Humanoid ‘Acgonian Venomshot Black marsh warden Explorer Naga skirmisher Naga wartior Shadowscale Tree rninder Monstrosity ‘Argonian Behemoth Beardizard Ooze Voriplasm Voriplasmic haj mota Voriplasmic skeleton Plant Mireguant Strangler Strangler alpha Undead Bog blight Hemonculous ARGONIAN BEHEMOTH ‘These hulking, monstrous Argonians are extremely aggressive and brutally dangerous. Although nothing has been recorded to be certain of their origins, it's believed that the argonian behemoths are mutations created by ingesting large quantities of hist sap, ‘Savage Guards, Given their immense size and strength, behemoths are used as a defense system for Argonians who have something to protect. Nefarious Argonians who have experimented on, others can create these creatures by forcing them to drink hist sap. The Hist themselves may be able to alter chosen Argonians at will. to bolster their defenses against warring tribes or outsiders who attempt to harm the Marsh. Creations of the Hist. During the Oblivion Crisis, Black Marsh was left mostly to fend off the daedric invasion by themselves. It is rumored that the Hist provided for Argonians by transforming their kin into behemoths. These powerful Argonians charged at the invaders, overwhelming the daedric armies by flooding the Oblivion gates with wave after wave of these brutish warriors, ARGONIAN BEHEMOTH Large manstesiy (rgonian), chaotic neutal ‘Armor Class 13 (natural armor) Hit Points 157 (15610 + 75) Speed 30 ft, swirn 20. STR AGL END) INT) WIL PER 1864) 1361) 2065) 7H) BEN 91) ‘Skills Athletics 47, Intimidation +2 ‘Senses passive Perception 8 Languages Common, Jel Challenge 5 (1,800 XP) Amphibious. The Argonian can breath air ‘Brutal Charge fthe Argonian moves atleast 20 fet straight toward a creature and then hits it with a slam attack on the ‘same turn, that target must succeed on a DC 15 Strength ‘saving throw or be knocked prone and stunned. Ifa targets stunned, it remains stunned until the end of its next turn Brute. A melee atack deals one extra die of ts damage when the Argonian hits with it (ineluded inthe attack). ACTIONS ‘Multiattack. The Argonian makes 2 stacks: one with its bite and one with its slam, Bite. Melee Weapon Attack +7 to hit, reach Sf, one target. Hits 11 (246+ 4) piercing damage. ‘Slam. Melee Weapon Attack: +7 to bit, reach 10 fone target. Hits 17 (2d12-= 4) bludgeoning damage. 20 a BEAR-LIZARD ‘The Hist provides for all of Black Marsh. The Argonians who live there sometimes refer to this as the Big Mystery. Part of this mystery is the how the strange creatures that exist throughout the swamps came to be. While there are many native creatures that appear alien to outsiders, there are some atures that seem equally familiar and strange. ‘The bear lizard is exactly one of these creature is not clear if the bearlizard is named by the lite minded Argonians for its large size and bear-like appearance, or if the Hist formed the imposing lizard after the likeness of the formidable beast. Histborn Endurance. Bears are fierce, well tempered beasts that defend themselves well and control their environments. Put a bear into the swamps of Murkmire with the mud, flesh-flies, and voriplasms, and it likely won't last a day. The bear lizard combines the strength of the bear, and adds the resilience of any other creature of the hist. BEar-LIzARD Large mono, snapped ‘Aemor Class 13 (natural emor) | Hit Points $9 (7210 421) Speed 40 f. eee ee STR AGL END INT WIL PER DES) BEN 166) 364 1000) 702) Skills Perception +2 : z Senses passive Perception 10 Languages — Challenge 3 (700 x9) —— Hold Breath. The bearlizard can hold its breath for 15 minutes. i Keen Smell. The bearlzard has advartage on Willpower (Perception) checks that rly on sel ACTIONS =m ‘Multattack. The bearlzard makes 2 attacks: one with its bite and one with its claws. . Bite, Melee Weapon Attack +7 to hit, reach $R, one target. Hit: 10 (1d10 +5) piercing damage. Claws. Melee Weapon Attack: +7 to Fit each Sf, one target. ~ Hi: 14 (248+ 5) slashing damage. EE Boc BLIGHT Medium undead (argonian), eutal ei ‘Armor Class 9 Hit Points 30 (4d8 + 12) ‘Speed 30 f., swim 20f sTR AGI END INT WIL PER 156-2) BEN 1763) 344) 72) 403) Damage Immunities po'son Condition Immunities poisoned Senses darhvsion 60 fe, passive Perception 8 Languages understands Common and Jel but can’ speak Challenge 1/2 (100 XP) Undead Fortitude, f damage reduces the bog blight toO hit points, it must make an Endurance saving throw with 2 DC of 5 the damage taken, unless the damage is radiant or from a ctical hit. On a success, the bog bight drops to 1 hit point instead, Combustion. ithe bog blight has Shit points or less, it can lise a bonus action on its turn to swell and explode. Every creature within a 10 foot radius ofthe bog blight must make 2 DC 12 Agily saving throw, taking 9 (248) acid damage on 3 failed save, or half as much on a successful one. The bog biightis then reduced to0 hitpoints and cies. ActIONs: Claws. Melee Weapon Attack +4 to hit, reach 5 ft, one target. Hits 6 (108 + 2) slashing damage. Vomit. The bog blight vorits a spray of acid Each creature in 8 )S.foot line must make a DC 12 Agility saving throw, taking 2 (166) damage ona failed save, or half as much on a successful one. Boc BLIGHT Deep in the dark swamps of Murkmire, the gurgled ‘moans of a lumbering form can be heard. The bloated argonian drags its rotting form relentlessly ‘towards anyone in its path. Empty Shells. When an Argonian dies, their soul returns to the Hist to be re birthed. The body. shares a similar fate. The corpse is either buried or left exposed, allowing the body to decay and become one with the Marsh and return to the Hist. In the bogs of Murkmire, Argonians who die in the swamp often have their bodies marked with a Grave Stake (chapter 2), a unique wooden spear decorated with the life accomplishments of the deceased. The grave-slake serves two purposes; a temporary ‘memorial to the lost tribe mate, and to keep the body pinned to the swamp’s floor, speeding up the rapid decay of the humid bog, ‘Sometimes these stakes are removed, whether by ‘a natural disturbance—not being placed firmly enough, a rogue haj mota knocking against itor from an unwitting treasure hunter. To the unsuspecting, these markers can entice those looking for gold or items left behind on the bodies of the dead Argonians, while the intricately carved stakes themselves might be seen as keepsakes and curiosities, Removing the grave-stake can be monumentally devastating to the uninformed. With the grave-stake no longer pinning down the corpse, the body may float back to the surface, inadvertently awakening the bog blight. Grisly Guards. Knowing that these corpses take some time to resurface and awaken after their grave markers are removed, some tribes and brigands use this to their advantage. Carefully locating camps, lairs, or hideouts around an old battleground can, ‘work in favor of the clever clan. The bog blights are not the most observant creatures, and can be easily avoided. if you know the right methods and are willing fo undertake the ordeal. Masking your scent with strong smells, such as pahnjee fumers—racks of oily, spoiled meats—can be used to keep the bog blights at bay, There are many benefits in using bog blights as, guards. Their presence alone is a major deterrent to ‘most pragmatic travelers. For the adventurers that aren't known to balk at the first sign of adversity, ‘the bog blights offer a strong first defense. The humidity of the swamp facilitates an expedited decomposition, which results in a significant build up of gas inside the bloated bog blights. The distended forms are able to swell up like a bellows, erupting in a sudden, violent explosion. Often these creatures will charge into groups, controlling the eruption, and popping like a pumpkin struck by a hammer. HACKWING Large beast, unaligned ‘Armor Class 13 (natural armor) Hit Points 19 (3410 +3) ‘Speed 30 ff 60 f STR AGI END INT WIL_—PER. 1663) 14642) 1261) 244) 1040) 3) Skills Perception +2 Senses darkvsion 60 f, passive Perception 12, Languages — Challenge 1/2 (100 x?) Dive Attack. ifthe hackwing is fying and dives atleast 30 feet ‘toward a target and then hits with a bite attack, the attack ‘deals an additional 3 (1d6) damage to the target. The creature ‘must then make a DC 13 Strength saving throw or be knocked prone Flyby. The hackwing doesr't provoke opportunity attacks when infies out ofan enemy's teach, AcTIONS. ‘Multiattack. The hackwing makes two atacks: one with its bite and one with its claws, Bite. Melee Weapon Attack: +5 to hit, reach $f, one target. Hits 6 (166 + 3) piercing damage. Claws. Melee Weapon Attack +5 to hit, reach 5 ft, one target Hite 5 (124 + 3) slashing damage. HACKWING Soaring above the trees, three large flying birds circle the skies, waiting for their prey to fall. Below, ‘young Argonian grasps onto a grievous wound on, their abdomen. Clutching onto a makeshift spear, she prepares herself as the hackwing begins a new descent. ‘The hackwings that plague the skies of Murkmire are deseribed as both birds and flying lizards. These ‘winged creatures look very similar to the cliff racers, of Wardenfell, and have a unique ‘horn’ on the top of their head, which is covered in bright plumage ‘They have long, saw-like beaks that are almost the same length oftheir entire body, which they use to create painful wounds in their prey. Careful Predator. Traveling in flocks, hackwings are vicious and capable hunters. They ambush their prey in quick flyby attacks, attempting to make lethal wounds in their quarry. After the damage is done, they return to the skies, stalking the wounded from a distance. Once their prey has succumbed to their injuries. whether weakened from blood loss or dead, the hackwing returns to make quick work of their meal. When hunting in ‘groups, one hackwing will strike to wound or knock down their target. while the others follow ina swarm, overwhelming the victim Hackwings are also incredibly sneaky and cunning, When hunting a hacking, one must always be prepared. Often, the only indication that one is nearby will be sounds of beating wings, or perhaps a brief glimpse of a wing or a talon before the bird attacks. Hackwings are patient hunters, waiting for their prey to show even the slightest weakness. ‘Skilled hunters use this to their advantage, appearing injured to lure the unsuspecting predator into their trap. Rite of Passage. For young Argonians coming of age, hackwings are used in maturity trials in some ‘uibes, In this dangerous rite to earn a place in adult Argonian society, the aspirant is placed in a cage with a single hackwing, The trial begins with the predatory bird geiting the first attack. Once the blood is drawn, the hackwing is released. The goal of the Argonian is to catch and kill the hackwing that marked them, before the hackwing does the same to them. The hunter is not given any armor or ‘weapons to complete their task, and must make use of the Marsh to provide their needs. Prized Provisions. The Argonian tribes hunt ‘these large flying lizards for their strong and supple hhides, which are used to make exceptional armor, as well as furniture and accessories. ‘The hackwing horn is prized for the bright coloured plumage. These feathers are often collected by Argonian alchemists for their mysterious regenerative properties Hay Mota ‘The haj mota are large face eating monsters that are mostly found terrorizing the Black Marsh, but can also be seen in the marshes of Hammerfell. A large jagged shell covers their back, providing the already powerful creatures with almost unstoppable protection. Ifyou spot these armored beasts in the ‘wild, itis best to avoid them. ‘Mighty Ambushers. When you think of creatures that mask themselves and sneak up on their prey, you are likely to think of cunning feline hunters crouching low in the bushes, or perhaps a colour shifting eel hiding in the reefs. Size is usually a detriment to gaining surprise on an unsuspecting meal, but these ferocious creatures have learned to use their mass to their benefit. Patiently concealing, themselves in their surroundings by burrowing partially into the ground, the haj mota is easily mistaken for a boulder or a jagged gathering of rocks on the river's shoreline. Once anything comes into their attack range, they ambush their prey with a savage bite or an impaling horn. Some haj mota are even known to spit poison, potentially blinding their quarry and providing an even greater disadvantage for their prey. Practical Camouflage. To help with their hidden attacks, the haj mota have developed a natural camouflage based on their environment. In the swamps of Murkmire, they are usually seen with shades of green colouring, while those that live in Hammerfell are often hues of reds and orange. Whether among the thick emerald marshes of Murkmire or the hot sands of Hammerfell, the haj mota lurks in the wilds, awaiting their next meal. 4 ese? VARIANT: POISON SPrTTERS. For the haj mota of murkmie, these deadly beasts prove even deadlier with thei poison spit. When using this creature add the following Action to theie stat black: Poison Spit. The hsj mata spits a glob of poison mucous ata creature within 20 fet ofit. The creature make an Endurance ‘saving throw. On a fled save, the target takes 248 poison damage and is Blinded forthe next minute, The creature can repeat the saving throw at the end of each ofits turns, The creature takes half x much damage and isnot binded on a successful save. ds Haj Morn Large bas, unaligned ‘Armor Class 17 (natural atmor) Hit Points 136 (1610 + 48) Speed 30 fe, swim 20. STR AGL 1864) 136) END INT. 1663) 53) wit PER ey 7) Saving Throws Str +7, End «5 Senses darkvision 60 f, passive Perception 11 Languages — Challenge 6 (2,300 XP) “Amphibious. The haj mota can breathe air and wate. ‘charge. Ifthe ha| mota moves atleast 20 feet straight toward a target and then hits it with a horn attack on the same turn, the target takes an extra 9 (2d8) bludgeoning damage. Ifthe target is creature, it must succeed on a DC15 Strength saving throw or be knocked prone. AcTIONS Mattiattack. The ha} mota makes three attack: one with ts bite, one with ts horn, and one with its tll Bite. Melee Weapon Attack: +7 to hit, reach 5A, one target. Hits 11 (2d6 + 4) piercing darmage. Horm. Melee Weapon Attack: +7 hit, each Sf, one target. Flt: 13 (2d8 + 4) piercing damage Tall. Melee Weapon Attack: +7 to hit, reach 10f, one target. Fit: 10 (1d12-+ 4) bludgeoning damage. EE

You might also like