Monsters
Monsters
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ARTIST: KEREM BEYIT
DEATH KNIGHTS
Once noble champions, Death Knights are fallen paladins or warlords who betrayed their oaths and now
Grave Crow Minion, Lvl 1/2
• Doom Peck. 2 damage
Grave Squire Minion, LVl 1
Dark Devotion. Can Interpose for knights.
serve death itself. Cursed by dark necromantic forces, they rise clad in blackened armor, their souls forever
bound to undeath. Death Knights command legions of the lost and often guard profane relics or cursed Dread of Death. WIL save Touched by Death. Damage Hatred of light. Vulnerable
ruins. Their presence blights the land, and their very name inspires dread—each one a tale of tragic fall and instead of rolling for Initiative from Death Knights also causes to Radiant. Immediately strikes
against Death Knights. 1 Wound. back for half as much damage.
terrible wrath.
Encounters & Tactics: • Gravewalk. Use it for mobility, or get closer to
Deathknights have fewer HP than equally leveled bank rank Ranged or undamaged heroes. Move Hollow Knight Lvl 5 8 M 40
out of Interpose Range of your Squires.
monsters, and thus rely on their armor and Squires Hollow One. Cannot crit or be crit (ignore any additional dice/effects that happen when crit).
• Crows. Have crows clump up and attack heavily
Interposing to keep them going in battle. • Doomblade. 1d10+10 (Req: DC 12 WIL save to Interpose).
armored or high-health heroes that can easily
• Hollowfile. (VS levels 4–5 heroes) Composed of shrug off their meager damage.
2–3 Hollow Knights, Squires, and Crows. Hollow
Knights use their speed to pick off creatures with Death Knight Lvl 9 H 50
the lowest armor first if possible. Crows stick What to say in combat!
together, attacking whatever is closest or most • When dealt Radiant damage. “Even in Merciless Aura. Enemies within Reach 1 cannot regain HP, when healed they instead suffer 1d10 damage.
damaged. Squires stick close to their knights, undeath… I fear the light.”
• Doomblade. 1d10+20 (Req: DC 14 WIL save to Interpose). Then (optional):
and are quick to sacrifice themselves at their first • When the Heroes fail at an ability. “Steel
opportunity. breaks. I do not.” • Call Servant. (Single use) Summon 2 Grave Crows or 1 Grave Squire within Reach 6.
• The Pale March. (VS levels 5–12 heroes). A pair • Reveal tactics. “Crush the healer.The rest will kneel.”
of Death Knights/Marshals/Barons/Regents with • Egg them on. “I will snuff out your hope.” Reaction (single use) Gravewalk. Instantly descend into the earth and errupt from the ground
2 Squires each and enough Crows to make up the • When the Heroes fail at an ability. “Steel up to 6 spaces away. Creatures within Reach 2 are knocked Prone on a failed DC 14 DEX save.
difference in level. breaks. I do not.”
• The Vowless Crusade. (VS levels 12+ heroes). • When a Squire dies: "They serve with dark
1 Regent and 2 or more Barons/Marshals, each devotion." Squire:“Tell… the others… I stood.”
with 2 Squires. Death Knights can block line of Death Knight Marshal Lvl 12 H 80
sight against Ranged attacks for their minions. Merciless Aura. Enemies within Reach 2 cannot regain HP, when healed they instead suffer 2d10 damage.
They can move adjacent Squires with them when Knightly Names:
they Gravewalk. Sir Alric Blackthorn, Dame Vexmoor, Sir Thaddeus, • Doomblade. 1d10+25 (Req: DC 16 WIL save to Interpose). Then:
Dame Morwyn, Sir Hollowvale, Lord Breckenridge • Call Servant. Summon 2 Grave Crows or 1 Grave Squire within Reach 8.
Increasing The Difficulty
• Squires. Have the Squires spread out somewhat
to avoid AoE damage, ready to Interpose only Squire Names: Reaction (single use) Gravewalk. Instantly descend into the earth and errupt from the ground
against any attack that would bypass their Armor Tallow, Edrin, Halwain, Toman, Pytt, Bones, Jorik up to 8 spaces away. Creatures within Reach 2 are knocked Prone on a failed DC 16 DEX save.
or other above average attack/effect.
• Gravewalk. Save it for when an when a hero Parley
is being healed outside of your Aura's radius to When clearly losing, Death Knights may reveal to Death Knight Baron Lvl 16, Large H 120
stifle the healing and deal damage instead. That’ll
the most honorable of heroes some flickers the last
make the heroes respect you! Merciless Aura. Enemies within Reach 3 cannot regain HP, when healed they instead suffer 3d10 damage.
ember of their former selves deep within:
• Crows. Have them spread out and attack Dying • Doomblade. 1d10+30 (Req: DC 18 WIL save to Interpose). Then:
heroes to inflict wounds more quickly. • “Please, end it quickly, before I recall who I was.”
• Call Servant. Summon 2 Grave Crows and 1 Grave Squire within Reach 10.
• "I still hear the rusting echo of honor I once had.
Decreasing The Difficulty I cannot face my broken oath."
• Squires. Have them clump up, and Interpose Reaction (2 uses) Gravewalk. Instantly descend into the earth and errupt from the ground up
even against small attacks, or push their Knights Do they parley as a ruse or sincerely? It's up to you! to 10 spaces away. Creatures within Reach 3 are knocked Prone on a failed DC 18 DEX save.
into disadvantageous positions when Interposing. Heroes may seek to redeem them (a fun quest!).
2 3
Death Knight Regent Lvl 20, Large H 160
Merciless Aura. Enemies within Reach 4 cannot regain HP, when healed they instead suffer 4d10 damage.
Reaction (2 uses) Gravewalk. Instantly descend into the earth and errupt from the ground
up to 12 spaces away. Creatures within Reach 4 are knocked Prone on a failed DC 20 DEX save.
Mounted Combatant. Heroes have disadvantage on Initiative. While mounted, Caelias does not trigger
Opportunity Attacks and can move through smaller creatures as if they were not there.
BLOODIED: When Caelias is reduced to 100 HP, he dismounts and summons his Doomsteed
(100 HP Large, unarmored creature, it can Interpose 1/round from up to 10 spaces away). He
uses Doomblade AND the Doomsteed can Doom Charge each turn.
LAST STAND: Caelias is dying! 100 more damage and he dies. Summon 2 Gravecrows within
Reach 10 at the end of each of your turns (they act at the end of each round). Gain advantage on
Doomblade attacks.
Commander of Dark Devotion. Tyr's Squires can attack for 1d10 damage.
BLOODIED: "Squires, hold fast!" When Tyr is reduced to 180 HP, he summons 1 Grave Squire
per hero. Grave Squires now die only when they suffer 10 or more damage at a time.
LAST STAND: Tyr is dying! 140 more damage and he dies. He summons 2 Grave Squires adjacent
to himself and each hero, they act immediately.
4
1
DESIGN: FRANK HUDSON & EVAN DIAZ
ARTIST: ALEXANDRA PETRUK
FEY
ARTIST: EARL LAN
Fey
Fey are wild-hearted spirits of nature, driven by The Wildscapes
impulse and whimsy. They love practical jokes, The Wildscapes are an alternate realm that overlaps
and relish a well-laid prank or caper. However, Fey places in the mundane realm where natural ener-
rarely consider the consequences of their actions, gies are strongest: the heart of an ancient forest, a
and their antics can quickly take a sinister turn. riptide in the ocean, or a snowy mountain peak. Fey
can cross into the heroes' world from these points.
Fey Lore Inside the Wildscapes, heroes will encounter wild
• Sprite: Sprites are minor fey that appear to mor- amplifications of nature: groves of 1000-foot trees,
tals as a winged ball of light. They enjoy a care-
a coral-reef castle, or a never-ending blizzard atop
free life, but may resort to violence if someone
intrudes on their fun. a bottomless sea of snow.
• Faerie: Faeries are tiny, mischievous winged Adventure Seeds
humanoids that go about their jokes and schemes • Workshop Trouble. A local tannery grinds
with boundless enthusiasm. Being the butt of to a halt after a string of bizarre mishaps: tools
their jokes is often exhausting, and sometimes misplaced, belts snapping, vats boiling over. The
dangerous. foreman begs for help finding the unknown sabo-
• Faerie Troubadour: Faeries love music. A Trou- teur (a gang of surly Gremlins) before an accident
badour’s magical tunes escalate whatever chaos claims a life.
other Faeries are causing nearby. • Sleepwalking through Life. Whenever the
• Faerie Merrymaker: Ferry Merrymakers always heroes sleep they sleepwalk, wandering off while
carry a bag of tricks. Their Pyrotechnics are a wel- humming a haunting tune. Their nocturnal move-
come addition to any party. ments point them to a grove of twisted trees deep
• Faerie Trickmage: Trickmages use illusions to in the forest, where an ancient hermit needs the
drag bystanders into their convoluted plots. They heroes’ help driving off a Bogey.
tend to hide their true motives until the final • Family Feud. Two noble families teeter on the
reveal. "The more elaborate the setup," says the brink of war after months of sabotage, scandal,
Trickmage motto, "the better the punchline." and misplaced heirlooms. Suspicions run high,
• Gremlin: Ugly, pot-bellied little troublemakers. but the truth is stranger: a mischievous Trickmage
Left to their own devices, Gremlins will spend all delights in their frustration. Expose the master-
day moving and hiding household objects and mind before violence erupts.
insulting anyone they come across. They are eager • The Winter Queen. The Winter Queen’s palace
to start fights, despite their small size. is hidden deep in a forest of perpetual cold. She
• Gremlin Wrestler: Gremlin Wrestlers are nasty lures travelers into her domain as entertainment
bullies that immobilize much larger opponents for her subjects. Winters have been getting longer,
with a mix of practical martial-arts and fey magic. and the reach of her snowstorms are expanding
• Gremlin Roastmaster: Roastmasters are by the day.
high-status Gremlins that lead a gang of their
peers using insults and intimidation. They use
Fey Loot
dirty tricks and cheap shots against anyone that Sneezing powder, stink bombs, cayenne pepper,
threatens their gang. whoopie cushions, scrolls containing jokes or
• Bogey: Bogeys are distant cousins of Gremlins. poetry, a double-headed coin, tiny and ornate
Their lanky, hulking forms bely their cunning weapons, tiny crowns set with gems, and slight-
nature. Unlike most Fey, Bogeys are overtly mali- ly-cursed magical items including: Headband of
cious, taking cruel satisfaction in the pain and Rapid Hair Growth, Bell of Constant Ringing, and
sadness of those they lure into the dark. Gloves of Gesticulation.
2
RUNNING FEY
GM Note. Fey are hard to kill outright. Reducing one to 0 HP banishes it back to their home in the Wildscapes (often
times in a puff of colorful smoke, glitter, or a pile of buttons & shinies they’ve collected), where it may take years to find
a way back to the mortal planes.
Faeries are quick and evasive, and love harassing the Troubadours using Stop Hitting Yourselves!,
heroes with hit-and-run tactics. Faeries generally allowing them to share their buff longer.
don't want to hurt the heroes—they think their bat- • Bogey Men. (VS levels 6–12 heroes) 1–2 Bogies
tles are all in good fun—instead they use Fey magic and several Gremlin Wrestlers. The Wrestlers lock
to make heroes look foolish, exhaust their energy, down weaker heroes and drag them towards the
and wear down their resolve. On a big hit, you Bogey, who wants to be surrounded by targets.
might as ask, “What's so embarrassing that you take Add a Roastmaster or Troubadour taunting from
X psychic damage? In contrast, Gremlins are bullies the back line for an even more demanding battle!
that fight dirty and target weak opponents. They
relish a good scrap, and find joy in really putting a Increasing the Difficulty
hurt on their enemies. Gremlins and Faeries some- • Ambush. Fey are great at hiding—ambush! Or
times put aside their differences to work together add more with hidden reinforcements!
and multiply their "entertainment." • Faeries. Flying Fey can abuse cover and environ-
mental hazards: fly into a tree’s branches for cover,
What are these buggers up to? across a river, or out a window. Targeting ranged
1. Bullying/pranking a creature. heroes first can clump up the heroes better for the
2. Dancing in a circle, singing a limerick. Troubadour and Trickmage.
3. Arm-wrestling or knife-throwing contest. • Gremlins. The Gremlin furthest away from melee
4. Drawing crude graffiti with fey magic. heroes Taunts, the rest go after the heroes least
5. Playing a child's game like jacks or hide & seek. able to escape their grappling.
6. Pretending to sleep. Surprise! Decreasing the Difficulty
Fey Encounters Fey are easy to frighten. They might panic and issue
• Improv Team. (VS levels 1–2 heroes) Faeries a retreat after a sufficient display of force.
attack from a distance while Sprites fly in and out • Faeries. Love being the center of attention—back-
of melee range to bait opportunity attacks from line fighters may get tired of being ignored, and
players, which are particularly bad against them. approach the heroes to gloat or showboat.
• Surprise Party. (VS levels 3–4 heroes) A Faerie • Gremlins. Have the most dangerous Gremlins
Troubadour, hiding behind some Faerie Merry- taunt brazenly, so the heroes can focus their
makers. The heroes must spread out and silence damage efficiently.
the Troubadour before things get out of hand. • Bogeys. Love a good challenge! Focus and Grap-
• Rough-Housers. (VS levels 3–5 heroes) Grem- ple the melee fighter or the tank, once they see
lins and Wrestlers. Gremlins rush ranged heroes how strong they are. “OoO, yOu sTrOnK!”
and Taunt, while Wrestlers pin down melee heroes. TPK Alternatives
• Comedy Club. (VS levels 5–6 heroes) A Gremlin Most Fey don't really want the heroes dead in the
Roastmaster and a swarm of Faeries Merrymak- first place! Instead of causing their last Wound,
ers. Protect the Roastmaster—it’s very easy to miss heroes are simply knocked unconscious. Fey might
against Faeries, so his special ability will be doing take their equipment and dress crude scarecrows
a lot of work in this encounter. with them to further mock the heroes when they
• Trickmage's Master Plan. (VS levels 6–7 come to. Evil Fey may instead present the defeated
heroes) A Trickmage supported by Troubadours heroes a magical contract, entwining them in the
and Ferry Merrymakers. The Trickmage can protect Fey’s schemes against a more dangerous foe.
3
FAERIE STATBLOCKS
Spritely Evasion: Attacks against Faeries are rolled with disadvantage and miss on 2 or less.
Sprite Lvl 1/2, Tiny 12 Fly Faerie Merrymaker Lvl 4, Tiny 38 Fly
Fae Trick. 1d4+4. Prank Bomb. (Range 4) 2d4+10. On hit, choose 1:
• Sticky Gum: Slowed for 1 Round.
Faerie Lvl 2, Tiny 20 Fly • Smelly Gas: Poisoned for 1 Round.
Tricksy Magic. (Range 6) 1d4+10 psychic damage.
Faerie Trickmage Lvl 6, Tiny 50 Fly
Faerie Troubadour Lvl 3, Tiny 26 Fly Stop Hitting Yourselves! Reaction, 1/Round. (Reach 4)
Swap the position of two creatures.
Invigorating Presence. (Reach 4) Fey gain medium armor
and advantage on attacks. Illusory Assault. (Reach 4) Create 3 illusory fey
Clamorous Chorus. (Reach 4) Enemies make minions (d4) in empty spaces adjacent to a hero.
a WIL save, each takes 15 psychic damage minus They attack immediately.
the results of the save. Advantage. If a minion would attack with advan-
tage, increment their die one step instead.
GREMLIN STATBLOCKS
Come Get Some! If no heroes are Taunted, a Gremlin may Taunt all heroes for 1 Round.
4
5 ARTIST: ANNIE STEGG GERARD
MAV, THE WINTER QUEEN
A formidable fey monarch that rules over a wintry domain. She is the equal and opposite ruler to Titania,
the good-natured May Queen. Mav aspires to bring about a winter that never ends to the mortal realm.
Wind Ward. Attacks from Range 6 or beyond have disadvantage against Mav.
Ice Avatar. Resistant to Ice, vulnerable to Fire: when dealt Fire damage, her next attack is made with advantage.
BLOODIED: At 140 HP, Mav’s Wintry Storm increases to 8x8. Mav is no longer vulnerable to Fire damage.
Your forced movement moves twice as far.
LAST STAND: Mav is thawing out! 100 more damage and she’s banished to the Wildscapes. Her Wintry
Storm is ended, Mav summons icy shards that cover the ground within Reach 12. Enemies suffer 3 damage
for each space they move in the area.
BLOODIED: “Razzle Dazzle!” At 100 HP A flash of glitter Blinds all heroes for 1 round. Razzle may teleport
8 and summon 1 minion/hero.
LAST STAND: Razzle is losing his cool! 70 more damage and he’s banished to the Wildscapes. 3 Gremlin
Minions/hero arrive to protect him. Razzle gains an additional use of Fireworks.
6
ORCS! ARTIST: KEREM BEYIT
ORCS
Mighty, battle-born, warriors that train endlessly to resist blades and arrows. Only the greatest Orcs dare
use the arcane, and even they do so with reverence and fear.
Orc Encounters & Tactics: Orcish Names:
• Skirmishband. (VS levels 1–4 heroes) Com- Karthug One-Eye, Brakka the Red, Katerwal the
posed primarily Orcs, Orc Raiders, & Warpigs. They Howler, Skrall, Trugga Wormgut, Makluk Deepscar.
use simple tactics: Orcs and Orc Raiders engage
the first avilable targets, Warpigs are trained to
use their speed, to engage the back lines with Defeat (TPK Alternatives)
less armor. The heroes are taken captive to the Orc's High
• Warband. (VS levels 3–10 heroes). With a Bat- Flamecaller—He wants them to:
tlebard or Warchief (or both) a Skirmishband • Remain an Enemy. Deliver a message to
becomes a true Warband. Add in a few Elites and
these become truly terrifying combatants. They those who sent them and he will spare their
use much more intelligent tactics: flanking, gang- "miserable lives" leaving them with a rad scar
ing up on isolated heroes, targeting heroes with (ask the heroes what scar they'd like).
lower armor, and especially targeting any hero • Become an Ally. He wants their aid in
using magic. defeating a powerful rival. "You fight unlike
• Infernoband. (VS levels 8–16 heroes). When an any we've seen, It took a warband many
orc tribe has been pushed to the edge, their high times your size to subdue you…"
leader musters and personally leads this ultimate
warband. Flamecallers always travel with a reti-
nue of Battlebards, Elites, and Warchiefs—they Parley
can quickly flood the battlefield with overwhelm- When clearly losing, orcs may yield to a hero
ing numbers, impeccable positioning, and using (particularly one who can cast magic) as their
Pillar of Flame to damage as many heroes and new, true High Flamecaller. If spared, they will
Orcs as possible to trigger their Enrage ability.
honoably serve and die for their new Flamecaller—
and can provide info they'd have access to, and be
What to say in combat! sent on minor quests in their region.
• Hint at a weakness. "Look out, they wield
magic!"
Note. They can engage in combat "off-screen," but
• Boast about a strength. "Your blades are but to avoid overcomplicating play, they will refuse to
straw to me!" personally aid their Flamecaller in combat: "A High
• Make the heroes hate you more. "Yes, we Flamecaller can handle themselves."
killed your pathetic friend, he begged for mercy!"
• Make the heroes more willing to parley. Orc Loot:
"You fight me face to face? An honorable foe." Slab of Bacon, Giant Horn (blow it and orcs may
• Hint at lore. "The High Flamecaller will avenge!" answer the call), Tattooing Kit, Clan Banner Scrap,
• Tip hand at tactics (make combat easier). Flamecaller's Pungent Incense, Diary (retreived
"Surround the little one and strike!"
from a fallen soldier; bloodstained, full of strate-
• Mislead (to make combat harder). "Horde,
strike that one!" (but really attack another hero) gic notes & maps).
• Egg them on. "You are so easily fooled!"
2
Battlelust. Heroes have disadvantage on Initiative against a band composed mostly of Orcs.
Gore. 1d10
Orc Lvl 1 26
• Battleaxe. 1d10+4. OR:
• Javelin. 1d6+4 (Range 8)
3
ARTIST: ANNA GIOVANNINI
Level 10 Solo Orc Lord
HORDECALLER KEREM 250 M STR+, WIL+
Hordecaller. When initiative is rolled and when crit, summon 1 Flamebound Ancestor per hero (place them
within Reach 6). Flamebound Ancestor: d10 minion. On death: 5 damage to 1 adjacent enemy.
Quest hooks
1. The Explorer’s Guild’s most valuable caches
have been unearthed and raided by the Bog
3. The Prince of Blackreed, leader of the Crab-
man rebels, seeks to dethrone the Bog Tyrant and cLaTteR
Tyrant’s soldiers. They need adventurers to breach free his people from the tyrant’s claws. iN FeAr!
the tyrant’s horde and steal back their valuables. 4. The Witches see the Bog Tyrant’s hunger as
2. The Necromancers wish for the Bog Tyrant’s a dangerous imbalance of natural hierarchies.
demise so that they can reanimate its corpse as Sadly, culling the mad crab is the only way.
a weapon to wield against the witches.
TreaSures!
Crablord’s Crown. A diadem made from the shell of a colossal crab,
adorned with barnacles and seaweed. The wearer can command
lesser Crabmen.
Crabman Claw. Can cook and eat to recover 2 Hit Dice worth of
HP during a Field Rest, or use as a Greatmaul (spoils after 1 week
if not somehow preserved).
Enchanted Navigator’s Lens. VERY Valuable (to the right person). 20 pg – 140 gp/hero.
Old Gulf Wand. A preserved Crabman eyestalk imbued with the magic of the bog. It can cast the utility
spell “Bogify” 1/day (like “Beautify” but bog-related: can conjure mud, small crabs, reeds, and bugs).
Meat Patrol. Hero in front: DC 12 Perception check to Regrowth. Does not die at 0 HP. Only Lightning, Necrotic,
Buried Dead. Trudging through the spongy marsh, the Make it your own! Embellish or a crit while at 0 HP can kill it. Throne of the Bog Tyrant. Nestled upon a throne
smell of death and decay begins to overwhelm you. hear something above the din of the swamp. areas your players are having fun of reeds and discarded bones amid a pool of rancid
with, or cut sections you think won’t Choose twice: water is a Crabman nearly the size of a farmhouse.
• On Success: You hear MANY legs squishing through • Slam. (Reach 2) 1d4+10. On crit: Prone.
Rotting hands shoot up, attempting to drag you down: be as much fun.
the mud, drawing closer. Burbling, dopey, voices • Bite. (A Prone creature) 1d4+20. •“You come to give your meat to the great Bog Lord?”
• DC 10 DEX save twice to avoid. Failing either: you are chittering “mEaT fOr ThE KiNg cRaB!” A platoon (If the heroes convincingly play along, they gain
grabbed! DC 14 STR save to wrench free.
of Crabmen patrol the area (3/hero). Seek meat for • Signs pointing to: fOoD roOm (The Pot), nIcE wALk
advantage on Initiative)
• On Failure: you are pulled below and take 1 Wound as you the Bog Tyrant. Roll Initiative with advantage. • Opening Attack: I make your meat, MY meat!
begin to drown. Repeat save until successful, lowering the (The Deep Bog).
• On Failure: The bugs, frogs, and squish of the mud • Gaining the Upper Hand: “Bog Lord too strong!
DC by 2 and suffering 1 Wound each time (allies can help).
underneath your feet drown our the Meat Patrol’s The Pot. Enormous stew pot set into the floor. You no fight, only squish!” “You too soft! Need
chanting, the party is surrounded and surprised! Attended by large Crabmen throwing meat of all tougher shell!”
125 H STR++ Roll initiative with disadvantage. sorts in. • Bloodied: “You stronger than stew meat…”
Level 5 Solo Large Crab King
The Bog Tyrant boG TyRant • None are allowed in these chambers and the Crab-
man Brute cooks attack on sight (2/hero), chanting
• Last Stand: “No more play... You food now!”
• On Death: “My… my meat…“
Short Memory. Always attacks the last creature to damage him. BeSt tYrANt! calls for “mEaT! MeAt! meAt!” as they do.
• Anything pushed into the stew takes 1d10 Fire
ACTIONS: After each hero’s turn, choose one:
• King Claws. Move 4, attack (2x) for 1d20. aLL HAiL D!
A
! oR damage and again each time they begin their turn
there.
Aftermath
else.. .B Encourage Creativity and • With the Bog Tyrant slain, the Crabmen are free
• Skitterthrow. Move 8, throw rock (Range 6) 1d20. Teamwork! Reward explora- • The stew is surprisingly good and provides 2 Hit from his rule. Many are confused and directionless,
tion with treasure or information. Dice worth of healing to anyone who consumes unsure of how to live without his oppressive control.
BLOODIED: Cracked Shell. At 75 HP, armor is reduced Humorously punish ill-thought- some (once).
• Without the Bog Tyrant’s negligence, the Crabmen
to Medium. +2 Speed. out choices with consequences
(but think “FUN”, rather than may unite to fight against the undead Huskwalkers,
LAST STAND: The Bog Tyrant is dying! 50 more damage “PAIN”).
The Deepbog. A maze of fetid water, roots, and now seen as the true threat. They may need assis-
and he dies. Until then, his attacks gain: On hit: Prone. rot. Smells not only unpleasant, but as if it’s been tance from the heroes to form strategies or create
“BEFOULED.” defenses.
• Easy to get lost here, after wandering for some • The Bog Tyrant’s treasure trove is left behind, filled
Crabman Lvl 1 26
time a Huskwalker bursts out of the ground and with stolen riches from the Explorer’s Guild and
Claw (2x). 1d8+1. On crit: Grapple (escape DC 10). attacks first. other factions. The heroes can return the goods to
their rightful owners—or keep some for themselves
• After which, make a DC 14 Naturecraft check to find
Huskwalker Lvl 5, Undead (word WILL spread).
80
the exit. On failure: become lost and encounter
Greatclaw (2x). 1d4+10. On crit: Prone. another a Huskwalker. • The necromancers may seek the body of the Bog
Tyrant for their own dark purposes.
• After a successful Naturecraft check or after Husk-
Crabman Brute Lvl 2 M 40 walkers equal to the number of Heroes encounters • The witches may reward the heroes with blessings
Bash (2x). 2d8+1 damage. On hit: push 2. them, they find the exit. or rare poultices.