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Swamp Plague Adventure Guide

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94 views23 pages

Swamp Plague Adventure Guide

Uploaded by

hectorasf
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
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They Spread

A
strange plague has been ravaging the swamp Main Quest: The Swamp Goblins’ Quest The Swamp
lands. An aberration of nature is turning its Goblins ask for help to investigate the Myconids' lair.
inhabitants into creatures controlled by evil Main Quest: The Jug Boyz’s Quest The Jug Boyz needs
fungi. Vicious mold is spreading from the Wet some of their instruments to be recovered.
Bog Lands on the shores of Deep Dark Lake to These quests will put adventurers on several paths that will
Old Hag's Moor. The three dominant tribes in explore the entirety of the swamps. During the quests, they
the region passed a peace treaty among will discover the real cause of the plague.
themselves to resolve the situation together, but as time Side Quest: The Swamp Orcs’ Quest The Swamp Orcs
passed, the problem has not been resolved, on the contrary, it are hunting a Fungal Catoblepas that has been destroying the
has only gotten worse. Adventurers arrive in the region at a tribe's walls.
desperate hour. A debate is being held at the new Jug Boyz Side Quest: The Gator Men’s Quest A Gator Man need a
Tavern. new Giant Snail shell to build a hut.
Preparing the Adventure Swamp Condition.
As a DM, before playing this adventure, ask adventurers to When it rains, the marsh floods, and the roads become
provide relevant information about the character they will be impassable, necessitating boat navigation in the bayou.
playing. We recommend that the DM read the adventure in its
entirety before starting it. Make your own notes, and separate The Jug Boyz Tavern
key moments, names, and tables. It is necessary to
familiarize yourself with the statistics of the monsters This building marks the union between the tribes, and all
provided in the adventure. And of course, don't forget to print major local events are hosted within its walls. The tavern is
the miniatures of this bundle before playing! located at the crossroads of the main road that leads to the
marshes. It is built on top of wooden frames that jut out of
Adjusting levels the swamp water and the site is surrounded by several
This adventure is optimized for a party ranging from 1st to customer boats. Its architecture is simple, but even so, it is a
7th-level. To find out if you need to adjust the adventure, do place considered of great importance to the inhabitants of the
the following: Add the total level of all characters Divide the swamp. The Jug Boyz’ performances serve as a symbol of the
total by the number of characters Round everything larger unity of the tribes, and each member is seen as a harbinger of
than 0.5 up, and everything smaller than 0.5 down. Now you the cause. The adventurers arrive there, in the middle of an
have your party’s APL (average party level), with that, you can assembly. Many discuss the next step in confronting the
balance your adventure accordingly. fungal disease. On the podium is an old Orc, leaning on a
staff. He stirs up those present with fiery talk. His name is
Stinky John, the current leader of the Orc tribe.
DM decisions
It is always recommended before starting an adventure — if "Our problems have to end! The cause of it all is that damned
you are playing with a new group — that you determine the nefarious Dragon, it needs to be purged", shouts of
house rules and the golden rules of your table. We disagreement are heard, mainly from the Gator Men. "It's not
recommend that you always use common sense over the just up to me to decide, but I ask you to vote. We need to deal
rules and that you make adjustments as you play, and as the with this."
group interacts with the world. As a DM, you can change
things up if the adventure is too easy or too difficult for the
group. The texts present in this adventure are suggestions,
modify them and read aloud only what you think is necessary.
Overview
The swamp region taken over by the Fungi needs help. Its
areas and quests can be visited in any order, however, the
starting point of all of them is the Jug Boyz Tavern where the
adventure begins. There are quests to be performed in this
region. They will take players from the 1st to the 7th level.
In the Tavern: The adventurers have recently arrived in
the Jug Boyz Tavern, a brand-new inn constructed to
house the performances of the famous Jug Boyz Jug Band.
Rumors can be heard in the tavern, and many quests will
be presented, the players will be able to choose which
ones to do first.

INTRO
1
The heated speeches don't seem to have much cohesion. The Gator Man Quest grants access to the Gator Men
Other patrons are seated further away from the stage, tables tribe, thus making travel through the swamp safer.
occupied by small groups of Orcs, Goblins, and Gator Men. The Jug Boyz member Quest shows the location of the
Some sit alone at the bar, drinking and murmuring. The Sister Hags Hut and the Baron's Cabin and unravels the
tavern attendant is a Goblin lady called Twangy. She explains main plot.
the political situation of the place. The Swamp Orc Quest turns the players into allies of the
Swamp Orcs Tribe, thus making them help in the fight
“The Swamp Orcs blame the Bayou Spore Spreader against the Bayou Spore Spreader Dragon.
Dragon for what happened, but the Gator Men stop them The Swamp Goblin Quest has an encounter with Snail
from investigating, saying they might offend the Swamp Lake Lodge and is the final point of the main quest.
that protects it., the Swamp Goblins believe that the three The Jug Boyz Tavern functions as a hub in the swamp, and
Sister Hags are behind everything, and finally, the Gator Men,
always suspicious of outsiders, blame the Baron, accusing adventurers are encouraged to head back there when
him of concurring with dark magic. But if you ask me, much completing quests.
is said but little is done. The alliance seems to work only as After long debates, the Jug Band show begins. Fast-paced
an ideal, the tribes remain isolated and have to deal with their rhythms and singing draw the audience closer to the stage.
own problems. The ones trying to handle the situation are The band is a true phenomenon, and all the conflict and
the Dragon Trappers Lodge, who came here a long time ago. discussion from before seems to become irrelevant. Outside,
Perhaps they would be more successful if the Gator Men a small rain begins to fall, the humid swamp seems to send
cooperated more.” an invitation to be explored.
Among the patrons are:
Dain Oremaster and Fellor Lariel - Two members of the
Dragon Trappers Lodge. A dwarf and an Elf, respectively.
Both tell the adventurers that the Dragon Trappers Lodge
has been tracking the Blackwater Ambusher Dragon and
that it has lead them to the swamps. They stumbled upon
the spore problem, but they still haven't been able to find a
way to get to the Bayou Spore Spreader 's Lair. Residents
are crying out for their help, but time is short, and the
work is heavy.
"If you can help the people on our behalf, we will be
grateful,” Dain pleads in his thick voice. “The problems with
the infected and the needs of the tribes are beyond our
capacity at the moment. We can help them together! I speak
on behalf of the Dragon Trappers Lodge that you will be
rewarded."
Stinkweed - The Swamp Goblin warns adventurers about
the Lair of Myconids they have discovered in the east.
Recently several attacked his tribe and the leader himself
was sent to solve it with some warriors. Nobody returned.
He asks the adventurers if they can investigate, as the
plague apparently takes longer to affect outsiders.
Tommy Crushgut - The Swamp Orc is hunting a mighty
Catoblepas and needs help. The creature is infected by the
fungus and has been making advances against his tribe's
walls for days. He is one of the hunters tasked with going
after the creature. The Fungal Catoblepas lives in the
Shadow Swamp Woods, and Tommy Crushgut is heading
there right now.
Claude Snagglegrin - The Gator Man is looking for a new
hut. He needs help killing a giant snail to get its shell. The
vast majority of Gator Men are too busy with plague
issues and don't want to help him.
Happy Jack - The Orc member of the Jug Boyz needs its
instrument back. His instrument was taken by the Baron
to be fixed by him, but he never returned it. The musician
asks the players to retrieve it as quickly as possible.
The quests can be done in any order, they grant benefits
within the swamp ecosystem.
THE TAVERN
2
The Swampland Encounter Table
D20 Encounter Details
1 Fungus A Mighty Fungus Catoblepas appears in the middle of the woods, it seems determined to kill.
Catoblepas
2 Mycanids A pack of 1d6 Mycanids are wandering far from the burrow. They spot the adventurers and head out to
battle.
3 Fungus A pack of 1d4 Fungus Gator Men The Gator Men are lurking underwater, waiting for unsuspecting prey to
Gator Men appear.
4 Fungus A pack of 1d4 Fungus Swamp Orcs attacks a small group of uninfected Swamp Goblins that need help.
Swamp
Orcs
5 Fungus From above the trees, 1d6 Fungus Swamp Goblins watch passersby in the woods below.
Swamp
Goblins
6 Catoblepas In the middle of the forest, a Catoblepas observes the dark through the trees with its red eyes.
7 Giant Snail Adventurers come across the trail of a Giant Snail heading into the swamp.
8 Fungus 1d4 Fungus Alpha Glow Hoppers are using their lures to coax unsuspecting creatures.
Alpha
Glow
Hoppers
9 Fungus 1d6 Fungus Glow Hoppers are eating the carcass of a dead creature.
Glow
Hoppers
10 Ancient An onyx stone obelisk emerges from the swamp with ancient demarcations. It tells the story of the first
Obelisk people to arrive in that region.
11 The A Human fisherman got lost and now needs help from the adventurers either to get back home or find a
Fisherman Glow Hopper to guide him.
12 Glow 1d4 Glow Hoppers are leading a Goblin child back to the tribe, but the child seems reluctant to follow the
Hoppers creatures.
13 The A flower grows immaculate in the midst of the swamp, alien and pristine. It grants a small wish to anyone
Swamp who asks it, but if it is taken, it loses its charm.
Flower
14 The Dead A dead oak tree shows the skeletons of various hanging swamp creatures.
Oak
15 The A sunken boat in the swamp reveals a small chest containing treasure.
Sunken
Boat
16 The Snail The Snail Lodge roams the swamps, solving their own problems and situations. Dragon Trappers Lodge
Lodge members have been in the area for quite some time, but so far they're not sure what's going on. They seek
the Bayou Spore Spreader Dragon’s lair but only see him flying in the skies and crossing the woods. (The
Snail Lodge and the Dragon Trappers Lodge members are prominent in the Swamp Goblin quest, but they
can be found wandering the swamp in these random encounters as well.
17 Downpour A torrential rain hits the swamp. All creatures seek shelter.
18 The A skull of a Catoblepas is in the middle of an arcane circle. A kind of ritual with black candles and sacrifice.
Catoblepas
Skull
19 Old Hut An abandoned hut hides potions and swamp herbs.
20 Gator A Gator Man named Deepnose is training for a combat tournament in his tribe, he challenges a player to
Duelist non-lethal hand-to-hand combat.

ENCOUNTER TABLE
3
Room 1
Swamp Goblin Quest — The The ground is blood and bone, with fungus roots moving like
Myconids Lair a single organism.
Stinkweed accompanies players to the Swamp Goblins tribe, Monster: 3x Myconids.
bypassing the Gator Men tribe, as no outsiders can enter
there. (If adventurers do Claude Snagglegrin's Quest first, Room 2
they can join the tribe, making the trip easier). The path's The way to the second room is a small entrance in the cave
misfortunes will be determined by the random encounter wall. The air in that environment gets much worse. A few
table. Roll a random encounter when the adventurers are black candles are lit, completely at odds with the rest of the
traveling from one area of the swamp to another. cave.
The Swamp Goblin Tribe Monster: 2x Myconids.
The Swamp Goblin tribe is desolate, an air of sadness hangs Room 3
in the air. The chief of the tribe left with the strongest
warriors to try to burn the Myconids' hideout, thus stopping Room three is the largest. A white stone altar stands in the
the attacks at least for the time. The villagers warn that the middle of the room. Candles under the altar cast a flickering
Snail Lodge passed through there a little while ago and went light. A large metal door blocks the way to the rest of the
on to try to find the leader and the warriors who didn't return. cave, three keyholes are embedded in it. The door is
The village can be explored. Swamp Goblins are the poorest enchanted and each of the keys is with one of the Hags. If the
in the region. Their huts and buildings are falling apart, and players have already gone to their house and picked up the
their shops don't have many interesting things. Stinkweed keys, they can proceed.
says he will only take the party there. The rest of the way east Monster: 3x Myconids.
will need to be done on foot. The Snail Lodge. On the way to
the Myconids' Lair, adventurers find the Snail Lodge resting. Room 4 & 5
They find members of the Dragon Trappers Lodge
investigating the situation. They seem to have already Hidden treasures from the Hags can be found here, items
adapted to the place, even pulling the accent a little for those stolen from the tribes and swamp dwellers. Magic items can
who live here. Even the clothes seem to have been adapted to be in this pile if the DM wants. A heavy breathing noise
the region's customs. Their leader is a swamp giant. He was comes from Room 6.
sent here, along with a druid, from another marshy region of
the realm, as he was already familiar with the terrain. He was Room 6
a prominent member of Snapper back Lodge, another This Room hides a monster. The underground tunnel took
division of the Dragon Trappers Lodge. His name is Doc players to the island in the middle of the lake. The Bayou
Roony, and he seems entirely at home in the area. They are Spore Spreader Dragon sleeps in its nest. Tommy Crushgut
heading towards the Myconids' lair to rescue the missing Hett and his two hunters will also be available to help if the
people. Swamp Orcs' quest is completed. The baron is available as an
“We feel like we're not making much progress here. The optional help in this fight as well, depending on how his quest
location of the Dragon's lair is still a mystery to us. The way line is resolved.
we see it, everything indicates that the Bayou Spore
Spreader Dragon is to blame for the situation, but some Monster: 1x Bayou Spore Spreader Dragon .
locals think differently. What we do know is that we cannot
reach the Dragon without passing through the Myconoid’s
hideaway. One way or another, there is something more to it.
We are not sure if the Dragon was infected by the fungi or if
its species is like that. Anyway, we strongly believe that it has
great involvement in the spread of the disease. We think it is
on the island in the center of the lake, but powerful magic is
present in these waters. Whenever we navigate through
them, we wake up again on the shore where we left.”
The Myconid’s Hideaway
The place is overrun by Myconids. An entrance is hidden
among the mushrooms. Follow the map to explore the lair.
Should adventurers return here after exploring for the first
time, new Myconids will be present for combat. Add twice as
many enemies in the encounters. Corridor Features:
Bioluminescent mushrooms lit the corridor. Skeletons are
rooted along the dirt wall.
Wandering Monsters: 6x Myconids, consumed by disease
and madness. 1x Bat Swarm, lost and desperate.
SWAMP GOBLIN QUEST
4
This dungeon is the final point of the adventure, it can be Room 1
explored without completing the other quests, but the swamp
area is a web that when opened will facilitate the release of The first room is the prime habitat of the Glow Hoppers.
the area from the cursed fungus. The other Quests add to the Colonies live in places like this, with water and food.
understanding of the adventure. Monster: 12x Glow Hoppers.
DM NOTE: Glow Hoppers are friendly, but are protective of their own
The underground path to the island in the middle of the lake and will retaliate if attacked.
is in the Myconid’s Hideaway, after the third locked room.
Traverse the tunnels does not have the same sleep effect as Room 2
navigating the lake.
The second room is where the alphas are, a little drier lair,
but with a greater abundance of food. The eggs are also
Jug Boyz Quest - The located here, under puddles on the floor.
Stolen Instruments Monster: 6x Alpha Glow Hoppers.
The band is concerned about the instruments they sent to
The Baron's house, he promised to perfect them with luthier The Stranger
techniques he learned when he lived in the big cities. This After leaving the cave, a figure awaits the adventurers, a man
has been gone for days and the band has been playing with in a purple suit with a snake draped around his neck. A viper
reserve instruments ever since. The public has been noticing with a jaw the same size as the gator's bite mark. He warns
that the sound is no longer so good. Due to their packed the party not to help the Sister Hags. He introduces himself
schedule of shows in the tavern, they cannot go out on their as The Baron. He’s a human with black skin and a skull
own to resolve the situation and therefore ask the players to adorns his face like a mask. He wears a top and and speak
do it for them. The path's misfortunes will be determined by with a thick accent. He doesn’t wear any shoes
the random encounter table. Roll a random encounter when "I must insist that you don't go back to that hut, the gator
the adventurers are traveling from one area of the swamp to man they are trying to help was bitten by my snake, he was
another. trying to steal a very important item that I have been working
on in my cabin. He and the Hags are up to something. If you
The Gator Man can please come to my cabin, I can talk more about it.”
A Gator Man named Crooc appears dazed halfway to The
Baron's hut, he approaches players in the middle of the road, Diferent Paths
dizzy and aimless. He doesn't say much, just drools the same The adventurers must decide whether to believe The Baron
words between cries of pain. "Please help me, take me to the or not. He won’t stop the party if they decide not to come with
Sister Hags." him. If they tell the Hags about The Baron's meeting they will
If the players decide to ignore him, they can head to the say that the man is evil, and he has been causing all the
Baron's cabin. trouble in the region, and they will tell the players not to
believe him. If players insist too much and decide to
Sister Hag’s Hut investigate or interrogate the Hags further, they will feel
threatened and will attack the party.
Players take the dying Gator Men to the Sister Hags' hut.
They are already waiting for them at the door as if they knew
they were coming. The place has a brackish smell, with
insensate and smoke clouding the vision.
"Put him on the table," they say in unison. "He was bitten
by a viper. Only the acid of a Glow Hopper can stop the
venom."
The sisters search the cupboards and cauldrons but don't
find the ingredient, so they ask the adventurers to go to the
Glow Hoppers' cave to get the acid that smears the creatures'
skin. The witches also offer a sum of money if players bring
them Glow Hopper eggs, but do not say what they will do
with them.
Glow Hoppers Cave
The cave is the natural habitat of the Glow Hoppers. Follow
the map to explore it. Corridor Features: Brackish water fills
the hallways to the knees, no lights illuminate the place.
Wandering Monsters: 6x Glow Hoppers, friendly and helpful.
3x Alpha Glow Hoppers, hungry and protective.

JUG BAND QUEST


5
The Baron’s Cabin Swamp Orc Quest — The
If players ignore the Gator Man on the way and head straight Myconids Lair
there, they'll find The Baron in his cabin working on the Tommy Crushgut Hett accompanies players to the Shadow
band's instruments. He appears to be practicing some Swamp Woods, he is accompanied by two other Swamp Orc
Voodoo rituals. If players have found him at the exit of the hunters. The path's misfortunes will be determined by the
cave, he will take them to the same location. A chicken tied to random encounter table. Roll a random encounter when the
the ceiling drips blood on the instruments. Candles and adventurers are traveling from one area of the swamp to
skulls adorn the table. The Baron says that he is preparing an another.
enchantment on the instruments. Something that will lure
the Myconids away from their cave, making the path to Bayou
Spore Spreader Dragon's lair easier.
"I plan to use the instruments to attract the Myconids away.
With them out of the tunnels, it will be much easier to get to The Shadow Swamp Woods
Bayou Spore Spreader Dragon.” He also says that he already The Catoblepas dugout is in the middle of the dark forest.
explored the tunnels of the Myconids and that he found a The Swamp Orcs have been tracking their movement for the
magically locked door, and he believes that the three keys are last few weeks. For some reason, one of the creatures,
with the Sister Hags. affected by the fungi, has been attacking the tribe's palisade
“After investigating, I realized that the Bayou Spore wall.
Spreader Dragon came to this region at their cal. They are
the ones who secretly command everything. The tribes used The Catoblepas Dugout
to be much less organized and loosely united. It was due to The place is full of Catoblepas, they seem to be oblivious to
the threads pulled by the Hags, masters of whispers and the presence of adventurers and hunters. Tommy Crushgut
spells. For years, they ruled the region in secret. It turns out
that over time, the tribes began to live more in harmony, warns that he has marked the beast he seeks with a scar on
something that challenged their sovereignty. I believe the its left eye, an arrow that blinded the monster.
sisters' plan was to get it into the Gator Men's minds and "We'd better find what we're looking for without stirring up
make them believe that they had something in common with others, we don't want an uncontrolled mess."
the creature, a common ancestry that made them more
special than the other tribes. They planned to turn one tribe Players need to investigate and stealthily pass through this
against the other. But something was out of their control, area. Each failure will result in an encounter with a
something in this godforsaken swamp that caused the Bayou Catoblepas.
Spore Spreader Dragon to flourish like a fungus, a plague Monster: 1x Fungus Catoblepas.
spreading and eating away at the swamp and its creatures.
This ended up uniting the tribes even more against a greater If the party manages to hunt the creature, Tommy Crushgut
enemy, the fungus plague. The Jug band's cultural impact also will thank them and make himself available for anything they
had great power in this scenario. Now, they sent the Gator need. He and his tribe can help in the final fight against the
Men to steal my enchanted instruments, if it hadn't been for Bayou Spore Spreader Dragon.
my snake they would have made it.
Players had to decide who to trust, on the one hand,
rumors that the Bayou Spore Spreader Dragon is the cause
of it all are passed around the swamp all the time, on the
other, using the band as bait for the creature doesn't seem
right either if what the man says is true. Regardless of what
the players decide, the DM will need to consider the entire
adventure to plan the final showdown.
If players want to return them to the band, deliver them at
their own expense to Snail Lodge or stay with the
instruments for themselves, they will need to convince the
Baron first. If they fail, the Baron will protect the instruments
with his life. Players must return to the Hags' hut to fight
them or steal the keys.
If they explore the hut stealthily or defeat the sisters, they
will find spell recipes for summoning the Bayou Spore
Spreader Dragon, as well as plans for swamp territory
domination once the plague takes hold. Also, the recipe for
the sleep spell present in the lake is found on top of an old
chair. The conclusion for this quest is at the end of the
Swamp Goblins quest.

SWAMP ORC QUEST


6
Decisions
Gator Man Quest — A New The DM will need to drive the end of the adventure according
Home. to player decisions during quests. Many variables are on the
Claude Snagglegrin has traveled to the so-called "Giant Snail table to design a true ending, but the battle against the Bayou
Burrow" before, but this is the first time he will do so alone. Spore Spreader Dragon in its lair is the ultimate climax. The
Now that he has reached the age of maturity, he must go with creature, once killed, will cause the fungus plague to be
his family to hunt a snail to make his home in its shell, but dissolved.
Claude Snagglegrin is an orphan and no one is willing to help
him. He promises that he can grant players who enter the Conclusion
village safe passage as his guests. The Gator Men village is The plan devised by the Sister Hags to use the Bayou Spore
on the way to the Myconid hideaway, and players will not Spreader Dragon as a puppet ended up spreading a terrible
need to roll random encounters if they can safely travel the disease in the swamp. With the creature dead, all others
roads and pass through the village. infected by the fungus perished. A new meeting was held in
the tavern by the tribes to decide what would go forward. The
The snail Burrow adventurers are elevated to local heroes, beacons of hope,
The place is a cemetery for Giant snails, with living ones who whose names will be marked by several generations in the
dwell among the decomposing bodies of their siblings, some swampland. Players are also honored by the Dragon Trappers
take on stronger and more robust shells. Lodge members for their service. Dain Oremaster is very
impressed with the party and invites them to officially enter
the Dragon Trappers Lodge, with the promise of new
The Catoblepas Dugout adventures on the horizon. One thing remained after all: the
Claude Snagglegrin is very nonchalant and asks the party to tribes, before divided, came together for a greater good and
help choose a shell that looks good to live in. According to the now follow in harmony, rocked by the rhythm of the Jug Boyz.
customs of his people, he must kill a creature, taking a shell
from an already dead animal is seen as dishonor. Rewards
Monster: 3x Giant snails. Make sure adventurers write down their rewards. Total up all
combat experience gained from defeating enemies and divide
If the party manages to help the Gator man, he will grant by the number of characters present in combat. (Experience
them access to his tribe. However, Claude Snagglegrin claims points from the helper file).
that his village is not a very pleasant place, he suspects that
some are plotting with the Sister Hags. Quest Rewards
"Don't be on the streets after dark, and don't ask too many 1: The Swamp Goblin Quest (2300 XP per character).
questions." 2: The Gator Men Quest. (700 XP per character).
3: The Swamp Orc Quest. (750 XP per character).
4: The Jug Band Quest. (1900 XP per character).
This adventure is a template and can be customized, turned
upside down, added as a starting point, or something in the
middle of an ongoing campaign. Please, change anything you
feel is necessary. If possible, give us feedback on your
sessions and how your adventurers handle the situations
present in this adventure. We'd love to hear about it.
Thanks for playing!

CONCLUSION
7
The Mushroom Bayou

T
he Swamp Symbiosis Swamp Goblins were
returning at night in the dense swamp forest of Catoblepas
Ersan when they came across something The Swamp King
frightening. They found corpses that had been
parasitized stuck high in the vegetation, dead The creature represents the lands it inhabits, a being adapted
creatures with spore-filled bodies projecting to the inhospitable, ready to kill with its weight and brute
out of their skulls. From Goblins to strength. Catoblepas are aggressive creatures that live in
Catoblepas, all were infected by this never before seen swamps and flooded areas, and their animalistic power as a
fungus. natural beast makes them master of their territory. The
creature's eyes are red and bloodshot, as it kills just with a
glare. Its back has hard humps, solid spikes, and a hairy
The Fungal Torment carapace that protects them from falling trees that crumble
Members of the Dragon Trappers Lodge were called as a new when they walk, with its horns tearing the treetops like
creature appears with the fungus. A Bayou Spore Spreader blades.
Dragon. After some research, they called upon a specialist in
fungal behavior, an Alchemist at the Imperial College, who Vile Presence
knew exactly what it was: Like all fungus, this one was able to As a rotten smell wafts through the swamp, the Catoblepas
cause morphological, physiological, and behavioral changes presence in the vile puddles is noticed and respected by all
in their hosts, and when they died, the infected fungal spores creatures and peoples that dare to lurk in the loathsome
traveled to other creatures, perpetuating the fungus. A swampland. The creature's scent is a combination of brackish
contagion going always further, never stopping. The water with roots and wet fur.
Alchemist found out about their collective mind, causing
them to function as one being, connected to a hive Dominance
intelligence. This was the vilest of symbiosis. When one feels
pain, all do; when one is in danger, others come to help. The The Catoblepas' main goal is to establish its dominance in
mind they were all connected to was the Bayou Spore the region, submitting smaller creatures to its desires. They
Spreader Dragon's, there was no doubt about that. The are always trying to show their strength, engaging in fighting
fungus soon will infect all the swampland, with its creatures with crocodiles, other Catoblepas, and tribes that live in the
bound to its disease. No one knows what could happen if the swamp. The Swamp Goblins worship the Catoblepas, and
fungal chaos spread beyond the borders of the swamp, or if they believe seeing one is considered a good omen, but not all
the Bayou Spore Spreader Dragon decided to leave for tribes think like that. Gator Men are known for hunting and
another region. One thing was certain, It was now the killing the mighty beasts as a true display of power.
Dragon Trappers Lodge's duty to stop the creature from
proliferating.

Fungus
All creatures infected by the fungus share the same
characteristics. They can communicate with others infected
by telepathy. And, thanks to that, they all share the same pain.
Bigger creatures can resist the fungus for a long time, living
in symbiosis with it for as long as a year before falling into its
grasp forever.

The Swampland
With extremely nutritious soil, smooth water movement, and
vegetation that serves as a shelter and accumulates a lot of
organic matter, swamps end up serving as a refuge mainly for
young organisms in their early stages of development.
Fungus proliferates in this region faster than it can be dealt
with.

CREATURES
8
Catoblepas Fungus Catoblepas
Huge monstrosity, true neutral Huge monstrosity, lawful evil

Armor Class 12 (natural armor) Armor Class 14 (natural fungus carapace)


Hit Points 84 (8d10 + 40) Hit Points 84 (8d10 + 40)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
19 (+4) 12 (+1) 21 (+5) 3 (-4) 14 (+2) 8 (-1) 21 (+5) 12 (+1) 21 (+5) 3 (-4) 14 (+2) 8 (-1)

Senses darkvision 60 ft., passive perception 12 Senses darkvision 60 ft., passive perception 12
Languages none Condition Immunities Poisoned.
Challenge 5 (1,800 XP) Languages none
Challenge 5 (1,800 XP)
Keen Smell. The catoblepas has advantage on
Wisdom (Perception) checks that rely on smell. Keen Smell. The catoblepas has advantage on
Wisdom (Perception) checks that rely on smell.
Stench. Any creature other than a catoblepas that
starts its turn within 10 feet of the catoblepas must Stench. Any creature other than a catoblepas that
succeed on a DC16 Constitution saving throw or starts its turn within 10 feet of the catoblepas must
be poisoned until the start of the creature's next succeed on a DC16 Constitution saving throw or
turn. On a successful saving throw, the creature is be poisoned until the start of the creature's next
immune to the stench of any catoblepas for 1 hour. turn. On a successful saving throw, the creature is
immune to the stench of any catoblepas for 1 hour.
Actions
Tail. Melee Weapon Attack: +7 to hit, reach 10 ft.,
Actions
one target. Hit: 21 (5d6 + 4) bludgeoning damage, Tail.Melee Weapon Attack: +7 to hit, reach 10 ft.,
and the target must succeed on a DC: 16 one target. Hit: 21 (5d6 + 4) bludgeoning damage,
Constitution saving throw or be stunned until the and the target must succeed on a DC: 16
start of the catoblepas's next turn. Constitution saving throw or be stunned until the
start of the catoblepas' next turn.
Death Ray - Recharge 3. The catoblepas target a
creature that it can see within 30 feet of it. The Death Ray - Recharge 5. The catoblepas targets a
target must make a DC: 16 Constitution saving creature that it can see within 30 feet of it. The
throw, taking 36 (8d8) necrotic damage on a failed target must make a DC: 16 Constitution saving
save, or half as much damage on a successful one. throw, taking 36 (8d8) necrotic damage on a failed
If the saving throw fails by 5 or more, the target save, or half as much damage on a successful one.
instead takes 64 necrotic damage. The target dies if If the saving throw fails by 5 or more, the target
reduced to 0 hit points by this ray. instead takes 64 necrotic damage. The target dies if
reduced to 0 hit points by this ray.
Poison Breath - Recharge 3. The catoblepas breathes
poison in a 60-foot cone. Each creature in the area
Oh! Mighty Catoblepas, come with thy eyesight wrath must make a DC 15 Constitution saving throw,
loaded and snout down to the vile ground. Is not the taking 36 (8d8) poison damage on a failed save, or
strength of a God enough to lift thy up and adore half as much damage on a successful one.
thee? Fungal Illness. The creature exhales poisonous gas in
a 10-foot cone. Each creature in that area must
make a DC 11 Constitution saving throw, taking 12
(3d6) poison damage on a failed save, or half as
much damage on a successful one. If the player is
hit four times by the poison gas, he will need to
make an extra DC 11 Constitution saving throw. If
he fails the character will develop a fungal disease
that will reduce 1d4 hit points per round. When his
HP reaches 0 the character will be completely
controlled by the hive mind of the Bayou Spore
Spreader Dragon. The only way to save the
character is to kill the creature that infected him
before his HP reaches 0.

CREATURES
9
Bayou Spore Spreader Bayou Spore Spreader
Dragon Dragon
Old Symbiote
The Bayou Spore Spreader Dragon is smaller than its more Armor Class 18 (natural carapace)
Hit Points 178 (17d10 + 85)
known Dragon, with a wing sprawl and body adapted to the Speed 30 ft.
dense forests in the swamps. But its temper is as bad as any
other big lizard. The creature is protected by a fungus
carapace, capable of blending it with the environment. It is STR DEX CON INT WIS CHA
not known if the Bayou Spore Spreader Dragon was once a 22 (+6) 10 (+0) 22 (+6) (8 (-1) 14 (+2) 8 (-1)
true Dragon corrupted by the fungus or if it was born like
this. It is known that their presence in the swamps is as old
as the spreading, maybe they are a direct consequence of one Senses darkvision 60 ft., passive perception 14
Condition Immunities Poisoned.
to the other, but no one knows what came first. Languages none
Challenge 12 (8,400 XP)
Swamp Lair
The Bayou Spore Spreader Dragon Lair is located under the Actions
roots of the ancient swap trees. A natural cave lit by the Multyattack. The Bayou Spore Spreader Dragon
bioluminescence of the creature. Some say that Swamp Orcs makes two attacks: one with its bite and one with
once lived in these exact same roots, but were forced to move its stinger. While flying, it can use its claws in place
by the beast. The Bayou Spore Spreader Dragon uses its Lair of one other attack.
to lay eggs, but none has successfully hatched. As if the
fungus were not capable of creating life, but only corrupt it. Bite. Melee Weapon Attack: +7 to hit, reach 10 ft.,
one creature. Hit: 11 (2d6 + 4) piercing damage.
Mash Fire Claw. Melee Weapon Attack: +7 to hit, reach 5 ft.,
The Dragon's Mash Fire Breath can be traced to old swamp one target. Hit: 13 (2d8 + 4) slashing damage.
folklore of ghastly fire creatures that haunted the tribes for Poison Spores. The Myconid exhales poisonous gas
years. The breath is made of a mixture of swampy slime and in a 15-foot cone. Each creature in that area must
blazing fire that spews as a jet from not only its mouth but its make a DC 11 Constitution saving throw, taking 21
spores as well. The hot glue sticks to its victims, burning (6d6) poison damage on a failed save, or half as
them like black magma. much damage on a successful one. If the player is
hit three times by the poison gas, he will need to
make an extra DC 15 Constitution saving throw. If
he fails the character will develop a fungal disease
that will reduce 1d6 hit points per round. When his
HP reaches 0 the character will be completely
controlled by Bayou Spore Spreader Dragon and will
die along with the creature when it is defeated. The
only way to save the character is to kill Dragon
before his HP reaches 0.
Marsh Fire Breath - Recharge 3. The Bayou Spore
Spreader Dragon attacks Marsh Fire Breath in a 60-
foot cone. The dragon A mixture of swampy slime
and blazing fire that spews as a jet from its mouth
and spores. The foes that are stuck with its attack
must make a DC 14 Constitution saving throw,
taking 42 (9d8) poison damage on a failed save, or
half as much damage on a successful one.

CREATURES
10
Myconids Myconids
Once Creatures Medium humanoid, lawful evil
Myconids once were living creatures, but parasitic fungi took
them over completely. For some unknown reason, the fungus Armor Class 12 (natural fungus carapace)
Hit Points 22 (4D8 + 4)
didn't look for another host as they normally do, staying with Speed 30 ft.
the Myconids even after their bodies were turned to bones,
developing a new carapace capable of moving on its own.
Now they are nothing but skeletons animated by the wild STR DEX CON INT WIS CHA
magic of fungi. They are savage, and attack without a second 14 (+2) 10 (+0) 12 (+1) (11 (+0) 5 (-4) 5 (-4)
thought, perhaps in search of a new host, or a memory of
what they were in life through muscular spasms. Senses darkvision 60 ft., passive perception 12
LanguagesTraces and murmurs of the language they
Old Memories spoke when alive.
The Myconids don't remember their past life, and it is not Challenge 1/2 (100 XP)
known exactly what they were before being completely tamed
by the fungus. Some say that they hear murmurs from the Fungus Telepathy. A Myconids may telepathically
creatures as if they were talking to someone that was not communicate with all fungus creatures with an
there, a memory from their past self manifesting after many intelligence score of 3 or greater within a 30-ft
years, like ghosts trapped in a fungal shell. range.
Fungus Pain. A Myconids can sense the pain of
"Don't heed the call of a Myconid, they speak to other lesser fungus beings within a 240-ft range.
those who aren't there, a lament for the emptiness of
their souls." Actions
Fist. Melee Weapon Attack: +2 to hit, reach 5 ft.,
one target. Hit: 5 (2d4) bludgeoning damage plus 5
(2d4) poison damage.
Shortspear. Melee or Ranged Weapon Attack: +5 to
hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5
(1d4 + 3) piercing damage. Fungal Illness. The
creature exhales poisonous gas in a 10-foot cone.
Each creature in that area must make a DC 11
Constitution saving throw, taking 12 (3d6) poison
damage on a failed save, or half as much damage on
a successful one. If the player is hit four times by
the poison gas, he will need to make an extra DC
11 Constitution saving throw. If he fails the
character will develop a fungal disease that will
reduce 1d4 hit points per round. When his HP
reaches 0 the character will be completely
controlled by the hive mind of the Bayou Spore
Spreader Dragon. The only way to save the
character is to kill the creature that infected him
before his HP reaches 0.

CREATURES
11
Glow Hoppers Fungus Glow Hopper
Swamp Guides Medium monstrosity, lawful evil
Glow Hoppers are friendly creatures. Their frog-like tongue
and bright lures extend from a long appendage on their head. Armor Class 13 (Fungus carapace)
Hit Points 16 (3D6 + 4)
They use these lures to draw in unsuspecting insects which Speed 30 ft., swim 30 ft.
they eat and to navigate their way through the dark and
murky waters of the swamps. They are inclined towards good
behavior. Serving as guides to the lost travelers, they bring STR DEX CON INT WIS CHA
them back to the borders of the swamp, protecting them from
the real dangers of the biome. But with goodness comes 10 (+0)|14 (+2)|8 (-1)|(3 (-4)|15 (+2)11 (+0)|
friendship and protection. The Glow Hoppers tend to be very
protective of their kind, seeking retaliation whenever a Senses passive perception 9
member of their group is attacked. Condition Immunities Poisoned.
Languages None
Acid Skin Challenge 1/4 (25 XP)
A Glow Hopper’s skin is extremely acidic, a defense
mechanism made to protect them from predators, but the Corroded Acid Body. Whenever a creature hits the
fungus doesn’t seem to mind it. It is an honest mistake to try Glow Hopper with a melee attack, it takes 1d4 acid
to touch these friendly creatures, but the pain that follows is a damage + 1d4 poisonous damage.
reminder of the harsh reality of the swamps. Amphibious Amphibious. The Glow Hopper can
breathe in both air and water.
Fungus Telepathy. A Fungus Glow Hopper may
Glow Hopper telepathically communicate with all fungus
Medium monstrosity, neutral good creatures with an intelligence score of 3 or greater
within a 30-ft range.
Armor Class 12 Fungus Pain. A Glow Hopper can sense the pain of
Hit Points 16 (3D6 + 4) other lesser fungus beings within a 240-ft range.
Speed 30 ft., swim 30 ft.
Actions
STR DEX CON INT WIS CHA Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 5 (1d6+2).
10 (+0) 14 (+2) 8 (-1) (3 (-4) 15 (+2)11 (+0)
Fungal Illness. The creature exhales poisonous gas in
Senses passive perception 9 a 10-foot cone. Each creature in that area must
Condition Immunities Poisoned. make a DC 11 Constitution saving throw, taking 12
Languages None (3d6) poison damage on a failed save, or half as
Challenge 1/4 (25 XP) much damage on a successful one. If the player is
hit four times by the poison gas, he will need to
Vengeant. The glow hopper gains a +1 bonus to make an extra DC 11 Constitution saving throw. If
attack and damage rolls against a creature that has he fails the character will develop a fungal disease
killed another glow hopper in the last round. that will reduce 1d4 hit points per round. When his
HP reaches 0 the character will be completely
Acid Body. Whenever a creature hits the Glow controlled by the hive mind of the Bayou Spore
Hopper with a melee attack, it takes 1d4 acid Spreader Dragon. The only way to save the
damage. character is to kill the creature that infected him
Amphibious Amphibious. The Glow Hopper can before his HP reaches 0.
breathe in both air and water.

Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 5 (1d6+2).

CREATURES
12
The Alpha Glow Hoppers Fungus Alpha Glow
Strength and Leadership
Alpha Glow Hoppers are bigger and stronger versions of
Hopper
Huge monstrosity, lawful evil
their kind, they are the leaders of Glow Hopper packs, always
in command. They demonstrate their lures with pulp to Armor Class 17 (Fungus carapace)
impress the other lesser creatures. They tend to be more Hit Points 35 (5D8 + 12)
violent, constantly showing their superiority to guarantee Speed 30 ft., swim 30 ft.
their leadership position.
STR DEX CON INT WIS CHA
Alpha Glow Hopper 15
(+2)
14
(+2)
15
(+2)
10
(+0)
10 (+0)11
(+0)
Huge monstrosity, neutral good

Armor Class 15 Senses passive perception 12


Hit Points 35 (5D8 + 12) Languages None
Speed 30 ft., swim 30 ft. Challenge 4 (1,100 XP)

Corroded Acid Body. Whenever a creature hits the


STR DEX CON INT WIS CHA Glow Hopper with a melee attack, it takes 1d4 acid
15 14 15 10 10 (+0)11 damage + 1d4 poisonous damage.
(+2) (+2) (+2) (+0) (+0)
Amphibious Amphibious. The Glow Hopper can
breathe in both air and water.
Senses passive perception 12
Languages None Fungus Telepathy. A Fungus Glow Hopper may
Challenge 4 (1,100 XP) telepathically communicate with all fungus
creatures with an intelligence score of 3 or greater
within a 30-ft range.
Vengeant. The glow hopper gains a +1 bonus to
attack and damage rolls against a creature that has Fungus Pain. A Glow Hopper can sense the pain of
killed another glow hopper in the last round. other lesser fungus beings within a 240-ft range.
Acid Body. Whenever a creature hits the Glow Actions
Hopper with a melee attack, it takes 1d4 acid
damage. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 10 (2d6+2).
Amphibious Amphibious. The Glow Hopper can
breathe in both air and water. Swallow The Alpha Glow Hopper makes one bite
attack against a Medium or smaller target it is
Actions grappling. If the attack hits, the target is swallowed,
and the grapple ends. The swallowed target is
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft.,
blinded and restrained, it has total cover against
one target. Hit: 10 (2d6+2).
attacks and other effects outside the creature, and
Swallow The Alpha Glow Hopper makes one bite it takes 10 (3d6) acid damage at the start of each
attack against a Medium or smaller target it is of the Alpha Glow Hopper’s turns. The creature can
grappling. If the attack hits, the target is swallowed, have only one target swallowed at a time. If the
and the grapple ends. The swallowed target is Alpha Glow Hopper dies, a swallowed creature is
blinded and restrained, it has total cover against no longer restrained by it and can escape from the
attacks and other effects outside the creature, and corpse using 5 feet of movement, exiting prone.
it takes 10 (3d6) acid damage at the start of each Fungal Illness. The creature exhales poisonous gas in
of the Alpha Glow Hopper’s turns. The creature can a 10-foot cone. Each creature in that area must
have only one target swallowed at a time. If the make a DC 11 Constitution saving throw, taking 12
Alpha Glow Hopper dies, a swallowed creature is (3d6) poison damage on a failed save, or half as
no longer restrained by it and can escape from the much damage on a successful one. If the player is
corpse using 5 feet of movement, exiting prone. hit four times by the poison gas, he will need to
make an extra DC 11 Constitution saving throw. If
he fails the character will develop a fungal disease
that will reduce 1d4 hit points per round. When his
HP reaches 0 the character will be completely
controlled by the hive mind of the Bayou Spore
Spreader Dragon. The only way to save the
character is to kill the creature that infected him
before his HP reaches 0.

CREATURES
13
Swamp Orc Fungus Swamp Orc
Swamp Warrior medium humanoid, lawful evil
The Swamp Orcs are always in constant battle with the other
tribes that inhabit the swamps. At least it once was like this. Armor Class 16 (Fungus carapace)
Hit Points 42 (5d8 + 20)
Since the fungus started to spread across the swamps, the Speed 30 ft.
Orcs proposed an armistice with the other tribes. Now, with a
common enemy, they fight alongside their once mortal
enemies, but Swamp Orcs are suspicious creatures. The STR DEX CON INT WIS CHA
likes of travelers and adventures are seen as yet another 18 (+4) 15 (+2) 16 (+3) 8 (-1) 10 (+0)8 (-1)
threat to their homes.
Senses darkvision 60 ft., passive Perception 10
Largest Tribe Languages Common, Orc
The orcs are at the moment the largest tribe in the swamps, Challenge 4 (1,100 XP)
they have harsh plague control, killing everyone that begins to
show symptoms and burning their bodies. They manage to Aggressive. As a bonus action, the Swamp Orc can
control the infection, at least inside their tribe walls. But not move up to its speed toward a hostile creature that
all are happy with those decisions. Some say that Orcs were it can see.
killed without even showing the symptoms. The Tribe leader Swamp Warrior. The Swamp Orc has advantage on
is having a hard time dealing with the families of those taken hit when fighting inside the swamp.
by “unfair deaths”.
Fungus Telepathy. The Swamp Orc may
telepathically communicate with all fungus
creatures with an intelligence score of 3 or greater
Swamp Orc within a 30-ft range.
medium humanoid, true neutral Fungus Pain. The Swamp Orc can sense the pain of
other lesser fungus beings within a 240-ft range.
Armor Class 14 (leather armor)
Hit Points 39 (6D6 + 18)
Speed 30 ft.
Actions
Multiattack. The Swamp Orc makes two melee
weapon attacks.
STR DEX CON INT WIS CHA
Machete. Melee Weapon Attack: +5 to hit, reach 5
18 (+4) 15 (+2) 16 (+3) 8 (-1) 10 (+0)8 (-1) ft., one target. Hit: 13 (2d8 + 4) slashing damage,
or 15 (2d10 + 4) if used with two hands.
Senses darkvision 60 ft., passive Perception 10
Languages Common, Orc Pike. Melee Weapon Attack: +5 to hit, reach 10 ft.,
Challenge 3 (700 XP) one target. Hit: 8 (1d10 + 3) piercing damage.
Fungal Illness. The creature exhales poisonous gas in
Aggressive. As a bonus action, the Swamp Orc can a 10-foot cone. Each creature in that area must
move up to its speed toward a hostile creature that make a DC 11 Constitution saving throw, taking 12
it can see. (3d6) poison damage on a failed save, or half as
much damage on a successful one. If the player is
Swamp Warrior. The Swamp Orc has advantage on hit four times by the poison gas, he will need to
hit when fighting inside the swamp. make an extra DC 11 Constitution saving throw. If
he fails the character will develop a fungal disease
Actions that will reduce 1d4 hit points per round. When his
Multiattack. The Swamp Orc makes two melee HP reaches 0 the character will be completely
weapon attacks. controlled by the hive mind of the Bayou Spore
Spreader Dragon. The only way to save the
Machete.. Melee Weapon Attack: +5 to hit, reach 5 character is to kill the creature that infected him
ft., one target. Hit: 13 (2d8 + 4) slashing damage, before his HP reaches 0.
or 15 (2d10 + 4) if used with two hands.

CREATURES
14
Swamp Goblins Fungus Swamp Goblin
The plague before the plague small humanoid, neutral evil
Swamp Goblins were always seen as a plague by the other
tribes, a chaos-moved creature that values combat and Armor Class 12 (Fungus carapace)
Hit Points 27 (6d6+6)
disorder above all. Now, with a real plague tormenting the Speed 30 ft., swim 30 ft.
swamps, they see an opportunity to resume bonds with their
neighbors that were long broken. They realize that, alone,
little can be done against the fungal disease. They are the STR DEX CON INT WIS CHA
smallest of the tribal creatures, but also the smartest. Their 13 15 11 10 14 (+2)9
love for disorder is put aside when they travel to cities within (+1) (+2) (+0) (+0) (-1)
the swamp borders. They are the most friendly of the swamp
tribes, at least it is what they want the others to know. Senses darkvision 60 ft., passive Perception 12
Commerce and bartering are essential for their survival, as Languages Common, Goblin
almost all the prey is hunted by Swamp Orcs and Gator Men. Challenge 2 (450 XP)

Underwater Beasts Deep Breath. The Swamp Goblin can hold its breath
Swamp Goblins, being short creatures, developed the ability for 30 minutes.
to hold their breath for long periods of time throughout their Goblin Escape. The Swamp Goblin can take the
evolution. They specialize in combat on land and water, Disengage or Hide action as a bonus action on
hiding in puddles and lakes. This ability has been really each of its turns.
essential to fight with Gator Men for territory.
Fungus Telepathy. The Swamp Goblin may
telepathically communicate with all fungus
creatures with an intelligence score of 3 or greater
Swamp Goblin within a 30-ft range.
small humanoid, true neutral Fungus Pain. The Swamp Goblin can sense the pain
of other lesser fungus beings within a 240-ft range.
Armor Class 12 (hide)
Hit Points 21 (6d6) Actions
Speed 30 ft., swim 30 ft.
Multiattack. The Swamp Goblin makes two melee
weapon attacks.
STR DEX CON INT WIS CHA
Shortbow.. Ranged Weapon Attack: +3 to hit, range
13 15 11 10 14 (+2)9 80/320 ft., one target. Hit: 7 (1d6 + 3) piercing
(+1) (+2) (+0) (+0) (-1) damage.

Senses darkvision 60 ft., passive Perception 12 Pike. Melee Weapon Attack: +3 to hit, reach 10 ft.,
Languages Common, Goblin one target. Hit: 7 (1d6 + 3) piercing damage.
Challenge 1 (200 XP) Fungal Illness. The creature exhales poisonous gas in
a 10-foot cone. Each creature in that area must
Deep Breath. The Swamp Goblin can hold its breath make a DC 11 Constitution saving throw, taking 12
for 30 minutes. (3d6) poison damage on a failed save, or half as
much damage on a successful one. If the player is
Goblin Escape. The Swamp Goblin can take the hit four times by the poison gas, he will need to
Disengage or Hide action as a bonus action on make an extra DC 11 Constitution saving throw. If
each turn. he fails the character will develop a fungal disease
that will reduce 1d4 hit points per round. When his
Actions HP reaches 0 the character will be completely
Multiattack. The Swamp Goblin makes two melee controlled by the hive mind of the Bayou Spore
weapon attacks. Spreader Dragon. The only way to save the
character is to kill the creature that infected him
Shortbow.. Ranged Weapon Attack: +3 to hit, range before his HP reaches 0.
80/320 ft., one target. Hit: 7 (1d6 + 3) piercing
damage.
Pike. Melee Weapon Attack: +3 to hit, reach 10 ft.,
one target. Hit: 7 (1d6 + 3) piercing damage.

CREATURES
15
Gator Men Fungus Gator Men
Barbarian medium humanoid, lawful evil
The Gator Men are the most barbaric of the swamp tribes,
and the last one to realize an armistice and alliance was Armor Class 1 (natural armor)
Hit Points 60 (8d12 + 8)
necessary to fight the spreading of the fungus. The Gator Speed 30 ft., swim 50 ft.
Men are known for their war like nature. For them, only the
swamps matter, no adventurer is allowed inside their village,
and they never travel beyond the borders of the swamp. STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 11 (+0) 13 (+1) 14 (+2) 10 (+0)
Dragonkin
The presence of the Dragon in the swamp has made the Senses passive Perception 15
Gator Men feel special, as if they shared the same Draconian Languages Common, Lizard
or lizardman lineage. The Fungus Dragon was always as Challenge 5 (1,800 XP)
troublesome for them as any other tribe, Yet, some seem to
insist that they are special for that. Something that even Deep Breath. The Gator Men can hold their breath
some Gator Men find hard to believe. for 30 minutes.
Fungus Telepathy. The Gator Men may telepathically
communicate with all fungus creatures with an
Gator Men intelligence score of 3 or greater within a 30-ft
range.
medium humanoid, true neutral
Fungus Pain. The Gator Men can sense the pain of
Armor Class 15 (natural armor) other lesser fungus beings within a 240-ft range.
Hit Points 60 (8d12 + 8)
Speed 30 ft., swim 50 ft. Actions
Multiattack. The Gator Men makes two attacks: one
STR DEX CON INT WIS CHA with its bite and one with its tail or two with its
spear.
15 (+2) 15 (+2) 11 (+0) 13 (+1) 14 (+2) 10 (+0)
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
Senses passive Perception 14 one target. Hit: 14 (2d8 + 5) piercing damage, and
Languages Common, Lizard the target is grappled (escape DC 16). Until this
Challenge 5 (1,800 XP) grapple ends, the target is restrained, and the Gator
Men can't bite another target.
Deep Breath. The Gator Men can hold their breath Tail. Melee Weapon Attack: +5 to hit, reach 5 ft.,
for 30 minutes. one target not grappled by the Gator Men. Hit: 11
(2d6 + 6) bludgeoning damage. If the target is a
Actions creature, it must succeed on a DC 16 Strength
saving throw or be knocked prone.
Multiattack. The Gator Men makes two attacks: one
with its bite and one with its tail or two with its Bone Knife. Melee or Ranged Weapon Attack: +5 to
spear. hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5
(1d4 + 3) piercing damage.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 14 (2d8 + 5) piercing damage, and Fungal Illness. The creature exhales poisonous gas in
the target is grappled (escape DC 16). Until this a 10-foot cone. Each creature in that area must
grapple ends, the target is restrained, and the Gator make a DC 11 Constitution saving throw, taking 12
Men can't bite another target. (3d6) poison damage on a failed save, or half as
much damage on a successful one. If the player is
Tail. Melee Weapon Attack: +5 to hit, reach 5 ft., hit four times by the poison gas, he will need to
one target not grappled by the Gator Men. Hit: 11 make an extra DC 11 Constitution saving throw. If
(2d6 + 6) bludgeoning damage. If the target is a he fails the character will develop a fungal disease
creature, it must succeed on a DC 16 Strength that will reduce 1d4 hit points per round. When his
saving throw or be knocked prone. HP reaches 0 the character will be completely
Bone Knife. Melee or Ranged Weapon Attack: +5 to controlled by the hive mind of the Bayou Spore
hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 Spreader Dragon. The only way to save the
(1d4 + 3) piercing damage. character is to kill the creature that infected him
before his HP reaches 0.

CREATURES
16
The Jug Boyz Jug Band "I grew up overshadowed by the giant snails,
running away from brutes and thugs.
United by Music Dark lakes and tall trees,
The Jug Band was created to display the armistice and none could stand the Glow Hoppers grease.
alliance between the tribes. One member from each tribe Orcs, Goblins, and the Gators,
decided to take an instrument to play, and improvised songs traveling as one with the Lodge navigators.
I hope one day we are set free from this curse.
were created to share the spirit of friendship and comradery. I remember those taken, it couldn't be worse ."
Many saw music as a way to escape from difficult times. The
mixture of folklore from the tribes creates a very vast set of
songs and chants that are being perfected day after day.
Friendship
The music played by the Jug Boyz has the power to move
people closer. Many see it as responsible for a solid alliance, a
foundation in a culture that will perpetuate even after these
dark times.
Magic Awakens
Something in the enchanted swamps caused Jug Boyz band
to develop magical abilities. Once just musicians, they now
carry the true abilities of trained bards. It is not known
exactly how this happened.

Jug Band Musicians


small, medium humanoids

Band members. Jug band members' stats are the


same as the creature they are based on: Gator Men,
Swamp Orc, and Swamp Goblin. The only
difference is the addition of new bard abilities.
Bard Spellcasting. The Jug Band members are 4th-
level spellcasters. Their spellcasting ability is
Charisma (spell save DC 12, +4 to hit with spell
attacks). They have the following bard spells
prepared:
Cantrips (at will): friends, mage hand, vicious
mockery.
1st level (4 slots): charm person, healing word,
heroism, sleep, thunder wave.
2nd level (3 slots): invisibility, shatter.
Taunt. The Jug Band members can use a bonus
action on their turn to target one creature within
30 feet of it. the target must succeed on a DC 12
Charisma saving throw or have a disadvantage on
ability checks, attack rolls, and saving throws until
the start of the musician's next turn.

CREATURES
17
The Swamp Sister Hags Swamp Hag
Fugitives Medium Fey, Neutral Evil
The sister hags came from beyond the border many years
ago, they have been living in the swamps for centuries, and Armor Class 17 (natural armor)
Hit Points 82 (11d8 + 33)
they hardly leave their hut. Some say they were fugitive Speed 30 ft.
criminals from a kingdom far away, others that they were
cursed creatures that once resembled humans. Now their old
faces are deformed by miscast spells and dark magic potions. STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 16 (+3) 13 (+1) 14 (+2) 14 (+2)
Scapegoats
The hags are identified as the main culprits for the plague. Senses Darkvision 60 ft., Passive Perception 14
No evidence points directly to them, but nonetheless, they are Skills Arcana +3, Deception +4, Perception +4,
seen by the swamp tribes as the ones to blame. The sisters Stealth +3
have always had a bad reputation around. Disappearances Languages Common, Draconic, Sylvan
have always been attributed to them, as well as bodies and Challenge 5 (1,800 XP)
sacrifices found in the swamp forest.
Amphibious. The hag can breathe air and water.
Sister Magic Innate Spellcasting. The hag's innate spellcasting
The sister's magic is stronger when they are together. Once ability is Charisma (spell save DC 12). They can
they lived in separate huts, but now, in old age, they share the innately cast the following spells, requiring no
same living quarters, a small hut made of wood and bones. material components:
They are always seen wandering around at night together, At will: dancing lights, minor illusion, vicious
collecting herbs and small animals for their spells. If one of mockery.
them falls in battle, the others will do their best to heal her Mimicry. The hag can mimic animal sounds and
up. The Sister Hags' magic prevents them from dying unless humanoid voices. A creature that hears the sounds
they all fall in battle. If a Hag gets to her sister's fallen body, can tell they are imitations with a successful DC 14
she will cast a spell to make her return with 10 Hit Points. Wisdom (Insight) check.

Strategists Actions
At the end of the day, it's the Sister Hags who pull the strings Claws. Melee Weapon Attack: +6 to hit, reach 5 ft.,
of the swamp theater. With their lies and spells, they put one one target. Hit: 13 (2d8 + 4) slashing damage.
tribe against the other. This current alliance does not please Illusory Appearance. The hag covers herself and
them at all. anything she is wearing or carrying with a magical
illusion that makes her look like another creature of
her general size and humanoid shape. The illusion
ends if the hag takes a bonus action to end it or if
she dies. The changes wrought by this effect fail to
hold up to physical inspection. For example, the
hag could appear to have smooth skin, but
someone touching her would feel her rough flesh.
Otherwise, a creature must take an action to
visually inspect the illusion and succeed on a DC
20 Intelligence (Investigation) check to discern that
the hag is disguised.
Invisible Passage. The hag magically turns invisible
until she attacks or casts a spell, or until her
concentration ends (as if concentrating on a spell).
While invisible, she leaves no physical evidence of
her passage, so she can be tracked only by magic.
Any equipment she wears or carries is invisible with
her.

CREATURES
18
The Baron Voodoo Man
Dark Cleric medium humanoid, chaotic neutral
The Baron is a strange figure that came from the cities more
than a decade ago. He is the most notorious inhabitant of the Armor Class 13 (leather armor)
Hit Points 33 (8d12 + 8)
swamps that came from beyond the lake. He is a reserved Speed 30 ft.
man, who built his own cabin over the water. His pet snake is
always seen with him when he comes to the tribes to buy
food and supplies. He once was a cleric from a dying religion, STR DEX CON INT WIS CHA
but when the purge began by the high priests of Jhatar he 11 (+0) 14 (+2) 12 (+1) 10 (+0) 16 (+3) 14 (+2)
decided to flee to the swamps.
Senses passive Perception 14
New Home Skills Arcana +3, Deception +4, Persuasion +4,
The Baron chose the swamp as his new home for a reason. Religion +2
Deep inside his cabin, rituals proclaim his true intention, Languages Common
something to do with the inerrant ecosystem of the swamps. Challenge 5 (1,800 XP)
For years, he has been studying the different creatures and
performing rituals for them. But as a rich man, he is never Voodoo Devotion. The Baron has advantage on
confronted by the tribes. Many say that he is just curious. saving throws against being charmed or frightened.
Spellcasting. The Voodoo Man is a 5th-level
Pet Snake spellcaster. His spellcasting ability is Wisdom (spell
The Baron has a magical snake as his pet. The snake can save DC 11, +3 to hit with spell attacks). He has
only be killed if the enchanted red necklace the Baron wears the following spells prepared: Cantrips (at will): Toll
around his neck is destroyed. If the snake's Hit Points are the Dead, Chill Touch, Decompose. 1st level (4
slots): Command, Inflict Wounds, Hex, Cause Fear.
reduced to 0 it enters a dormant state for 1d4 rounds and 2nd level (3 slots): Shadow Blade, Misty Step, Dust
returns to full health when it wakes up. Devil. 3rd level (2 slots): Bestow Curse, Fear.

Actions
Poisonous Snake Voodoo Doll. The Voodoo Man impales its voodoo
Tiny beast, unaligned doll with its dagger and targets one creature that it
can see within 30 feet of it. That creature must
Armor Class 13 (leather armor) make a DC 14 Wisdom saving throw, taking 22
Hit Points 11 (2d8 + 3) (5d8) necrotic damage on a failed save, or half as
Speed 30 ft., swim 30 ft. much damage on a successful one.
Dagger. Melee or Ranged Weapon Attack: +2 to hit,
STR DEX CON INT WIS CHA reach 5 ft. or range 20/60 ft., one target. Hit: 5
10 (+0) 18 (+4) 13 (+1) 2 (-4) 10 (+0) 3 (-4) (1d4 + 3) piercing damage.
Club. Melee Weapon Attack: +2 to hit, reach 5 ft.,
Senses Blindsight 10 Ft., passive Perception 10 one target. Hit: 2 (1d4) bludgeoning damage.
Challenge 1/4 (50 XP)

Actions
Bite. Melee Weapon Attack: +6 to hit, reach 10 ft.,
one target. Hit: 6 (1d4 + 4) piercing damage, and
the target must make a DC 11 Constitution saving
throw, taking 10 (3d6) poison damage on a failed
save, or half as much damage on a successful one.

CREATURES
19
Snail Lodge
Giant Snail
Violent Survivors Friendly
Giant snails live in the highest moisture environment of the The Snail Lodge is a domesticated member of the giant
swamps. They were once the most hunted creature in the snails. The colossal beast was always too big to hunt, so they
swamps, their giant shell was harvested to be used as huts never felt threatened. The tribe's inhabitants started to realize
for the tribes and their acid trails were collected to use as a that it was easier to tame a friendly snail than to deal with
poison compound. Thanks to that, they developed violent smaller giant snails. The creature can carry up to six families
behavior, attacking any creature that makes them feel and their provisions. Many Snail Lodges are unaware of the
threatened. presence in their backs, a different kind of fungus from the
swamps.
Cargo
Some snails are used as cargo creatures at a young age. Calm travelers
Ropes are tied to their shells to carry items and goods for The Snail acid trail prevents the creature from being
long distances inside the swamps. Once they reach followed, so traveling on its back is as calm as a summer
adulthood, they start to develop their violent side, and many morning. Even the mighty Catoblepas tend to divert their
are sacrificed to harvest their shells and for damage control. paths from them. The downside to this calmness is that the
Snail Lodges are very slow, they may decide to stop at their
leisure. To get around this issue, a large metal rod is installed
Giant Snails on the animal's back to entice it with snacks, making it move
Large Monstrosity, unaligned with more vehemence and speed.
Armor Class 15 (natural armor)
Hit Points 95 (10d10 + 40)
Speed 30 ft., swim 50 ft.
Snail Lodge
Colossal beast, unaligned

STR DEX CON INT WIS CHA Armor Class 20 (natural armor)
Hit Points 256 (19d12+133)
19 (+4) 13 (+1) 18 (+4) 12 (+1) 14 (+2) 15 (+2) Speed 15 ft.

Senses passive Perception 14


Languages Common, Lizard STR DEX CON INT WIS CHA
Challenge 5 (1,800 XP) 21 (+5) 17 (+3) 21 (+5) 14 (+2) 16 (+3) 15 (+2)

Amphibious:. The Snail can breathe both in air and Senses darkvision 90 ft., passive Perception 13
water. Saving Throws Con +10, Int +6, Wis +6
Languages -
Actions ChallengeChallenge 10 (5,900 XP)
Acid Spit. The Snail exhales acid in a 15-foot cone.
Each creature in that area must make a DC 14 Amphibious:. The Snail Lodge can breathe both air
Dexterity saving throw, taking 22 (5d8) acid and water.
damage on a failed save, or half as much damage on
a successful one. Actions
Acid Trail. The Snail leaves a 10ft. trail of acid Acid Spit. The Snail Lodge exhales acid in a 15-foot
behind. Each creature in that area must make a DC cone. Each creature in that area must make a DC 14
14 Dexterity saving throw, taking 22 (5d8) acid Dexterity saving throw, taking 22 (5d8) acid
damage on a failed save, or half as much damage on damage on a failed save, or half as much damage on
a successful one. a successful one.
Acid Trail. The Snail Lodge leaves a 10ft. trail of acid
behind. Each creature in that area must make a DC
14 Dexterity saving throw, taking 22 (5d8) acid
damage on a failed save, or half as much damage on
a successful one.
Head Slam Melee Weapon Attack: +8 to hit, reach 5
ft., one target. Hit: 14 (3d6 + 4) bludgeoning
damage plus 7 (2d6) acid damage.

CREATURES
21
Magic Items
The swamp hides many secrets and diverse items. Such a
rich and unique biome has magical infinitude present in its
soil for centuries. Some of these magic items are described
in this list.
The Voodoo Doll
The Voodoo Doll appears to be just a regular straw doll, but it
carries dark secrets within. Whoever obtains a single hair
from a target and ties it to the puppet's neck, can perform a
macabre ritual to harm the unfortunate person now bound by
the spell. The Voodoo Doll once impaled with a dagger
causes a 22 (5d8) necrotic damage on a failed DC 14
Wisdom saving throw, or half as much damage on a
successful one. Each use requires a single hair from the
victim that was bound to the doll. A full action is required to
tie the victim's hair and bind it to the doll.
The Sleeping Mushroom
The Sleeping Mushroom is a tiny-animated object that can
perform a sleeping spell at will. The mushroom can move
10ft. and target anything it can see within 20 feet. The spell
sends creatures into a magical slumber. Roll 5d8; the total is
how many hit points of creatures this spell can affect.
Starting with the creature that has the lowest current hit
points, each creature affected by this spell falls unconscious
until the spell ends, the sleeper takes damage, or someone
uses an action to shake or slap the sleeper awake. Subtract
each creature’s hit points from the total before moving on to
the creature with the next lowest hit points. A creature’s hit
points must be equal to or less than the remaining total for
that creature to be affected. The mushroom gets tired and
falls into its own spell if used more than once a day. To
animate the Mushroom, it is needed to spend an action. The
item once animated has 4 (1d6) HP. If its HP reaches 0 it
only goes back to being an inanimate object, thus being able
to function again after fixing. To fix it, you have to leave the
mushroom under a tree root overnight.
The Hag tooth
The Hag tooth is a healing potion catalyst. It can be thrown
into any healing potion to increase its effect. The tooth is
bound by a silver chain. When poured into a potion and
remaining there for four nights, it catalyzes the potion's
power, transforming a potion of healing into greater healing
and so on.
Catoblepas Horn Bow
This bow has been carved from a Catoblepas horn and
adorned with its eyes. It magically infuses the arrows with
the Catoblepas Death Ray ability. Ranged Weapon Attack: +3
to hit, range 80/320 ft., one target. Hit: 7 (1d6 + 3) piercing
damage. In addition to that, the target must make a DC: 16
Constitution saving throw, taking 14 (2d6) necrotic damage
on a failed save, or half as much damage on a successful one.

MAGIC ITEMS </div


21

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