Professional Documents
Culture Documents
Return To The Glory (Red Nose Day)
Return To The Glory (Red Nose Day)
Chronicling an Account of
Orc Reclamation
Your people once dominated everything south of the mountains; you had the greatest, most ad-
vanced underground stronghold ever known to orc-kind. Then the cataclysm happened.
Centuries have passed, and only a few tribes have survived and assembled under
the banner of one cause. Reclaim what was once yours!
Symbol of Gruumsh
CLAUDIO POZAS
5. Tombs
Map 1 This room once held services in respect of powerful orc
warriors and leaders, whose bodies were sealed behind
the walls upon their death. Unlike standard orcish funer-
ary services, which often involve complete immolation
or a traditional burial, these highly respected members
3. The Five Furies
of society were interred here so that their spirits would
Upon entering this space, a low howl of rage sounds from
remain in the world for guidance and leadership. Now,
the western alcove. One round after the characters arrive,
however, two of the spirits have become wraiths and the
and for the two rounds following, a wight crawls from a
third is a banshee; maddened by many years of silence,
space below the broken altar to challenge any living crea-
they have developed a hunger for life that far surpasses
tures present on initiative count 20.
any desire for glory that they held in life—but should
The characters may be hard-pressed to fight here due
they be appeased, they may provide boons to those that
to the number of foes. They should be encouraged to use
come here.
the terrain to their advantage. If the characters are in
The tombs belong to well-known orc legends, so no
view of the statue and use interesting tactics, consider
ability checks are needed. The sigils of these orc legends
granting them advantage on their attacks or saving
are outside the three indicated areas, and once the char-
throws as Ilneval shows favor on their efforts.
acters have spent one minute here, they emerge, intent on
Broken Altar. Once consecrated to Ilneval, the altar
attacking unless the characters can appease them.
has been broken. The space beneath is hollowed out, and
Illumination. A collection of quartz crystals embedded
three wights have been lairing here for some time.
into the ceiling emit a natural glow. They bathe the room
Pillars. The pillars are covered in geometric patterns,
in dim light.
but have no hidden function. They aren’t connected to the
Appeasing the Spirits. These spirits are angry but can
ceiling, and can be pushed over with a successful DC 14
be appeased through reasonable creative solutions. Con-
Strength (Athletics) check. A creature hit by a falling pil-
sult their tomb descriptions below, call for a DC 12 ability
lar takes 11 (2d10) bludgeoning damage.
check (encourage the players to choose an appropriate
Statue. The statue is of Ilneval, “the War Maker.” It
skill and describe its use in the matter), and consider the
wields a jagged longsword that appears bloody at all
following potential options or craft your own:
times. Ilneval is the orc deity of warfare and tactics.
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Map 2
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Overlox Omens
There are two old orcish superstitions the characters
may encounter:
• A piece of coal suspended above a doorway protects
against intruders.
• A frog worn around the neck brings luck.
Dungeon Features
Construction. The walls are made of well-fitted stone
blocks that are cracked and worn with age. Well-made,
though grimy, cobblestones cover the floor.
Dimensions. The tunnel ceilings arch slightly and
peak 10 feet above the floor. The ceilings in the rooms
Cloaker
MARK BEHM
are domed and peak 13 feet above the floor, unless speci-
fied otherwise.
An imposing statue of a one-eyed orc stands against the Dull and chipped frescos decorate two of the walls. Stone
west end of this chamber, while slender stone pillars line shelves hold several ancient tomes while a large wooden
the northern and southern walls. desk lies in a broken heap to one side.
There is a brown bear chained to the base of the statue. A human bandit named Aleth Yewick is chained to the
Initially, it rears up and growls at the party but, assuming back wall. He has 4 levels of exhaustion and 1 hit point
they don’t leave, it suddenly begins trying to communi- remaining. He entered the dungeon a few days ago
cate to them via increasingly sophisticated sign language. seeking treasure but was captured by the duergar and
It tells the story of an arrogant young prince who angered chained here. His chains can be unlocked with a success-
a witch one day and was transformed into a beast until he ful DC 12 Dexterity check made with thieves’ tools.
can find true love . . . Awful Truth. Aleth recalls a monster “like a great red
Azarlea. The bear suddenly transforms into a succu- toad” approaching him and then he fainted. He awoke
bus who roars with laughter. Her name is Azarlea and later with huge, painful blisters on his arm and back.
she was summoned to this plane by the sorcerer Ignatia, Aleth doesn’t know, but Brolgalgeld the red slaad has
who freed her after she had performed certain services. implanted its eggs in him. See the Monster Manual for
Azarlea has been exploring the world outside but returns more details.
to this area regularly, regarding it as a home base. She Fresco. The fresco contains two panels. The first de-
tells them to “beware of the horrid toad in the throne picts a royal (orcish) birth, while the second depicts the
room,” before disappearing into the Ethereal Plane. She victory of an orcish army over a horde of gnolls.
then follows the party in ethereal form, occasionally reap- Treasure. Anyone who examines the shelves and
pearing to offer an ironic assessment of their efforts. makes a successful DC 12 Wisdom (Perception) check
finds several valuable items:
16. Barracks
• A potion of superior healing.
The stone arch to the north of this room is sculpted
• A spell scroll of polymorph.
with skulls and bones. The words, “Hail the Overlox!”
• A kaleidoscope of memory. This magic device consists
are inscribed in Orc above the arch. Anyone who walks
of a short brass tube with an eye piece at one end and a
through the arch without reciting these words sees a
button on top. Anyone who looks into it after the button
great flash and must succeed on a DC 15 Constitution
has been pressed sees a visual summary of the orc
saving throw or be blinded for 1 hour.
city’s history. The entire presentation takes 20 hours,
Cots. The room contains fourteen ancient stone cots
but pressing the button again skips forward an hour.
and is full of dust and rubble.
The final scene shows how the orcish sages led the
Illusion. Part of the eastern wall of the room is illusory,
people to abandon the worship of Gruumsh, who sent a
hiding the alcove that contains the east door. Anyone
terrible plague to wipe out the city as punishment.
who touches the wall feels their hand pass right through
it. A piece of coal is suspended from the roof in front of
the illusion. 19. Vestry
17. Pantry and Well
Several decaying stone wardrobes line whitewashed walls
which are filthy with dirt and ash. Primitive straw mat-
Small alcoves and stone shelves line the walls, holding tresses lie scattered around the room and there are several
the broken remnants of old barrels, crates, and boxes. A barrels in one corner.
low wall of ancient bricks circles a well in the center of
the room.
There are ten duergar (40 hit points) in this room, all
cowed into serving Brolgalgeld.
A black pudding lurks at the bottom of the well, about 20 Barrels. The barrels contain water and salted meat of
feet down. If anyone looks down the well, shines a light dubious origin.
down it, or throws something in it, the creature surges up Treasure. The duergar have stashed a good amount of
and attacks. loot in their mattresses, which amounts to 380 gp.
Treasure. A character who searches the shelves and
make a successful DC 15 Wisdom (Perception) check
locates a human statuette made of silver with jade eyes. It
is worth 250 gp.
Dungeon Features
Some features are consistent throughout the area unless
otherwise noted:
Illumination. The area is in darkness.
Ceilings. The ceilings are 15 feet high.
Doors. The doors are stone and all have two locks (prac-
tice for the bards) of varying difficulty which aren’t locked
except the door from area 31 to area 33 which has one
lock engaged.
Portcullises and Cells. The bars are rusted, and have
AC 17 and 15 hit points. The bars are far enough apart
to allow Tiny creatures through them. Unless noted
otherwise there doesn’t seem to be a way to raise or
lower the bars.
Dungeon Locations
Map 5
The following locations are keyed to map 5.
31. Armory Piles of Armor. In the middle of the room are two piles
Looking into the room, the characters see: of armor. At end of the first round of combat, or when a
character gets within 5 feet, the piles of armor rise re-
The hallway opens into a room. Weapons covered in rust vealing themselves to be two sets of animated armor. A
Song Tracker knows the “At ease” command is the cry
and webs line the walls, armor lies in dust-covered heaps,
of a hawk, and they must succeed on a DC 10 Charisma
and a shield with the barely discernable design of a hawk (Performance) check to deactivate them.
over paw tracks lies on the floor near the doorway. Door. The door to area 33 has the upper lock engaged.
A character must succeed on a DC 25 Dexterity (thieves’
tools) check to unlock the door. The door has AC 17, 27
Adjust the boxed text if they are entering from a different hit points, and immunity to poison and psychic damage.
direction and move the shield to a location they can im- Treasure. The shield isn’t magical, but on the inside is
mediately see. Song Trackers recognize the symbols on etched the family name of one of the orc characters in the
the shield as being from their group. group (DM’s choice), and it belonged to their many-gener-
Walls. The walls of this room are lined with weapon ations-removed ancestor.
racks and spiderwebs. Except for the two greataxes
(flying swords) racked by the doors, whose gleaming 32. Instrument Fabrication
metal is rust-free, the weapons are tarnished, brittle, and A short hallway opens into a larger area, the walls of
shrouded in webs. The greataxes attack when the charac- which are lined with work areas covered in dust.
ters enter the room. A Song Tracker, or a character who Work Areas (Musical Instruments). On the work sur-
makes a successful DC 25 Intelligence (History) check, faces reside; a lute without tuning pegs and strings, a hol-
knows the “Stand down” command is the repetitive chirp lowed-out bone that has two holes drilled in it (the begin-
of a chickadee, and can deactivate the weapons with a nings of a flute), and a headless drum. Looking through
successful DC 10 Charisma (Performance) check. the drawers and cabinets of these stations reveals tools
Webs. The webs were spun by the two swarms of still in excellent condition. Two sets of each of the follow-
spiders that reside here. If anyone removes a weapon ing are found: woodcarver’s tools, jeweler’s tools, and
from the racks, or the greataxes attack, this disturbs the tinker’s tools. A successful Intelligence (Investigation)
DYSON LOGOS
swarms and causes them to attack the nearest creature. DC 20 in this area reveals a hidden panel behind which is
a beautiful cli lyre.
the surface; the bodies of many honored dead. One of The Good Death
the skulls, that of Vrograg Brokentusk, occasionally still Orcs who die “a good death” are sent to Gruumsh by the
wakes if prompted. priests of Yurtrus. The priests seek out the bodies of such
Skulls. Dozens of orc skulls are perched atop badly fallen heroes, sever their heads, boil or smoke them to
rusted weapons, and many more are half-buried in the get rid of most of the flesh, and then use a ritual punch to
mud where the weapons have succumbed to age. Each break out the bridge of the nose leaving the skull with a
skull has the bridge of the nose broken out. A successful single eye. Orcs that appreciate the strength and ferocity
DC 10 Intelligence (Religion) recognizes this as a prac- of a foe might choose to honor that enemy by giving it
the same treatment. The bodies of orcs that die in a failed
tice to honor those who died a “good death” in battle.
battle are left behind; they were weak and don’t deserve
The Skull of Vrograg Brokentusk to join Gruumsh. Those that die of old age have typically
been taken into Yurtrus’s fold, and their bones are used to
Vrograg Brokentusk was a member of the Fang Trust build furnishings and structures in areas dedicated to the
who died heroically while fighting the hated elves. Some worship of Yurtrus.
semblance of him remains within his skull, and if a char-
acter makes an offering of their blood, he wakes with a
yawning groan, like an old man rising from a long nap. 41. The Heroes' Vault
Curmudgeon. Vrograg is a cranky sort who always This room is the final resting place of the city’s greatest
sees the worst. Every omen is a bad one, and the chances heroes. Unlike the Overlook, the Vault has stayed rela-
for a good death are few. He assumes the characters tively dry over the ages. Anyone foolish enough to steal
are doomed, just like the rest of the city, and he doesn’t from their ancestors will suffer the death fog trap.
have much time to spare for children playing in the ashes The walls of this chamber are covered in niches, filled
of lost greatness. Only young orcs of his own clan can with bones and trophies of the past.
sway him to share his knowledge, and even then, he Illumination. There is no light inside the vault.
does so with sadness, like he is just helping them delay Burial Niches. There are dozens of niches, each with a
their doom. few bones and some trophy or trinket. The trinkets aren’t
Stories of Yore. Vrograg knows most of the city’s his- of monetary value, but rather cultural. Most have surren-
tory until about 150 years before the calamity, though cu- dered to time and are little more than fragments or dust,
riously cannot recall its name. If the characters win him but pieces of bone, stone, or metal are ever present. Sev-
over, he doesn’t really answer their questions so much as eral niches have names inscribed below them, including:
tell rambling epic stories that each last tens of minutes. Ishi the Listener, Laylia Ghost-Walker, Alloh the Healer,
He especially tends to focus on tales of heroic warriors. Gatalah, Tracker of Songs, and Romdar, the Boy Who
Vrograg is a convenient vehicle for the DM to impart Speaks to Lightning.
some missed bit of history, or plant a plot hook leading to Magic-Dampening Field. The entirely room is blan-
another area of the city. keted by a field similar to the false aura effect of Nystul’s
DYSON LOGOS
Dungeon Features
Unless specified elsewhere, the area has these features:
Dimensions and Terrain. The walls and floors are
level and of hewn stone brick with ceilings 10 feet above.
A thick growth of mycelium lies underfoot. Large clumps
of tall mushrooms grow throughout the entire area. The
walls are covered in intricate, unusual symbols, spiraling
circles, jagged angles, and seemingly nonsensical im-
ages—all of which have been painted with an unmention-
able brown substance.
Light. The room is completely dark, save for the occa-
sional patch of bioluminescent fungus that sheds dim MAP 7
light in a 5-foot radius.
Sounds and Smells. Wheezing breath, shuffling feet.
Rot, dust, and freshly turned earth. must succeed on a DC 15 Constitution saving throw or
Mycelium. Though dense enough to walk on in most become poisoned for 1 hour. While poisoned in this way,
parts, occasional 5-foot patches of the undergrowth are the creature has vulnerability to necrotic and poison
loose and are difficult terrain. damage, and has disadvantage on saving throws against
Mushrooms. The mushrooms vary in size from a few poison. The satchel contains three tarnished silver coins
inches to 5 feet in height, and they can be found in dozens and an empty vial.
of vibrant shades of red, blue, green, and yellow. Any of
45. Storeroom
the area’s denizens (Dirt-Under-Nails or the rotters) can
Moldering remains of crates, barrels, and other contain-
meld into a clump of mushrooms and move to another
ers lay scattered about, their contents spoiled beyond rec-
within 100 feet as if using the Tree Stride ability. A clump
ognition. A rotter (see appendix A) is here, rotting.
of mushrooms occupies a 5-foot square (AC 11, 28 hit
Locked Door. The wooden door on the eastern wall
points, and immunity to poison damage).
is locked. The fungus colony doesn’t understand the
Dungeon Locations concept behind a key, but it has no need to unlock it any-
way. The door can be unlocked with a successful DC 17
The following locations are keyed to map 7. Dexterity check using thieves’ tools. However, the door is
so swollen with moisture that opening it still requires a
44. A Warning successful DC 17 Strength (Athletics) check.
The mycelium grows only in thin patches here, leaving
most of the stone floor visible. A copse of mushrooms 46. Hallway
stands in the southeastern corner. The only other feature This short hallway features the other entrance to the
is the orc skeleton wearing rags and a small satchel—all area. The mycelium here has grown up the door and
of which are covered in a light dusting of what looks walls—effectively blocking egress. A creature attempt-
like spores. ing to open the door must succeed on a DC 25 Strength
Characters who inspect the skeleton or the satchel it (Athletics) check to brush the growth aside. However,
DYSON LOGOS
carries risk disturbing the fungus covering its body. Upon doing so fills the entire hallway with spores (see area
opening the satchel, spores fill a 5-foot area immediately 44, above).
surrounding the skeleton. Any living creature in the area
• Eventually, the Boneshield clan grew impatient with As she performs the ceremony, three waves of spirits
Hinsha’s refusal to hand over injured enemies. assault the players. The next wave arrives as soon as the
• The Boneshields launched an assault on the ward, and previous wave is destroyed:
Hinsha’s staff were ill-equipped to handle the full fight- • Poltergeists (one for each player)
ing force. She and her staff were slaughtered, along • Ghosts (one for every two players) and two specters
with her patients. • Two wraiths
• Survivors of the war recognized that the city was
no longer safe, so, clan by clan, they left to establish The poltergeists generally avoid getting too near the play-
new homes. ers, instead using their Telekinetic Thrust to hurl various
bits of debris at the party. However, due to the 12-foot-
When the players inform Hinsha of their intent to reunite high ceilings, they can never get high enough to be out of
the clans and reestablish the keep, she is cautiously op- melee range.
timistic. “This was the beating heart of our people,” she As soon as the last enemy is defeated, read:
explains, “and you need to cleanse it.”
Hinsha says she can perform a ritual which will ward
off the ill will and betrayal that taints the place. However, With a sudden rise in volume, Hinsha utters the last of her
she’ll need three ritual components to do so: incantations, and the reagents in front of her flash a bright
• The still-beating heart of a foe thrice slain (found green. They melt, hovering in the air, and coalesce into a
in area 57). smooth sphere which shifts through several colors before
• The purest waters sourced from our home (found settling a bright red. Warm light pulses from it at the same
in area 60).
steady beat as the terrible heart.
• A poultice made from the bones of the honorable dead
(found in area 59). The pace quickens, and the light seems to coat every-
thing in the room. “Thank you,” Hinsha says solemnly
The Ritual. Once the players return to Hinsha with the
items for the ritual, she asks that they help her put the from behind the sphere. “Perhaps you are the change
final spirits to rest.
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Dungeon Features
Galeb Duhr The orcs trained and cared for worgs in this part of the
city. Worgs were guardians, mounts, trackers, and friends
to the orcs. All areas of the worg ground have the follow-
ing features:
• The ceilings are 15 feet high.
• There are no light sources.
• The walls and doors are made of stone. The doors have
no knobs or handles but are made to be easily pushed
open from either direction.
Dungeon Locations
The following locations are keyed to map 10.
• They are Large and have 76 (9d10 + 27) hit points each.
• They speak Common and Orc.
69. Scroll Vault The two flesh golems in this chamber are out of control
The door to this room is locked, though no keyhole is after centuries of being cooped up. They attack any other
apparent. A button in area 67 unlocks the door, or a suc- creatures they notice, fighting until destroyed. After the
cessful DC 22 Strength (Athletics) check forces the door flesh golems are destroyed, Torin and his shield guardian
open. The door has AC 17, 27 hit points, and immunity to (see area 71) seize the moment to attack the characters or
poison and psychic damage. steal the spellbook in this room.
A scroll case lies on the center of a rug woven with the Spellbook. The only book on the shelf is a spellbook
Quill Keepers’ symbol, a pair of crossed quills. This rug with the following spells: banishment, cone of cold, coun-
of smothering attacks if the characters broke down or terspell, detect magic, detect thoughts, fire shield, fly,
forced open the door, but otherwise it remains dormant. globe of invulnerability, identify, lightning bolt, mage ar-
Treasure. The scroll case contains a spell scroll of mor, magic missile, mind blank, mirror image, misty step,
modify memory. scrying, stoneskin, teleport, time stop, and wall of force.
Dungeon Features
The balhannoth’s lair has the following features:
Illumination. There is no light here, except
where noted.
Ceilings. The ceilings are twenty feet high.
Doors. The doors are stone and quite heavy; over the
years they have become stuck in their frames and require
a successful DC 16 Strength (Athletics) check to force
open. They aren’t locked.
Dungeon Locations
This dungeon area is keyed to map 11.
Conclusion Map 11
Once the orcs have cleared out the entire dungeon and will ask the characters to donate all but 20 percent of
destroyed the balhannoth, their combined tribes cele- any nonmagical treasure they might have discovered
DYSON LOGOS
brate them as heroes. The new Overlox will enlist them to help resupply, but they allow them to keep any magic
as a group to participate as part of a special council in items found.
rebuilding and protecting their home. The new Overlox
Legendary Actions
The balhannoth can take 3 legendary actions, choosing from
the options below. Only one legendary action can be used
at a time and only at the end of another creature’s turn. The
balhannoth regains spent legendary actions at the start
of its turn.
Bite Attack. The balhannoth makes one bite attack against
one creature it has grappled.
Teleport. The balhannoth magically teleports, along with any
equipment it is wearing or carrying and any creatures it has
grappled, up to 60 feet to an unoccupied space it can see.
Vanish. The balhannoth magically becomes invisible for
Balhannoth up to 10 minutes or until immediately after it makes an
attack roll.
Lair Actions
When fighting inside its lair, a balhannoth can use lair ac-
tions. On initiative count 20 (losing initiative ties), a balhan-
noth can take one lair action to cause one of the following
effects; the balhannoth can’t use the same lair action two
rounds in a row:
• The balhannoth warps reality around it in an area up to
500 feet square. After 10 minutes, the terrain in the area
reshapes to assume the appearance of a location sought
Balhannoth by one intelligent creature whose mind the balhannoth has
Large aberration, chaotic evil read (see Regional Effects below). The transformation af-
fects nonliving material only and can’t create anything with
Armor Class 17 (natural armor) moving parts or magical properties. Any object created
Hit Points 114 (12d10 + 48) in this area is, upon close inspection, revealed as a fake.
Speed 25 ft., climb 25 ft. Books are filled with empty pages, golden items are obvi-
ous counterfeits, and so on. The transformation lasts until
STR DEX CON INT WIS CHA the balhannoth dies or uses this lair action again.
17 (+3) 8 (-1) 18 (+4) 6 (-2) 15 (+2) 8 (-1) • The balhannoth targets one creature within 500 feet of it.
The target must succeed on a DC 16 Wisdom saving throw
Saving Throws Con +8 or the target, along with whatever it is wearing and carry-
Skills Perception +6 ing, teleports to an unoccupied space of the balhannoth’s
Condition Immunities blinded choice within 60 feet of it.
Senses blindsight 500 ft. (blind beyond this radius), passive • The balhannoth targets one creature within 500 feet of
Perception 16 it. The target must succeed on a DC 16 Wisdom saving
Languages understands Deep Speech, telepathy 1 mile throw or the balhannoth becomes invisible to that creature
Challenge 11 (7,200 XP)
for 1 minute. This effect ends if the balhannoth attacks
the target.
Legendary Resistance (2/Day). If the balhannoth fails a sav-
ing throw, it can choose to succeed instead. Regional Effects
A region containing a balhannoth’s lair becomes warped
Actions by the creature’s unnatural presence, which creates one or
Multiattack. The balhannoth makes a bite attack and up to more of the following effects:
two tentacle attacks, or it makes up to four tentacle attacks.
• Creatures within 1 mile of the balhannoth’s lair experience
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. a sensation of being close to whatever they desire most.
Hit: 25 (4d10 + 3) piercing damage. The sensation grows stronger the closer the creatures
come to the balhannoth’s lair.
Tentacle. Melee Weapon Attack: +7 to hit, reach 10 ft., one • The balhannoth can sense the strongest desires of any
target. Hit: 10 (2d6 + 3) bludgeoning damage, and the humanoid within 1 mile of it and learns whether those
target is grappled (escape DC 15) and is moved up to 5 feet desires involve a place: a safe location to rest, a temple,
BRYNN METHENEY
toward the balhannoth. Until this grapple ends, the target home, or somewhere else.
is restrained, and the balhannoth can’t use this tentacle
against other targets. The balhannoth has four tentacles. If the balhannoth dies, these effects end immediately.
Armor Class 13
Hit Points 18 (4d8)
Speed 30 ft., burrow 30 ft.
can add a d10 to the roll. It can do this after the roll is made target. Hit: 3 (1d6) bludgeoning damage plus 10 (3d6)
but before any of the roll’s effects occur. fire damage.
IRON COBRA
Oaken Bolter
Medium construct, unaligned
3. Paralysis: The target is paralyzed until the end of its saving throw, taking 17 (5d6) fire damage on a failed save, or
next turn. half as much damage on a successful one.
ROT TROLL
Skills Athletics +7, Perception +4, Stealth +4
Damage Vulnerabilities fire
Damage Resistances bludgeoning, piercing
Damage Immunities poison
Condition Immunities charmed, frightened, poisoned
Senses darkvision 60 ft., passive Perception 14
Languages telepathy 60 ft.
Rot Troll Challenge 5 (1,800 XP)
Large giant, chaotic evil
Magic Club. In the rotter's hand, its club is magical and
Armor Class 16 (natural armor)
deals 7 (3d4) extra damage (included in its attacks).
Hit Points 138 (12d10+72)
Speed 30 ft. Plant Camouflage. The rotter has advantage on Dexterity
(Stealth) checks it makes in terrain with ample obscuring
STR DEX CON INT WIS CHA plant life.
18 (+4) 13 (+1) 22 (+6) 5 (-3) 8 (-1) 4 (-3)
Regeneration. The rotter regains 10 hit points at the start of
Skills Perception +3 its turn if it is in contact with the ground. If the rotter takes
Damage Immunities necrotic fire damage, this trait doesn’t function at the start of the rot-
Senses darkvision 60 ft., passive Perception 13 ter’s next turn. The rotter dies only if it starts its turn with 0
Languages Giant hit points and doesn’t regenerate.
Challenge 9 (5,000 XP)
Shared Senses. The rotter can see and hear what any plant
within 120 ft can see and hear. In addition, the rotter can
Rancid Degeneration. At the end of each of the troll’s turns, communicate telepathically with any plant within this range.
each creature within 5 feet of it takes 11 (2d10) necrotic
Tree Stride. Once on each of its turns, Dirt-Under-Nails
damage, unless the troll has taken acid or fire damage since
can use 10 feet of his movement to step magically into one
the end of its last turn.
copse of mushrooms within 5 feet of him and emerge from
Actions a second copse of mushrooms within 60 feet of it, appearing
in an unoccupied space within 5 feet of the second copse.
Multiattack. The troll makes three attacks: one with its bite Both copses of mushrooms must be Large or bigger. Dirt-
and two with its claws. Under-Nails doesn’t need to be able to see the second copse
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one tar- to use this ability.
get. Hit: 7 (1d6 + 4) piercing damage plus 16 (3d10) ne-
crotic damage. Actions
Multiattack. The rotter makes two attacks with its club.
Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one
RALPH HORSLEY
target. Hit: 11 (2d6 + 4) slashing damage plus 5 (1d10) ne- Club. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
crotic damage. Hit: 14 (4d4 + 4) bludgeoning damage.
Actions
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 11 (2d6 + 4) bludgeoning damage, and if the target is
Large or smaller, it is knocked prone.
Reactions
Intercept Attack. In response to another creature within 5
feet of it being hit by an attack roll, the stone defender gives
that creature a +5 bonus to its AC against that attack, poten-
JUSTIN GERARD
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AARON HÜBRICH
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