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n the shadowed nooks and winding

Adventure Modules
pathways of forgotten trade routes, a

I
Bestiarum’s monthly adventure modules are
unique caravan of outcasts and easy-to-run and convenient for preparing fun
enigmas meanders, peddling and darkly atmospheric game nights with your
wonders and mysteries to those friends. The modules are flexible, allowing you
brave or foolish enough to approach. Their to run them as is, plug them into your own
homebrew campaigns, or you can draw
origins and motives remain obscured,
inspiration from the lore and encounter
shrouded in whispers and hushed tales. Each
designs for your very own stories. The dark
member of this wandering troupe carries horrors of Doaden are myriad and strange,
secrets as vast and deep as the darkened and so too are the many adventures that may
forests they traverse. In their wake, the line be told in these forsaken realms!
between reality and the uncanny blurs, leaving
a trail of awe, temptation, and unease.

CREDITS
Writer/Designer: Alexander H. Dovermann Produced by: Bestiarum Games
Brizt the Caravaneer
This hulking figure appears to be a monstrous
Brizt, the Caravaneer
amalgamation of man and mollusk, replete Gargantuan monstrosity, true neutral
with numerous legs and wooden wheels
Armor Class 20 (natural armor)
aiding its locomotion. Brizt’s huge shell Hit Points 186 (12d20 + 60)
houses a plethora of trinkets and wares, Speed 20 ft.
sparkling with the promise of magic. As STR DEX CON INT WIS CHA
intimidating as its appearance might be, its 22 8 18 16 14 14
(+6) (-1) (+5) (+3) (+2) (+2)
eyes twinkle with a merchant’s cunning,
always on the lookout for the next deal. Skills Persuasion +6, Insight +6
Damage Resistances bludgeoning, piercing, and
slashing from nonmagical attacks
Brizt’s Bazaar. Brizt's shell houses a mobile Condition Immunities charmed, frightened,
grappled, paralyzed, petrified, prone, restrained,
shop that sells various rare magical items. The
stunned
following mechanics can be used to run the Senses passive Perception 12
shop. Brizt replenishes his stock every week, Languages Common, plus two others (your choice)
Challenge 10 (5,900 XP)
ensuring a rotating selection of items for
potential customers. If the party develop a Magic Resistance. Brizt has advantage on saving
throws against spells and other magical effects.
good rapport with Brizt, they might get special
discounts or first pick on new stock in the Merchant's Cunning. Once per day, if Brizt fails a
Charisma (Persuasion) check, he can choose to reroll
future.
it and must take the second result.
• Random Stock. Roll a d6. The result is
the number of rare magical items available Shell Retreat. When Brizt feels threatened, it can
withdraw into its shell. Brizt’s shell is impervious to
for purchase. You can use a magic item all damage, but while Brizt is withdrawn inside, it
table of your choice or invent specific cannot move or make attacks.
items as you see fit.
Actions
• Haggling. Players can attempt a DC 16
Multiattack. Brizt makes two slam attacks.
Charisma (Persuasion) check to get a 10%
discount on their purchase. If they fail by 5 Slam. Melee Weapon Attack: +10 to hit, reach 10 ft.,
one target. Hit: 19 (3d6 + 6) bludgeoning damage.
or more, Brizt becomes insulted and
increases the price by 10%.
• Dangerous Business. If players try to
steal or harm Brizt, he'll try to run, and
retreat into his shell as a last resort.

2 Monster Statblocks – Denizens of Doaden


Monster Statblocks – Denizens of Doaden 3
Fateweaver Araneidae
Araneidae stands draped in flowing robes that
barely contain the sheer presence she exudes.
Fateweaver Araneidae
Huge monstrosity, true neutral
Her arachnid features meld seamlessly with
Armor Class 16 (natural armor)
her humanoid visage, exuding an air of exotic
Hit Points 152 (16d12 + 48)
enigma. Her dark eyes peer out from beneath Speed 20 ft., swim 40 ft.
her exquisite turban, always seeming to study
STR DEX CON INT WIS CHA
a different strand of fate, while her delicate, 12 16 16 18 20 16
spindly hands clutch a set of intricately carved (+1) (+3) (+3) (+4) (+5) (+3)

cards that shift and change with every glance. Saving Throws Int +10, Wis +10, Cha +9
Skills Insight +10, Arcana +10, Perception +10
Senses darkvision 60 ft., passive Perception 20
Fate’s Insight. Araneidae reads a creature’s Languages Common, plus two others (your choice)
fate by drawing a card from her mystic deck, Challenge 12 (8,400 XP)
providing them with a cryptic glimpse of their Spellcasting. Araneidae is an 18th-level spellcaster.
future. The drawn card reveals one of six Her spellcasting ability is Wisdom (spell save DC 18,
+10 to hit with spell attacks). She has the following
potential fates, and the effects last for the next cleric spells prepared:
7 days. A creature can benefit from Fate's
Insight only once per week. Roll a d6: Cantrips (at will): guidance, mending, sacred flame,
thaumaturgy
1. The Dying Star. The next time you are 1st level (4 slots): command, detect magic, identify,
reduced to 0 hit points, you are instead shield of faith
2nd level (3 slots): augury, hold person, spiritual
reduced to 1 hit point. weapon
2. The Void's Whisper. Gain the ability to 3rd level (3 slots): clairvoyance, dispel magic, speak
cast misty step once, without expending a with dead
4th level (3 slots): banishment, divination, guardian
spell slot or requiring material of faith
components. 5th level (3 slots): legend lore, flame strike, scrying
6th level (1 slot): true seeing, word of recall
3. The Bleeding Crown. The next time you 7th level (1 slot): divine word, simulacrum
make an attack and roll 18 or higher, it is a 8th level (1 slot): antimagic field, holy aura
critical hit. 9th level (1 slot): foresight

4. The Shattered Veil. Reroll your next


Actions
failed Intelligence, Wisdom, or Charisma Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one
saving throw. target. Hit: 8 (2d6 + 1) slashing damage.
5. The Beating Heart. Reroll your next failed
Strength, Dexterity, or Constitution saving
throw.
6. The Withered Hand. For the next 7 days,
whenever you make a saving throw, you
must roll a d4 and subtract the number
rolled from the outcome.

4 Monster Statblocks – Denizens of Doaden


Monster Statblocks – Denizens of Doaden 5
Illicit Quests. The Forbidden Fence is always
The Forbidden Fence
in search of rare and dark treasures. As a
A endless array of illicit treasures can be
special action, it can offer a quest to anyone
drawn from this strange salesman’s cloak.
willing to obtain such items for it. Roll a d6 to
Weapons, gemstones, alchemical substances,
determine the quest:
the forbidden fence seemingly has it all, yet
1. Fresh Head. Retrieve the head of any
still it will greedily seek more. It is willing to
humanoid. (Must be from a humanoid of
purchase all manner of peculiar products a
CR 3 or higher.) Reward: 300 gp.
well-to-do adventure might have secreted away
2. Smooth Intestine. Retrieve the intestines
in their pack.
of any beast. (Must be a beast of CR 3 or
higher.) Reward: 300 gp.
3. Withered Heart. Retrieve the desiccated
Forbidden Fence
Large monstrosity, true neutral
heart of any corporeal undead. (Must be
from an undead of CR 5 or higher.)
Armor Class 17 (natural armor)
Hit Points 110 (13d10 + 39) Reward: 500 gp.
Speed 30 ft. 4. Beguiling Tongue. Obtain the tongue of a
STR DEX CON INT WIS CHA creature known for its deceit and lies.
14 18 16 14 12 16 (Must be from a fey or fiend of CR 6 or
(+2) (+4) (+3) (+2) (+1) (+3)
higher.) Reward: 700 gp.
Skills Deception +7, Persuasion +7, Investigation +6 5. Eldritch Essence. Extract a vial of
Senses darkvision 60 ft., passive Perception 11
Languages Common, Thieves' Cant, two other
essence or blood from a creature tainted
languages by ancient and forbidden magics. (Must be
Challenge 8 (3,900 XP) from an aberration or monstrosity of CR 6
Mysterious Goods. As a free action, the Forbidden higher) Reward: 700 gp.
Fence can pull out any magical item from its bag of 6. Dragon Scale. Harvest a scale from any
common to rare rarity. The Forbidden Fence can cast
any spell from spell scrolls as if it were a 9th-level dragon. (Must be from a dragon of CR 11
spellcaster. After 1 hour, the item vanishes. or higher). Reward: 1,500 gp.
Deft Hands. The Forbidden Fence has advantage on
Sleight of Hand checks and can use any object as a
bonus action.

One With Shadows. While in dim light or darkness,


the Forbidden Fence can use a bonus action to
become invisible.

Actions
Multiattack. The Forbidden Fence makes three
attacks.

Dagger. Melee Weapon Attack: +7 to hit, reach 5 ft.,


one target. Hit: 6 (1d4 + 3) piercing damage.

6 Monster Statblocks – Denizens of Doaden


Monster Statblocks – Denizens of Doaden 7
Slavesmith Thubacaine
Shackles clang and the sound of hammer
striking anvil rings out, echoing the eternal toil
Slavesmith Thubacaine
Huge monstrosity, true neutral
of Thubacaine. Enslaved for life, he's bound
Armor Class 18 (natural armor)
forever to his forge, a giant of unparalleled
Hit Points 210 (20d12 +80)
skill and tragedy. Despite his pitiful condition, Speed 30 ft.
the weapons and armor he crafts are of
STR DEX CON INT WIS CHA
unmatched quality, reflecting a mastery that 24 8 18 12 14 10
surpasses his tormented existence. (+7) (-1) (+4) (+1) (+2) (+0)

Skills Athletics +11, Perception +6


Master Craftsman. Thubacaine can sell any Senses darkvision 60 ft., passive Perception 16
Languages Common, Undercommon, Giant
standard weapon or armor. Any equipment he Challenge 11 (7,200 XP)
forges is of exceptional quality and counts as
Immutable Form. Thubacaine has advantage on
+1 weapons and armor (costing 3,000 gp) or saving throws against any effect that would alter his
+2 weapons and armor (costing 8,000 gp). form or move him against his will.

Actions
Multiattack. Thubacaine makes two slam attacks.

Slam. Melee Weapon Attack: +11 to hit, reach 10 ft.,


one target. Hit: 17 (3d6 + 7) bludgeoning damage.

Molten Spray (Recharge 5-6). Thubacaine sprays


molten metal in a 15-foot cone in front of him. Each
creature in that area must make a DC 18 Dexterity
saving throw, taking 36 (8d8) fire damage on a failed
save, or half as much damage on a successful one.

Reactions
Deflect. When a creature targets Thubacaine with a
ranged or melee weapon attack, he can deflect the
attack with his hammer. He makes a slam attack roll
against the incoming attack or projectile. If his roll is
higher than the attacker's roll, the missile is deflected
and the attack misses.

8 Monster Statblocks – Denizens of Doaden


Monster Statblocks – Denizens of Doaden 9
Thubacaine’s Assistants
Small, twisted figures dart around
Thubacaine’s Assistants
Small monstrosity, true neutral Thubacaine, their forms a stark contrast to the
great smith’s bulk. They move in eerie
Armor Class 13
Hit Points 27 (6d6 + 6) synchronization, seemingly one with the
Speed 30 ft. Slavesmith’s desires. Their beady eyes,
STR DEX CON INT WIS CHA covered in soot, are ever watchful, ensuring
10 16 12 8 12 6 every detail of Thubacaine's work is perfect.
(+0) (+3) (+1) (-1) (+1) (-2)
Although shackled by invisible bonds of
Skills Acrobatics +5, Perception +3 servitude, they are indispensable in the work
Senses darkvision 40 ft., passive Perception 13
Languages Understands the languages of its master their master produces.
but cannot speak
Challenge 1/2 (100 XP)

Bound Servitude. The Assistants are inexorably


bound to the will of Thubacaine. They have advantage
on saving throws against being charmed or frightened
by any other creature.

Adept Aides. Thubacaine's Assistants are proficient


with all tools and have advantage on checks made to
assist in crafting.

Actions
Makeshift Weapon. Melee Weapon Attack: +5 to hit,
reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning,
piercing, or slashing damage (type depends on the
tool they wield).

Distract. One creature of the Assistant's choice


within 5 feet of it must succeed on a DC 12 Wisdom
saving throw or be distracted until the end of its next
turn. A distracted creature has disadvantage on its
next attack roll or ability check, and all attacks and
spells cast against it have advantage.

10 Monster Statblocks – Denizens of Doaden

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