TEXT:  
   
   
  
   
   
   
  1 
   
    
    
   
   
  Melvin’s Minute Monsterium: Swamps and Sewers is 
  unofficial Fan Content permitted under the Fan Content 
  Policy. Not approved/endorsed by Wizards. Portions of the 
  materials used are property of Wizards of the Coast. 
  ©Wizards of the Coast LLC. 
   
   
  The text of Melvin’s Minute Monsterium: Swamps and 
  Sewers is Open Game Content made with the Open Game 
  Licence 5.1. For more information, see the end of this 
  booklet. 
   
   
  Thanks for everyone in Reddit’s /r/unearthedarcana for 
  their support and feedback. Special thanks to /u/Phylea for 
  the tireless and thorough proofreading of every monster in 
  this booklet and to u/PhoenixO8 for making the variant 
  rules for the young maladrix and elder maladrix on pages 
  23 and 24, respectively. 
   
   
   
  Booklet by Kari Hoffren (u/_hofnar_)  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
    
  Fonts are by /u/Solbera and /u/Barkalot. Document template by 
  /u/zeek0, heavily modified from a document by Akshat Bhatnagar. 
  The fonts by /u/Solbera are released under the Creative Commons 
  Attribution-ShareAlike 4.0 International Public License.  
   
   
   
   
   
   
   
         
  On the Cover: MtG Swamp Land by Paul Scott Canavan 
  (https://www.artstation.com/paulscottcanavan) 
   
  Mike Daarken (https://daarken.com) 
  Page 3: MtG Swamp Land 
   
  Page 4: MtG Font of Return 
   
  Page 29: MtG Yarok's Fenlurker 
  Adam Paquette (http://www.adampaquettemtg.com/) 
  Page 5: MtG Plain Land 
  Page 7: MtG Swamp Land 
  Page 22: MtG Swamp Land 
  Gabor Szikszai (https://www.artstation.com/szikaar) 
  Page 6: MtG Witch’s Cottage 
  Livia Prime (https://www.artstation.com/dopaprime) 
   
  Page 6: MtG Emry, Lurker of the Loch 
  Grzegorz Rutkowski (https://www.artstation.com/rutkowski) 
   
  Page 7: MtG Gutterbones 
  Alayna Lemmer-Danner (https://www.artstation.com/alayna) 
   
  Page 9: MtG Swamp Land 
  Tomasz Jedruszek (https://www.artstation.com/morano) 
  Page 10: MtG Cauldron of Eternity 
  Page 17: MtG Prowling Pangolin 
  Donato Giancola (https://donatoarts.com/) 
  Page 10: MtG Altar’s Reap 
  Dave Kendall (https://www.rustybaby.com) 
   
  Page 12: MtG Swamp 
  Page 32: MtG Hollowhenge Beast 
  Mila Pesic (https://www.artstation.com/milapesic)   
   
  Page 13: MtG Bog Naughty 
  Jehan Choo (https://www.jehanchoo.com) 
   
  Page 14: MtG Kraul Swarm 
  Peter Mohrbacher Art (https://www.vandalhigh.com/)  
   
  Page 16: MtG Dreg Mangler 
  James Zapata (https://www.jameszapata.com) 
   
  Page 18: MtG Wetland Sambar 
  Alejandro Mirabal (http://alejandromirabal.com) 
  Page 19: MtG Morkrut Necropod 
  Dave Allsop (https://www.artstation.com/daveallsop) 
  Page 21: MtG Bloodmark Mentor 
  Jack Wang (https://www.deviantart.com/jackwanglei) 
   
  Page 23: MtG Horror of the Dim 
  Joe Slucher (https://www.joeslucher.com) 
   
  Page 25: MtG Defile 
  Titus Lunter (https://tituslunter.com) 
   
  Page 26: MtG Molderhulk 
  Mike Burns (https://www.mikeburnsart.com) 
   
  Page 27: MtG Deathbloom Thallid 
  Chris Rahn (http://www.rahnart.com) 
   
  Page 27: MtG Corpsejack Menace 
  Ryan Barger (https://ryan-barger.pixels.com). 
   
  Page 28: MtG Thrashing Mossdog  
  Greg Staples (https://www.artstation.com/gregstaples) 
   
   Page 30: MtG Slitherhead 
  Clint Cearley (https://www.artstation.com/clintcearley) 
   
  Page 31: MtG Jorubai Murk Lurker  
  Svetlin Velinov (https://www.artstation.com/velinov) 
   
  Page 33: MtG Squelching Leeches 
   
   
  
   
   
  2 
   
   
   
   
      
   
    
     
   
    
     
   
    
     
   
    
     
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
     
    
   
    
    
    
   
    
    
   
   
   
   
    
   
    
    
    
   
   
    
   
   
   
      
      
      
     
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
  3 
   
      
  The forested swamp is only one of the three main types of 
  wetlands: the others are the open mire and the reed 
  covered marsh. While often associated with death, the 
  wetlands are teeming with diverse life. They can be found 
  in any kinds of continents and in wildly varying locations. 
   
  The wet environment provides a unique atmosphere 
  for any adventure, one defined by poor vision range, difficult 
  movement, sudden natural traps and hunters that know 
  how to utilize these features. 
   
  Sewers, on the other hand, are essentially of man-
  made wetlands. A labyrinthine network of reeking water 
  and waste isn’t something one would like to enter without a 
  good reason, but many adventures may take your heroes in 
  these locations as well. Many creatures that live in the 
  sewers come from the wetlands, so there is a significant 
  overlap with these two environments, but while the 
  wetlands are often the crossing points between rivers and 
  forests or plains, a sewer is more than a meeting point of 
  two environments: they are a place where civilization meets 
  the unknown, right under the feet of the inhabitants of the 
  city. 
   
  This booklet features a group of monsters native to the 
  wetlands and sewers. Most of these monsters fit best to the 
  classic dark, damp swamps of fantasy adventuring. This 
  first section, however, is dedicated to the different kinds of 
  wetlands and provides some ideas for running adventures 
  in them and ways of giving your adventure in these 
  locations a unique feel. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Mires, bogs and fens are all mostly open wetlands. They are 
  dominated by plants that slowly form layers upon layers of 
  decaying vegetation, which in the end turns into peat.  
   
  Mires can be very difficult to traverse: the decaying 
  plant matter can be treacherous, so heavily travelled mires 
  often have clear paths and timber boardwalks, also known 
  as duckboards, to make travel easier and safer. However, 
  these walkways are tempting locations for ambushes for 
  creatures that can hide underwater, since travelers are 
  forced to move through narrow paths that may come near 
  ponds or cross over surprisingly deep pools.  
   
  If the characters are determined to move away from 
  the clear paths, travel will be difficult. The spongy terrain is 
  always considered difficult terrain, and characters must 
  succeed in a DC 10 Constitution saving throw at the end of 
  each hour of travel or gain one level of exhaustion. 
  Characters can use special bog shoes so they can avoid 
  getting stuck in the spongy moss and avoid the saving 
  throw. Locals can often provide such equipment. A 
  character that falls prone in a bog must use all their 
  movement getting up instead of half. 
   
  One additional hazard in a mire are the quagmires. In 
  the right conditions, decaying vegetation can float on top of 
  a layer of water, creating a sort of a pit trap in open terrain. 
  The DC for detecting quagmires is 12. Anyone that steps in 
  the quagmire falls into a deep pool of water. 
   
  Visibility is rarely an issue in a mire, since plants that 
  grow above the thick layers of moss are usually stunted. 
  Hiding in shadows is not a possibly, so creatures that hunt 
  here are either flying creatures, amphibian ambush 
  predators, capable of somehow disregarding the difficult 
  terrain, or lost and very hungry. 
   
   
   
   
  Art Credit Mike Daarken / Wizards of the Coast LLC 
   
  3 
  
   
   
  4 
   
  Humanoids have many uses for bogs. Peat  
  can be harvested, dried and used for fuel.  
  Berries, mushrooms, herbs and medicinal  
  flowers bloom in the wet, sunny environments.  
  Mires can have a ritual meaning as well. Some  
  cultures bury their criminals in bogs, sometimes  
  while they are still alive. 
      
  At times humans and other civilized humanoids  
  may punish a criminal by sinking them into a bog. 
  Sometimes the criminal is executed beforehand, 
  sometimes the drowning is the execution.  
   
  One northern culture has a special kind of bronze 
  amphora they use for this exact method of execution. The 
  arms of the criminal are broken, and the criminal is sealed 
  within the amphora, which in turn is placed in a pool in a 
  bog during a dry day. The mouth of the amphora is above 
  the water, and the inside of the amphora remains empty at 
  first, but as it starts to rain, which it often does in these 
  parts, it begins to fill. The criminal then dies either by 
  freezing to death in the frigid water, or the amphora fills 
  completely, drowning the criminal.  
   
  These amphoras are often cursed, so that the souls of 
  the criminals will not be able to depart. They may haunt the 
  area near the amphora during the night, appearing as 
  specters, ghosts or wraiths. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Mire Random Encounters (level 1-4) 
  d100 
  Encounter 
  01 – 15 
  1d4 swarm of insects 
  16 – 20 
  1d8 giant rats 
  21 – 24 
  1d8 commoners gathering peat or berries 
  25 – 28 
  2d10 vultures 
  28 – 30 
  2d6 + 3 tribal warriors 
  31 – 40 
  1d6 swarms of ravens 
  41 – 44 
  2d4 poisonous snakes 
  45 – 46 
  1d12 zombies 
  47 – 48 
  1 black bear + 1 thug 
  49 – 55  
  A bandit captain, tied up in a pool that is 
  slowly filling up 
  56 – 58 
  1d8 + 1 hodgepokers (see this booklet) 
  59 – 64 
  A bog body (see above), which during the 
  night haunts the location as a specter. 
  65 – 70 
  1d6 gorgemaws (see this booklet) 
  71 – 75 
  1d4 scouts + 1d4 mastiffs 
  76 – 79 
  1 bogmangler (see this booklet) 
  80 – 85 
  1d4 harpies sit on a stunted tree, waiting for a 
  moment to strike a character into a pond 
  86 – 89 
  An old crone collecting medicinal herbs 
  90 – 91 
  A green hag impersonating as an old hag 
  collecting medicinal herbs 
  92 – 95 
  2d8 zombies + 1 ogre zombie 
  96 – 99 
  1 mire ooze (see this booklet) 
  00 
  1 hydra bursts from under a quagmire 
   
   
  Mire Random Encounters (level 5-10) 
  d100 
  Encounter 
   
   
   
   
  01 – 05 
  1d10 + 3 harpies 
  06 – 08 
  1 sea hag + 1d4 wererats 
  09 – 13 
  2d4 giant vultures 
  14 – 17 
  1 cult fanatic and 2d8 cultists 
  18 – 22 
  2d6 naiad (see this booklet) 
  23 – 26  
  A weird stunted tree that secretes a deep red, 
  blood-like substance 
  27 
  1 druid + 2 brown bears + 1 giant boar 
  28 – 33 
  1d6 + 1 bogmanglers (see this booklet) 
  34 – 40 
  A bog body (see above), which during the 
  night haunts the location as a wraith 
  41 – 43 
  1 shambling mound 
  44 – 47 
  2d6 ghouls + 1d4 ghasts 
  48 – 50 
  1 wight + 1d6 ghouls 
  51 
  1 wight riding a nightmare 
  52 – 54 
  1d4 + 2 perytons 
  55  
  1 wyvern 
  56 – 58 
  1 ettin + 2d6 orcs + 1d6 worgs 
  59 – 65 
  1 mire ooze (see this booklet)  
  + 1d4 will-o’-wisps 
  66 – 70 
  3d6 orcs + 1d4 ogres 
  71 – 74 
  1 chimera 
  75 
  1 young black dragon circling above you 
  76 
  1 night hag + 1d6 giant constrictor snakes 
  77-80 
  1d4 + 1 veterans riding griffons 
  81-88 
  1d10 + 5 bugbears, 1d6 dire wolves  
  + 1 bugbear chief 
  89 
  1 clay golem  
  90-93 
  1d4 + 2 wereboars 
  94-96 
  A coven of 3 green hags, conducting a ritual 
  97-99 
  1 roc 
  00 
  1 young red shadow dragon 
  Art Credit Mike Daarken / Wizards of the Coast LLC 
  
   
   
   
  5 
   
  Sentient Walking Huts 
  A walking hut may also be able to fight. One way is to use 
  the stat block of a treant but make the following changes: 
  The hut is gargantuan in size, which increases its hit 
  points to 186 (12d20 + 60). It is immune to poison and 
  psychic damage and the blinded, charmed, deafened, 
  exhaustion, frightened, paralyzed, petrified, poisoned and 
  prone conditions. It loses the Animate Trees ability and 
  gains the following trait. 
   
  Antimagic Susceptibility. The hut is incapacitated 
  while in the area of an antimagic field. If targeted by 
  dispel magic, the hut must succeed on a Constitution 
  saving throw against the caster's spell save DC or fall 
  unconscious for 1 minute. 
   
  Marshes are areas dominated by large bodies of water and 
  reeds. While most often these areas can be found near 
  lakes or rivers, they can also form a larger area filled with 
  occasional islands of trees. Especially warm climates can 
  have huge mangrove forests surrounded by marshes. 
   
  Large marsh areas are labyrinths of waterways and 
  shallow waters. The depth of the water varies wildly and 
  while at times traveling by foot is possible, most civilized 
  creatures use boats or rafts when moving through them. 
   
  The reeds in marshes can often be high enough to 
  obscure vision for small or shorter creatures, but 
  sometimes even medium-sized creatures aren’t able to see 
  through the reeds. Taller creatures can see over the reeds 
  and stride through the shallow water faster, so running 
  away from large or bigger creatures with long legs can be 
  unfeasible. Depending on the thickness of the reeds, a 
  character’s vision can be either obscured or heavily 
  obscured beyond 30 feet.  
   
  Getting lost in a marsh is easy: vision is impaired, and 
  every spot looks identical. Landmarks can be hard to find 
  and even orienting oneself can get troublesome at times. 
  Maps are rare, so the best option for a group of adventurers 
  is to hire a boat and a guide to find their way. 
   
  Obviously, amphibian creatures have an advantage in 
  these environments as they can usually move faster than 
  other creatures. Humanoids travelling through marshes 
  often use boats or rafts, which amphibian monsters 
  naturally will try to capsize. 
   
  Humanoids use marshes to hunt birds and fish. Life is 
  abundant in these areas, and a skilled hunter or a fisher can 
  use the environment to their advantage. The reeds can also 
  be useful: thatched roofs are made from reeds harvested 
  from marshes, and some reeds can be used for making 
  papyrus or similar paper-like materials.  
   
  Constructing buildings is very difficult 
  in marshlands. These areas are prone to  
  flooding, so people construct stilt houses  
  high above the water line. Whole  
  villages can be constructed on 
   
   
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
   
   
   
   
   
  stilts and are usually accessed  
  via boats instead of roads. Some cultures  
  may extend such villages by creating artificial  
  floating islands out of reeds and soil, providing an excellent 
  location for a garden, for example.  
      
  There may be solitary huts concealed in the marshlands 
  that work as hiding places for bandits and smugglers. 
  Sometimes hedge wizards or other outcasts build these 
  lonely huts deep into the marshes to get away from the 
  civilized world. 
   
  Some spellcasters go even further: they enchant the 
  hut with the ability to walk and move when their owner 
  wills it. The hut may be stationary and sit on an island when 
  the stilts are not needed, hiding the magical abilities of the 
  hut. Some hags may create outlandish versions of such 
  huts by creating magical legs, such as chicken legs, that 
  carry the hut around.  
   
  A walking hut is often tied to the spellcaster that 
  created it but may also be autonomous. In these cases, it is 
  even possible to commandeer such a hut if the party has a 
  sufficiently skilled spellcaster that can find the method of 
  controlling the hut by passing a DC 20 Arcana check. 
   
    
   
   
  Art Credit Adam Paquette / Wizards of the Coast LLC 
   
  5 
  
   
   
  6 
   
   
   
   
   
   
   
  Marsh Random Encounters (level 5-10) 
  d100 
  Encounter 
  01 – 04 
  1d10 + 2 naiads (see this booklet) 
  05 – 07 
  1 dire pangolin (see this booklet) 
  08 
  1d4 + 2 swarms of quippers + 1 lizardfolk 
  shaman, controlling them 
  09 
  1 ettin, obviously lost and bickering with itself 
  10 – 13 
  1d4 svampyrs (see this booklet) 
  14 – 15 
  1d8 +3 bullywugs riding giant toads 
  16 – 19 
  1d4 crocodiles + 1 giant crocodile 
  20 – 26 
  2d8 + 4 molder spawns (see this booklet)  
  + 1d4 molder titans (see this booklet) 
  27 – 33 
  2d6 + 4 lizardfolk + 1 lizardfolk shaman 
  34 – 38 
  1 shambling mound 
  39 – 42 
  1d4 manticores 
  43 – 49 
  1 bezzan wasp herder + 3d6 giant wasps 
  50 – 56 
  2d4 giant constrictor snakes 
  57 – 60 
  1d6 + 2 bogmanglers (see this booklet) 
  61 – 67 
  1d4 + 2 merrows + 1 sea hag 
  68 – 72 
  1d6 + 2 ogres with goblins riding them 
  73 – 76 
  1 cyclops 
  77 
  A coven of 3 sea hags 
  78 - 81 
  1 wyvern 
  82 – 85 
  1d4 water weirds + 1d4 will-o’-wisps 
  86 
  1 hydra 
  87 
  A walking hut (see above) moving on its own. 
  It ignores the party, even if they enter it. 
  88 
  A sentient walking hut (see above) moving on 
  its own. Wants to kill the party’s spellcasters 
  for some reason 
  89 
  1 stone golem 
  90 – 93 
  1d4 + 1 shambling mounds 
  94 – 95 
  1d4 + 2 trolls 
  96 
  1 djinni in a beautiful floating raft tent with 
  2d6 commoner servants and 1d4 veterans as 
  guards 
  97 – 99 
  1d4 + 3 water elementals 
  00 
  1 adult black dragon 
  Marsh Random Encounters (level 1-4) 
  d100 
  Encounter 
  01 – 06 
  2d8 quippers  
  07 – 15 
  1d4 swarms of insects (leeches) (see this 
  booklet) 
  16 – 19 
  1d4 crocodiles 
  20 – 24 
  1d4 + 2 bullywugs 
  25 
  1 faerie dragon willing to give directions in 
  exchange for treats 
  26 – 27 
  2d4 + 2 skeletons slowly trudging through 
  shallow water, as if on a march 
  28 – 32 
  1 naiad (see this booklet) 
  33 
  A small pixie shrine crafted out of reed and 
  lotus flowers. There are 2d4 invisible pixies 
  hiding nearby 
  34 – 39 
  1 giant toad 
  40 – 45 
  1d6 + 3 bezzan workers (see this booklet) 
  46 – 52 
  1d8 commoners on a punt, gathering reeds 
  53 – 59 
  2d8 merfolk 
  60 – 69 
  1d6 lizardfolk 
  70 – 74  
  1 svampyr (see this booklet) 
  75 
  1d4 satyrs on a raft, clearly enjoying 
  themselves and having a party 
  76 – 80 
  1d6 + 4 molder spawn (see this booklet)  
  + 1 molder bloom (see this booklet) 
  81 – 84 
  1 bogmangler (see this booklet) 
  85 – 88 
  1d6 molder spawn (see this booklet)  
  + 1 molder bloom (see this booklet)  
  + 1 molder titan (see this booklet) 
  89 
  A walking hut (see above) created by an 
  alchemist wizard, who is doing research in the 
  swamps. He can be persuaded to sell his 
  creations 
  90 – 94 
  1 dire pangolin (see this booklet) 
  95 – 99 
  1 giant constrictor snake + 1d6 constrictor 
  snakes 
  00 
  1 banshee 
  Art Credit Gabor Szikszai / Livia Prime / Wizards of the Coast LLC 
  
   
   
   
  7 
   
   
  Sewers are not a natural place  
  for swamp-dwelling creatures,  
  but they share many features of other 
  wetlands: shallow, often stagnant  
  water and dark places to hide.  
  Sewers are home to many kinds  
  of creatures, many of which originally  
  come from the wetlands. These areas 
  can become strange meeting places  
  where two kinds of worlds meet: the 
  civilized world of humanoids and the 
  wild world of monsters. 
   Sewers are seldom constructed all at once. They 
  sprawl over time, section by section, century after century. 
  Some parts are abandoned or collapse, some are  
  expanded. There are different kinds of sections,  
  some drier, some wetter. There are areas where the water 
  flows fast and free and areas where pools of stagnant 
  sludge form. Appendix C provides means of creating 
  sewers randomly. 
   
  Almost all areas in the sewers are dimly lit or 
  completely dark. Some places see some sunlight, while 
  others are so deep underground that the sun is merely a 
  distant memory to the creatures that live there. 
   
  Many humanoids live in the sewers or use them as a 
  base of operations for clandestine ventures. There are 
  bandit hideouts, kobold caverns and even secret cultist 
  temples. As it is quite difficult to navigate in the labyrinthine 
  sewers, many of these inhabitants mark their routes with 
  hidden symbols or by other means. Knowing these 
  markings can make it easier to navigate in the sewers, and 
  perceptive characters may even notice these hidden 
  patterns on their own. A character who wants to decipher 
  these markings must move slowly and take note of all the 
  markings. After one hour of movement and research, they 
  can make a DC 15 Investigation check. If they succeed, they 
  can read the markings and use them to their advantage 
  going forward. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
       
  There are many kinds of disgusting gases and vapors 
  forming in the dark corners of the sewers. Sometimes a 
  source of fumes can cause a whole area to be filled with 
  disgusting stench, which may make travel through it 
  difficult or even impossible. Often creatures will use these 
  locations to ambush their enemies and attack them when 
  they enter the fumes. Any gas cloud can be dispersed with 
  strong winds, such as those created by a gust of wind spell. 
  After a few hours the source of the gas fills the area once 
  again. The save DC for the following effects should be 
  chosen to fit for the abilities and level of the party. 
   
  Stinking Cloud. Many sewer gases are merely 
  repulsive. A section of a sewer tunnel may be filled with gas 
  which has the same effect as the stinking cloud spell. 
   
  Cackling Cloud. There are stories of terrifying 
  laughter that can be heard in some parts of the sewer, 
  caused by this purple, sweet smelling gas. Creatures who 
  start their turn inside this gas must make a Wisdom saving 
  throw or be subjected to the effects of the hideous laughter 
  spell. 
   
  Confusing Fumes. Some sewer gases can affect the 
  mind in more serious ways. Creatures that start their turn 
  inside the gas must make a Wisdom saving throw or be 
  under the effects of the confusion spell. 
   
  Convulsive Vapors. Other gases cause spasms or 
  other physical effects. Creatures that start their turn inside 
  the gas must make a Wisdom saving throw or be under the 
  effects of the irresistible dance spell. 
   
  Cloudkill. Dangerous gases can also form. An area of 
  the sewers may be filled with a deadly gas, which has 
  similar effects to the cloudkill spell, except the vapors are 
  stationary. 
   
  Art Credit Adam Paquette / Grzegorz Rutkowski / Wizards of the Coast LLC 
  
   
   
  8 
   
   
   
   
   
   
   
  Sewer Random Encounters (level 1-4) 
  d100 
  Encounter 
  01 – 05 
  2d4 skull mollusks (see this booklet) 
  06 
  1 zombie, pierced with a metal spike and 
  unable to move 
  07 – 11 
  1 bezzan wasp herder (see this booklet)  
  + 1 swarm of insects (wasps) 
  12 – 16 
  2d6 bezzan workers (see this booklet) 
  17 
  A makeshift crypt hidden in the sewer. 
  Disturbing the graves raises a specter. 
  18 
  A seemingly mad commoner, who warns 
  about a threat around the corner. Roll twice 
  on this table, take the highest, to determine 
  what the commoner is warning about 
  19 – 23 
  2d4 + 4 kobolds carrying 2d6 pieces of 
  miscellaneous adventuring gear as loot 
  24 – 29 
  1d8 skeletons 
  30 – 32 
  1d4 shadows 
  33 – 36 
  A lingering stench (see above) covers a 30-
  foot radius area in an intersection 
  37 – 40 
  2d4 swarms of bats 
  41 
  1 ghost of a young man, lost and begging for 
  help to find a way back to the surface 
  42 
  2d4 goblins + 1 crocodile on a leash and 
  controlled by one of the goblins 
  43 – 46 
  2d8 swarms of rats, running away from 
  something. Are not hostile unless they are 
  blocked 
  47 – 51 
  1d4 crocodiles 
  52 – 58 
  1 svampyr (see this booklet) 
  59 
  2d6 + 6 cultists are conducting a ritual in 
  front of what seems to be a statue of a frog 
  god of some sort 
  60 – 63 
  1d4 ghouls eating a corpse 
  64 
  1 mad druid + 1 swarm of insects (beetles)  
  + 1 giant centipede 
  65 – 71 
  1 oozehound (see this booklet) 
  72 – 78 
  1 ochre jelly 
  79 
  1d4 bandits and 1 bandit captain, arguing 
  about something 
  80 
  1 spectator and 1d6 zombies protecting a 
  small chest with a magic item 
  81 – 87 
  1 shadestalker (see this booklet) 
  88 – 93 
  1 oozehound (see this booklet)  
  +3d6 + 4 kobolds 
  94 – 98 
  1d4 + 3 wererats 
  99 
  1 giant crocodile 
  00 
  1 maladrix (see this booklet) 
  Sewer Random Encounters (level 5-10) 
  d100 
  Encounter 
  01 – 08 
  1d6 + 2 swarms of insects (leeches) (see this 
  booklet) 
  09 – 15 
  1 oozehound (see this booklet) + 2d6 goblins 
  16 – 20 
  1d6 + 4 bezzan workers (see this booklet)  
  + 1d10 + 2 bezzan warriors (see this booklet) 
  21 – 24 
  1 black pudding 
  25 – 29 
  2d6 giant spiders 
  30 – 35 
  A lingering stench (see above) covers a 50-
  foot long section a tunnel 
  36 – 40 
  1d6 shadows + 1 shadestalker (see this 
  booklet) 
  41 – 47 
  1d6 ghouls + 1d4 ghasts 
  48 – 51 
  1 maladrix (see this booklet) 
  52 – 56 
  1d4 werewolves 
  57 – 60 
  1 otyugh 
  61 
  A makeshift crypt hidden in the sewer. 
  Disturbing the graves raises a wraith and 1d4 
  shadows 
  62 – 65 
  1 invisible stalker 
  66 – 72 
  1d6 crocodiles + 1 giant crocodile 
  73 
  1 medusa + 2d4 animated armors 
  74 – 79 
  1d6 + 3 svampyrs (see this booklet) 
  80 
  1d6 + 5 cultists + 1d4 cult fanatics,  
  sacrificing one of their own in front of a 
  makeshift altar. A vrock sits upon a throne of 
  discarded metal junk, overseeing the 
  proceedings 
  81 – 84 
  1 otyugh + 1d4 oozehounds (see this 
  booklet) 
  85 
  A tiny laboratory of a mad mage with a flesh 
  golem. The mage is not hostile unless the 
  party tries to find out what the mage is doing. 
  86 
  A beautifully armored corpse of a paladin, 
  carrying a cursed item 
  87 – 89 
  1d4 vampire spawns 
  90 
  1 assassin + 1d6 spies 
  91 
  1 clay golem 
  92 
  1 behir 
  93 – 96 
  1d6 + 1 trolls 
  97 – 98 
  1d4 + 2 shambling mounds, made from trash 
  instead of plant matter 
  99 
  A coven of 3 night hags 
  00 
  1 vampire 
   
   
  
   
   
   
  9 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Swamps are the archetypical wetlands: they combine the 
  treacherous pools of mires and the labyrinthine waters of 
  marshes with the dark cover of trees. Water moves slowly, 
  and the trees are adapted to these locations: many of them 
  grow long roots that resemble the legs of spiders, which 
  form perfect hiding places for amphibian creatures. The 
  trees offer shade, but also a way to move for some 
  creatures. For humanoids these locations are difficult to 
  traverse, maps of large swamps are rare, and orienting 
  oneself using landmarks can be impossible because of low 
  visibility. Even a short distance can take two or even three 
  times more travelling if there isn’t an experienced guide to 
  help the adventurers. 
  While bogs and marshes have their uses, swamps are 
  commonly regarded with fear. People tell horror stories 
  about the things hidden in the swamps in hushed voices 
  around the warmth of a hearth. Many of these tales are 
  overexaggerated, but there’s no telling what horrors lurk 
  hidden in these places: kobolds, hags, lizardfolk, even black 
  dragons build their lairs in swamps, which is enough to 
  keep any sane person out of these areas.  
  However, swamps are also abundant with precious 
  rare resources and hidden treasures. The waters are 
  abundant with life unique to these locations, such as birds, 
  amphibian creatures and many rare plants. Swamps are 
  also perfect places to hide bases of operation, cult temples  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  and secret laboratories. After all, no-one in their right mind 
  goes to a swamp without a good reason. 
  At times a swamp may be located near the ocean, 
  creating a saltwater swamp. These locations host a 
  completely different fauna compared to the freshwater  
  swamps that are mostly found inland near rivers: crabs and 
  other sea creatures come to these locations to spawn in the 
  quiet waters. The creatures that live here can survive in 
  brackish water, but humanoids travelling in these locations 
  may find themselves confronted with the sailor’s dilemma: 
  being surrounded by water too salty to quench their thirst.  
   Saltwater swamps can be difficult to move through 
  depending on the weather and the tide. The water levels 
  can change dramatically, depending on the conditions. 
  Because of this, there may be locations hidden by the high 
  water that are only exposed when the water levels are low. 
  Exploring these locations has a time limit, though: when 
  the waters rise, these places can flood quickly and become 
  death traps to those too slow to realize what is happening. 
   
   
  Art Credit Alayna Lemmer-Danner / Wizards of the Coast LLC 
  
   
   
  10 
   
      
  Because cults often hide in swamps, there is almost an 
  overabundance of strange altars. Many cults are short lived, 
  but while the cult may be long forgotten, the altar remains 
  as a powerful reminder of the cult’s sinister glory days.  
   
  Many of these altars are still capable of terrifying 
  magic, but only if would be worshippers provide a sacrifice. 
  The tables below provide some examples of sacrificial 
  altars and the things a sacrifice may achieve. Some of  
  these effects may be deadly or overpowered, so  
  discretion is advised.  
   
  Altar 
  d10 
  Description of Altar 
  1 
  A round, decorated stone vessel filled with a 
  dark, opaque liquid 
  2 
  A bloodstained stone slab with runic 
  inscriptions and a grooved path that forms the 
  shape of a spider 
  3 
  A pure white stone slab with chains, clearly 
  intended to keep a humanoid in place 
  4 
  An altar made from willow branches and rope 
  in the shape of a humanoid with a stag’s head  
  5 
  An ancient, mossed over obelisk that has the 
  Infernal letters A and O written at the top and 
  the bottom of the pillar. 
  6 
  An altar made from red granite in the form of 
  a lion lying down 
  7 
  An altar made from swords and shields, 
  melted together to form two wings that 
  surround the main altar 
  8 
  A stone slab which depicts a an intricately 
  carved humanoid face, eyes rolled back 
  9 
  A man-made shallow pool with a circular 
  stone in the middle, which is just below the 
  surface of the water 
  10 
  Standing stones encircling a plain stone slab. 
  The inside of the circle is completely barren 
  with no signs of life and the standing stones 
  are completely devoid of moss 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Sacrifices 
  d10 
  Requirements and Effects of Sacrifice 
  1 
  Bleeding on the altar casts the locate object 
  spell 
  2 
  A beast must be sacrificed on top or in front 
  of the altar. Smearing a character’s face with 
  the blood causes other beasts to be 
  frightened of the character for 24 hours 
  3 
  A weapon must be broken on top of the altar. 
  The weapon recombines with a thunderous 
  boom and is replaced with a suitable magic 
  weapon of the same type 
  4 
  Burning the body of a deceased humanoid 
  that has been dead no longer than 10 days in 
  a fire laced with 2,000 gp worth or rare oils 
  and unguents casts the reincarnate spell 
  5 
  Burying a diamond worth at least 100 gp into 
  the ground in front of the altar casts the 
  contact other plane spell 
  6 
  A bonfire must be made in front of the fire. A 
  character can jump into the fire to determine 
  whether they are worthy. Roll d6: 
      1-3: Unworthy. Nothing happens and the 
  character is on fire, taking 2d10 fire damage 
  while in the bonfire and 1d6 fire damage on 
  subsequent turns until the fire is extinguished 
      4-5: Worthy. The character gains resistance 
  to fire for the next 48 hours 
      6: Chosen. The character is immune to fire 
  for the next 48 hours 
  7 
  Burning rare oils and incense worth 500 gp in 
  front of the altar casts the geas spell on 
  anyone bound to the altar 
  8 
  Kissing the altar with bloody lips summons an 
  incubus or a succubus 
  9 
  Killing a humanoid on top or in front of the 
  altar summons a barlgura 
  10 
  Killing a loved one on top or in front of the 
  altar casts the wish spell 
   
   Art Credit  / Tomasz Jedruszek Donato Giancola / Wizards of the Coast LLC 
   
  10 
  
   
   
   
  11 
   
  Swamp Random Encounters (level 1-4) 
  d100 
  Encounter 
  01 – 07 
  1 skullmollusk (see this booklet) hidden on a 
  branch above. 
  08 – 12 
  1d4 gorgemaws (see this booklet) 
  13 – 17 
  1d6 + 2 hodgepokers (see this booklet) 
  18 
  1d4 kobolds riding giant badgers 
  19 – 22 
  1d8 + 3 bezzan workers (see this booklet)  
  23 – 24 
  1 naiad (see this booklet) 
  25 – 26 
  1 giant toad 
  27 
  A speaking giant owl wants to debate about a 
  moral or a societal issue 
  28 – 30 
  2d6 + 3 blood hawks 
  31 – 33 
  2d4 molder spawns (see this booklet) 
  34 
  1 bane bogy (see this booklet) + 1 swarm of 
  bats 
  35 – 37 
  2d6 hodgepokers (see this booklet)  
  + 1 hodgepoker crackerjack (see this booklet) 
  38 – 40 
  1 hodgepoker crackerjack (see this booklet) 
  riding a giant toad 
  41 – 44 
  1d4 bezzan warriors (see this booklet) 
   + 1 bezzan wasp herder (see this booklet)  
  + 1 giant wasp 
  45 – 47 
  1d4 +1 cockatrices 
  48 – 51 
  1d6 swarms of insects (leeches) (see this 
  booklet) 
  52 – 53 
  1 bane bogy + 1d6 giant rats 
  54 – 55 
  1 druid gathering herbs 
  56 – 59 
  1 bogmangler (see this booklet) 
  60 – 63 
  1d4 giant spiders 
  64 – 65 
  1d6 cultists + 1 cult fanatic conducting a 
  ritual around a sacrificial altar (see above) 
  66 – 68 
  1d6 + 1 gnolls + 1 giant hyena 
  69 – 72 
  A sacrificial altar (see above) 
  73 
  1 golden hart (see this booklet) 
  74 
  1 knight hunting a golden hart (see this 
  booklet) 
  75 – 76 
  1d6 naiads (see this booklet) 
  77 – 79 
  2d6 bane bogies (see this booklet) 
  80 – 83 
  2d6 molder spawns (see this booklet)  
  + 1d4 molder blooms (see this booklet) 
  84 – 85 
  1 bogmangler (see this booklet) + 1d4 ghouls 
  86 – 88 
  1d4 bane bogies (see this booklet) + 1 urburd 
  (see this booklet) 
  89 – 92 
  1 dire pangolin (see this booklet) 
  92 – 94 
  1d4 svampyrs (see this booklet) 
  95 – 97 
  1 shadestalker (see this booklet) 
  98 
  1 wereboar + 1 giant boar 
  99 
  1 gorgon guarding the collapsed entryway of a 
  ruined temple 
  00 
  Gargantuan gorgemaw (see this booklet)  
  Swamp Random Encounters (level 5-10) 
  d100 
  Encounter 
  01 – 05 
  1 bogmangler (see this booklet) 
  06 – 08 
  1d4 naiads (see this booklet) 
  09 
  1 golden hart (see this booklet) 
  10 – 12 
  1 dire pangolin (see this booklet)  
  13 – 15 
  1d4 ogres 
  16 – 18 
  1 ghast + 1d6 ghouls 
  19 – 22 
  1d6 + 3 molders spawns (see this booklet)  
  + 1d4 molder titans (see this booklet) 
  23 – 26  
  1d6 bogmanglers (see this booklet) 
  27 – 30 
  2d8 molder spawns (see this booklet)  
  + 1d6 molder blooms (see this booklet)  
  + 1 molder titan (see this booklet) 
  31 
  2d8+5 bullywugs, their leader is riding a 
  basilisk. The bullywugs are wearing blinkers to 
  avoid the basilisk’s gaze. Stealth rolls against 
  them have advantage. 
  32 – 33 
  1 naiad (see this booklet) + 1d6 will-o’-wisps 
  34 
  1 maladrix (see this booklet) 
  35 – 38 
  1d6 + 3 bugbears + 1d4 dire wolves 
  39 
  1 druid + 1d6 awakened trees 
  40 – 44 
  A bane bogy nest with 2d6 + 3 bane bogies 
  (see this booklet) + 1 utburd (see this 
  booklet) 
  45 – 49 
  A sacrificial altar (see above) 
  50 – 55 
  1d4 + 1 ettercaps + 1d8 giant spiders 
  56 – 57 
  1 vampire spawn + 1d6 death dogs 
  58 – 62 
  1d6 + 1 werewolves 
  63 – 68 
  1d8 + 3 svampyrs (see this booklet) 
  69 – 73 
  1d4+1 chuuls 
  74 
  1 hydra 
  75 – 78 
  1 assassin 
  79 – 83 
  1d6 + 1 shadestalkers (see this booklet) 
  84 – 86 
  1 treant 
  87 
  A coven of 3 green hags 
  88 – 91 
  1d4 cyclops 
  92 
  1 stone golem, guarding a sacrificial altar (see 
  above) 
  93 
  1 mage + 1 clay golem + 1d6 veterans 
  94 
  A hanging tree with 1d20 corpses. The text 
  “Worship No Demon” is scribbled to the bark 
  of the tree. 
  95 
  A black obelisk surrounded by 3d6 cultists.  
  1 horned devil + 1d4 imps have been 
  summoned in front of it 
  96 
  4 trolls, carrying a night hag on a huge, 
  outrageously decorated litter 
  97 
  1d4 assassins 
  98 
  1 adult black dragon 
  99 
  1 vampire + 1d4 vampire spawns 
  00 
  1 death knight 
  
   
   
  12 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
     
  This section of the booklet describes monsters specifically 
  designed for the wetlands. The monsters have different 
  behavior, strategies, and natural habitats. Some are more at 
  home in the treeless mires, while others would not survive 
  in such open environments. 
   
  The monsters are designed for parties between levels 1 
  to 10. Monsters with a challenge rating between 3 and 6 in 
  this booklet are intended to be used independently as single 
  monsters, while creatures with challenge ratings of 2 or 
  lower are more suitable for massed encounters. Mixing and 
  matching the monsters in this booklet can be difficult, but 
  many of them would probably work well with monsters 
  from the original monster collections. 
   
   
  Customizing the monsters can help use these 
  monsters in different kinds of adventures. For inspiration, 
  Appendix A contains two monsters from the base game 
  customized for swamp environments. 
   
  The monsters are listed alphabetically, but Appendix B 
  contains the monsters listed by challenge rating. All of the 
  monsters work well in the classic wooded swamp 
  environment, but Appendix B also has a list of the creatures 
  by natural environment for the other versions of the 
  wetlands described in Part I. 
   
   
  Art Credit Dave Kendall / Wizards of the Coast LLC 
  
   
   
   
  13 
   
  Bogy Circles and Spellcasting 
  A group of exactly seven bane bogies form a circle, which 
  can cast certain spells or turn regular berries into foulberries.  
   
  Circle Spellcasting. While all seven members of the 
  circle are within 30 feet of each other, they can cast the 
  following spells once per day as a group: bestow curse, 
  locate object, polymorph, remove curse, stone shape.  
   
  The bogies use their Innate Spellcasting trait to cast 
  these spells, with the following modifications: casting the 
  spells requires material components and the bogies can’t use 
  a spellcasting focus to replace them. The spells have a 
  casting time of 10 minutes and the duration of the spells is 
  changed to 24 hours, unless it is instantaneous. The bogies 
  can’t perform other actions while casting.  
   
  Foulberries. A circle can perform a ritual to create 
  foulberries, which resemble goodberries, but have a different 
  effect. If a humanoid consumes a foulberry, it must succeed 
  on a DC 12 Wisdom saving throw or be consumed with an 
  insatiable hunger to eat more. It must spend its action eating 
  foulberries, if any are available. If none are available, it will 
  spend its action eating anything close by, even dirt. At the 
  start of each of its turns, it may repeat the saving throw, 
  ending the effect on itself on a success. Foulberries can also 
  be used to create utburds from humanoid newborns.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
    
  Bane bogies are fey that live in the swamps near human 
  settlements. They are at a constant low intensity war with 
  the big people around their home for reasons only their fey 
  minds can fully understand. They harass the villages and  
  other settlements with the ultimate plan of either forcing 
  them to leave or destroying their homes altogether. They 
  resemble sprites or pixies but have wings that look like the 
  wings of a crow mixed with a moth. They are also much 
  larger than their cousins. 
   
  Foul Rituals. Bane bogies can cast powerful spells 
  when a circle of them gathers in a place of power. The best 
  known of these is the ritual to create an utburd, a morbid 
  and horrifying beast formed out of a newborn baby. They 
  can also cast other spells, but only when there are exactly 
  seven bane bogies casting the spells. 
   
  Thieves and Tormentors. Bane bogies get their name 
  from the persistent harassment they inflict upon the 
  villages near their home. They steal things, break things 
  and even kill livestock if they get the chance. Because of 
  this, nearby villagers often send raiding parties to destroy 
  the nests of bane bogies, which are usually located in old 
  trees. Such forays often end badly, as the bogies know the 
  swamps better than the backs of their hands and often 
  create traps around their homes to ward of anyone trying to 
  attack them. Also, whenever they are threatened, they will 
  certainly use their biggest weapon: the utburd (see this 
  booklet). 
   
   
    
  Small fey, neutral evil 
   
  Armor Class 14 (leather) 
  Hit Points 14 (4d6) 
  Speed 20 ft., fly 40 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  5 (-3) 
  17 (+3) 
  11 (+0) 
  15 (+2) 
  14 (+2) 
  12 (+1) 
   
  Skills Perception +4, Stealth +7 
  Senses passive Perception 14 
  Languages Sylvan 
  Challenge 1 (200 XP) 
   
  Magic Resistance. The bogy has advantage on saving throws 
  against spells and other magical effects.  
  Innate Spellcasting. The bogy’s innate spellcasting ability is 
  Intelligence (spells save DC 12, +4 to hit with spell attacks). It can 
  innately cast the following spells, requiring no material 
  components. 
  At will: druidcraft, faerie fire 
  3/day each: heat metal, invisibility 
  1/day each: dominate beast, plant growth 
  Actions 
  Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. 
  Sling. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one 
  target. Hit: 5 (1d4 + 3) bludgeoning damage. 
   
  Art Credit Mila Pesic / Wizards of the Coast LLC 
  
   
   
  14 
   
   
   
   
   
   
   
   
   
   
   
   
   
  Bezzans are humanoid wasps that originate from the warm 
  southern wetlands but have spread north, especially into 
  the sewers of large cities. Bezzans construct large, 
  sprawling nests suspended on trees and sewer ceilings. 
  They hunt small game and forage plants to use in 
  construction of their nests.  
   
  Nest Builders and Weapon Crafters. Bezzans use 
  their saliva combined with the digested and regurgitated 
  pulp of plant matter to create their nests. This material, 
  once dry, is extremely resilient and can be made into light-
  weight armor and even weapons. Although the material can 
  be sharpened, bezzans prefer metal weapons when they are 
  able to trade them in exchange for their own creations. 
  Although some humans scoff the rugged and often quite 
  ugly equipment bezzans craft, many do find the light weight 
  of the equipment very useful. Bezzans living in sewers are 
  often found trading with the people living above. Since 
  others are not usually keen on buying their crafts, bezzans 
  will often sell foraged goods that they don’t need but know 
  humans are willing to pay for. 
   
  Hierarchical Society of Females. A bezzan nest is 
  similar to a wasp’s nest in construction and social 
  structure. There are one or more queens, which produce all 
  the bezzans living in the nest. The other bezzans are either 
  male drones that form a harem for the queens, or infertile 
  female workers. The workers have different duties at 
  different stages of their life. They begin their life as larval 
  caretakers, after which they work in nest construction and 
  maintenance, equipment crafting, food foraging, hunting 
  and finally warrior duty. At each stage the bezzan grows 
  larger and stronger and its armor grows thicker.  
   
   
   
   
   
   
   
   
   
    
  Most members of the nest are workers. They are not 
  equipped to fight but will do so when the nest is threatened. 
  Workers are usually the ones other humanoids will come 
  across. They forage in groups and are sometimes willing to 
  trade with outsiders. In combat situations, workers usually 
  support warriors and try to fight together as a group, using 
  their wings to create a low, droning sound that confuses 
  their opponents. 
    
  The oldest, largest and strongest bezzans are warriors. 
  They form troops that patrol the surroundings of the nest 
  and often go hunting with foraging workers. Warriors are 
  often hostile on sight if there are no pre-existing relations 
  between the bezzan and the intruders or if the strangers 
  come unaccompanied by bezzans. They are not usually 
  interested in negotiating and prefer to leave that to the 
  workers. 
     
  Some bezzans like to go their own way. They stray from the 
  normal duty cycle of the bezzan and build a small nest in 
  the outskirts of the bezzan’s domain. They begin studying 
  the nature around them and especially focus on their 
  smaller insect cousins. These bezzan are known as wasp 
  herders. They live on the outskirts of the nest and provide 
  valuable semi-religious services to the nest, which is why 
  they are tolerated by the others. Bezzan wasp herders feel 
  that their tiny relatives are more in tune with nature than 
  the bezzans themselves, so they seek guidance from them. 
  They perform auguries with these insects, studying their 
  flight patterns and behavior. Over time, they start to learn 
  how to guide them and are eventually capable of controlling 
  them using their voices and other signals.  
   
  Art Credit Jehan Choo / Wizards of the Coast LLC 
  
   
   
   
  15 
   
   
   
    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
    
  Small humanoid (bezzan), neutral good 
   
  Armor Class 13 (natural armor) 
  Hit Points 7 (2d6) 
  Speed 25 ft., fly 40 ft.  
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 
  13 (+1) 
  11 (+0) 
  12 (+1) 
  14 (+2) 
  6 (-2) 
   
  Senses darkvision 60 ft., passive Perception 12 
  Languages Bezzan, Common 
  Challenge 1/8 (25 XP) 
   
  Protective Droning. The bezzan emits a droning sound that makes 
  it hard to focus. Every creature that is not a bezzan and is within 5 
  feet of three or more bezzans has a disadvantage on attack rolls. 
  Actions 
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.  
  Hit: 3 (1d4 + 1) piercing damage. 
  Dart. Ranged Weapon Attack: +3 to hit, range 20/60 ft., one target. 
  Hit: 3 (1d4 + 1) piercing damage. 
   
    
  Small humanoid (bezzan), neutral good 
   
  Armor Class 14 (natural armor) 
  Hit Points 13 (3d6 + 3) 
  Speed 25 ft., fly 40 ft.  
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  14 (+2) 
  15 (+2) 
  12 (+1) 
  12 (+1) 
  14 (+2) 
  6 (-2) 
   
  Senses darkvision 60 ft., passive Perception 12 
  Languages Bezzan, Common 
  Challenge 1/4 (50 XP) 
   
  Protective Droning. The bezzan emits a droning sound that makes 
  it hard to focus. Every creature that is not a bezzan and is within 5 
  feet of three or more bezzans has a disadvantage on attack rolls. 
  Actions 
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.  
  Hit: 4 (1d4 + 2) piercing damage and the target must succeed in a 
  DC 11 Constitution saving throw or be poisoned until the end of 
  its next turn.  
  Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or 
  range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage. 
     
  Small humanoid (bezzan), neutral good 
   
  Armor Class 13 (natural armor) 
  Hit Points 10 (3d6) 
  Speed 25 ft., fly 40 ft.  
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  11 (+0) 
  14 (+2) 
  10 (+0) 
  14 (+2) 
  15 (+2) 
  8 (-1) 
   
  Senses darkvision 60 ft., passive Perception 12 
  Languages Bezzan, Common 
  Challenge 1/4 (50 XP) 
   
  Protective Droning. The bezzan emits a droning sound that makes 
  it hard to focus. Every creature that is not a bezzan and is within 5 
  feet of three or more bezzans has a disadvantage on attack rolls. 
   
  Spellcasting. The bezzan is a 1st-level spellcaster. Its spellcasting 
  ability is Wisdom (spell save DC 12). The bezzan has the following 
  druid spells prepared: 
   
  Cantrips (at will): druidcraft, poison spray 
  1st level (2 slots): detect poison and disease, faerie fire, speak with 
  animals  
  Actions 
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.  
  Hit: 4 (1d4 + 2) piercing damage. 
  Dart. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. 
  Hit: 4 (1d4 + 2) piercing damage. 
  Release Wasps (1 /Day). The bezzan releases wasps from a nest it 
  is carrying to a space within 5 feet of it. A swarm of insects 
  (wasps) with 11 hit points appears and rolls initiative. It is friendly 
  to bezzans and disperses when the bezzan that released it dies. 
  
   
   
  16 
   
   
  Sometimes a half-rotten corpse hidden in a bog  
  or a swamp near magical places of power can  
  transform into a bogmangler. These ravenous  
  undead resemble ghouls that have fused with  
  the roots and plants of the bog. The vines coil 
  around their skeleton like muscles, their teeth 
  are thick thorns and it is impossible to tell where 
  the bogmangler ends and the flora around it  
  begin. They can control the vines and roots  
  around them and even use them to catch prey  
  that is trying to escape it. A bogmangler makes  
  the bog its hunting ground and pulls more victims  
  into the depths of the swamp, and these victims  
  in turn may slowly transform into more bogmanglers. 
   
  Endless hunger. Like many undead, bogmanglers 
  have an insatiable hunger for mortal flesh.  Eating does 
  nothing, however, as there is no stomach to hold the flesh it 
  gorges down its hungry maw. Bogmanglers are stuck in an 
  eternal cycle of feeding and hunger which only ends when 
  the monster is finally killed. 
   
  Patient hunters.  Bogmanglers are ambush 
  hunters: they prefer to catch their prey alone, if 
  possible, but may attack against several creatures 
  if its hunger has grown strong enough. They seldom work 
  together with other undead, but it isn’t unheard of to have 
  several bogmanglers preying on a particularly abundant 
  hunting spot. A bogmangler usually stays underwater when 
  preying for its victims and uses the vines growing from its 
  body to sense the presence of its potential victims.
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Medium undead, chaotic evil 
   
  Armor Class 13 
  Hit Points 37 (5d8 + 15) 
  Speed 15 ft., 20 ft. (swim) 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  15 (+2) 
  17 (+3) 
  16 (+3) 
  13 (+1) 
  11 (+0) 
  5 (-3) 
   
  Skills Perception +2, Stealth +5 
  Damage Resistances necrotic 
  Damage Immunities poison 
  Condition Immunities charmed, exhaustion, poisoned 
  Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 12 
  Languages Common 
  Challenge 2 (450 XP) 
   
  Ambusher. In the first round of combat, the bogmangler has 
  advantage on attack rolls against any creature it has surprised. 
  Actions 
  Multiattack. The bogmangler makes two attacks with its vine whip. 
  Vine Whip. Melee Weapon Attack: +4 to hit, reach 15 ft., one target. 
  Hit: 7 (2d4 + 2) bludgeoning damage. 
  Bite.  Melee Weapon Attack: +4 to hit, reach 5 ft., one target.  
  Hit: 9 (2d6 + 2) piercing damage plus 4 (1d8) poison damage. The 
  target must succeed in a DC 13 Constitution saving throw or be 
  poisoned for 1 minute. The creature can repeat the saving throw at 
  the end of each of its turns, ending the effect on itself on a success. 
  Pounce. If the bogmangler is underwater, it pounces on its enemy 
  using a network of vines to propel itself. It jumps up to 30 feet in a 
  straight line and makes a bite attack against a target within reach. 
  Entangling Plants. (Recharge 5-6). Grasping roots and vines sprout in 
  a 30-foot-radius sphere centered on the bogmangler, withering away 
  after 1 minute. For the duration, that area is difficult terrain for 
  creatures other than bogmanglers and plant creatures. In addition, 
  each creature of the bogmangler’s choice in that area when the 
  plants appear must succeed on a DC 12 Strength saving throw or 
  become restrained. A creature can use its action to make a DC12 
  Strength check, freeing itself or another entangled creature within 
  reach on a success. 
  Art Credit Peter Mohrbacher / Wizards of the Coast LLC 
  
   
   
   
  17 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
    
  Only ants fear a regular pangolin, but any creature  
  smaller than an ogre should at least be wary of the hungry 
  dire pangolin that hunts the swamps. These creatures are 
  gigantic when compared to their less dangerous cousins, 
  and they are often referred to simply as maneaters. 
   
  Ambush Predators. Dire pangolins are slow moving 
  but have ways of getting their prey closer to themselves if 
  the need arises. They dig and cover themselves in mud, 
  leaves and other camouflage and wait for their prey to come 
  close enough. Once this happens, the pangolin uses its 
  sticky tongue to pull the victim closer and uses its claws to 
  rip the unsuspecting prey into pieces. 
   
  Masters of Self-Defense. The scales of a dire pangolin 
  are extremely hard to penetrate, especially with slashing 
  weapons. It can also use its chemical glands to emit 
  noxious, foul-smelling chemicals against those that threaten 
  it. 
   
   
   
   
    
  Huge beast, unaligned 
   
  Armor Class 18 (natural armor) 
  Hit Points 76 (8d12 + 24) 
  Speed 20 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  17 (+3) 
  12 (+1) 
  16 (+3) 
  7 (-2) 
  10 (+0) 
  5 (-3) 
   
  Skills Perception +2, Stealth +3 
  Damage Resistances slashing from nonmagical attacks  
  Damage Immunities poison 
  Condition Immunities poisoned 
  Senses darkvision 60 ft., passive Perception 12 
  Languages – 
  Challenge 4 (1,100 XP) 
   
  Actions 
  Multiattack. The pangolin makes three attacks: one with its tongue 
  lash and two with its claws. 
  Tongue Lash. Melee Weapon Attack: +5 to hit, reach 20 ft., one 
  target. Hit: 7 (1d8 + 3) bludgeoning damage. If the target is Large 
  or smaller, the pangolin pulls the target up to 20 feet closer to it.  
  Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.  
  Hit: 8 (1d10 + 3) slashing damage. 
  Noxious Cloud (1/Day).  The pangolin emits a 20-foot-radius 
  sphere of yellow, nauseating gas centered on itself. The cloud 
  spreads around corners and lingers in the air for 1 minute. A 
  moderate wind (at least 10 miles per hour) disperses the cloud 
  after 4 rounds. A strong wind (at least 20 miles per hour) disperses 
  it after 1 round. 
   
  Each creature that is completely within the cloud at the start 
  of its turn must make a DC 13 Constitution saving throw against 
  poison. On a failed save, the creature spends its action that turn 
  retching and reeling. Creatures that don’t need to breathe or are 
  immune to poison automatically succeed on this saving throw. 
   
   
   
  Art Credit Tomasz Jedruszek / Wizards of the Coast LLC 
  
   
   
  18 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
    
  Golden harts are elusive and  
  extremely intelligent mythical creatures  
  that dedicate their existence to maintaining  
  balance in the swamps and wetlands they call  
  home. They resemble deer but have four horns  
  and twin tails. Otherwise golden harts are rather  
  inconspicuous in their appearance, at least when compared 
  to most celestials.  
   
  Hearts of Gold. Some folk tales tell  
  their hide is golden in color, but this is  
  not the case. The name of these beasts is a  
  misnomer: golden harts are named after  
  their heart, which made from pure gold. Very few  
  hunters have the skills required to kill a golden hart and 
  even fewer hunters wish to do so. Killing a golden hart is 
  considered bad luck and any fortune derived from selling 
  the heart is said to be cursed. Some powerful magical 
  spells require the heart as a spell component.  
   
  Guides and Arbiters. Golden harts observe their 
  habitat with great interest, taking note of any suspicious 
  activities and creatures that enter the swamp with ill intent. 
  Dangerous monsters are a natural part of the swamp and 
  the hart will protect them like it protects every other 
  creature in the swamp, but creatures that would seek to 
  corrupt or otherwise harm the swamp itself will find the 
  hart gathering all the help it can get to destroy them or 
  throw them out. If adventurers are seeking out some 
  creature in the swamp that the hart wants removed from 
  the swamp, they will find it observing and aiding them in 
  their endeavors, overtly or covertly.  
   
  Beasts in the Mist. Those who would hunt these 
  magnificent beasts will find their job difficult: golden harts 
  can manipulate the fog around them to evade those who 
  would harm it. Many hunters leave offerings to the golden 
  harts when they hunt in swamps a hart is known to inhabit 
  as a way of asking permission to hunt there.  
   
   
   
   
    
  Large celestial, lawful neutral 
   
  Armor Class 14 
  Hit Points 67 (9d10 + 18) 
  Speed 40 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  16 (+3) 
  18 (+4) 
  14 (+2) 
  20 (+5) 
  18 (+4) 
  16 (+3) 
   
  Senses darkvision 60 ft., passive Perception 14 
  Languages understands Celestial, Elvish, and Sylvan but can’t speak 
  Challenge 3 (700 XP) 
   
  Magic Resistance. The hart has advantage on saving throws against 
  spells and other magical effects. 
  Charge. If the hart moves at least 20 feet straight toward a target 
  and then hits it with a ram attack on the same turn, the target takes 
  an extra 7 (2d6) bludgeoning damage. If the target is a creature, it 
  must succeed on a DC 13 Strength saving throw or be knocked 
  prone. 
  Innate Spellcasting. The hart’s innate spellcasting ability is 
  Intelligence (spell save DC 15). The hart can innately cast the 
  following spells, requiring no components: 
   
  At will: fog cloud, pass without trace 
  1/day each: entangle, greater restoration, mass cure wounds 
  Actions 
  Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.  
  Hit: 6 (1d6 + 3) bludgeoning damage plus 9 (2d8) radiant damage. 
  Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one prone 
  creature. Hit: 19 (3d10 + 3) bludgeoning damage. 
  Reactions 
  Misty Escape. The hart surrounds itself with silvery mist and adds 
  1d6 to its AC against one attack that would hit it. After the attack 
  hits or misses, the hart teleports up to 40 feet to an unoccupied 
  space that it can see.  
   
   
  Art Credit James Zapata / Wizards of the Coast LLC 
  
   
   
   
  19 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Gorgemaws are relatively harmless monsters that live in 
  the swamps. They resemble big, blubbery slugs that eat 
  carrion and other small animals. They move fast, eat 
  voraciously and hunt by sneaking up on their prey. When 
  food is scarce, they may attack creatures bigger than them, 
  but usually they skulk in the shadows, waiting for bigger 
  creatures to go away. But occasionally and for unknown 
  reasons, gorgemaws start behaving in horrifying ways. 
   
  Endless Hunger. From time to time a single 
  gorgemaw starts to eat even more hungrily than usual. It 
  starts to eat constantly, devouring everything it can catch, 
  and begin to grow. Within days it’s bigger than a horse, 
  within a fortnight the size of an elephant and continues to 
  grow even after that. At this point, the swamp will be 
  completely void of other animal life. Creatures that can 
  escape have done so and the gorgemaw moves beyond the 
  swamp – and usually into humanoid settlements. 
   
  Massive Threat. A gargantuan gorgemaw can eat 
  entire villages. It eats the livestock, the villagers and 
  everything it can digest. It continues to eat, until it finds a 
  location that fits its needs and ends its rampage, then it 
  disappears, usually into a cave near a river, and begins to 
  lay eggs. It lays thousands of eggs in one go and then dies. 
  The newborn gorgemaws eat their mother and leave the 
  nest to populate the surrounding countryside.  
   
  Cyclical Menaces. Scholars are not sure why these 
  horrifying rampages come about. Some believe that the 
  cycles are based on the availability of food and others 
  believe that some other factor triggers the process, but 
  nobody knows for sure. Heroes who hear about a 
  gorgemaw growing nearby would be wise to move fast, 
  because while a gorgemaw threat disappears on its own, 
  the devastation it will leave behind will be horrendous.  
   
   
    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Small monstrosity, unaligned 
   
  Armor Class 13 (natural armor) 
  Hit Points 16 (3d6 + 6) 
  Speed 35 ft., burrow 25 ft., swim 35 ft.  
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  12 (+1) 
  10 (+0) 
  14 (+2) 
  1 (-5) 
  5 (-3) 
  1 (-5) 
   
  Senses darkvision 60 ft., passive Perception 7 
  Languages – 
  Challenge 1/4 (50 XP) 
   
  Actions 
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., Hit: 6 (2d4 + 1) 
  piercing damage. 
    
  Medium monstrosity, unaligned 
   
  Armor Class 13 (natural armor) 
  Hit Points 30 (4d8 + 12) 
  Speed 30 ft., burrow 20 ft., swim 30 ft.  
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  14 (+2) 
  10 (+0) 
  16 (+3) 
  1 (-5) 
  5 (-3) 
  1 (-5) 
   
  Senses darkvision 60 ft., passive Perception 7 
  Languages – 
  Challenge 1 (200 XP) 
   
  Actions 
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., Hit: 9 (2d6 + 2) 
  piercing damage. 
   
  Art Credit Alejandro Mirabal / Wizards of the Coast LLC 
  
   
   
  20 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
    
  Large monstrosity, unaligned 
   
  Armor Class 13 (natural armor) 
  Hit Points 47 (5d10 + 20) 
  Speed 30 ft., burrow 20 ft., swim 30 ft.  
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  16 (+3) 
  10 (+0) 
  18 (+4) 
  1 (-5) 
  5 (-3) 
  1 (-5) 
   
  Senses darkvision 60 ft., passive Perception 7 
  Languages – 
  Challenge 2 (450 XP) 
   
  Actions 
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., Hit: 12 (2d8 + 3) 
  piercing damage and the target is grappled (escape DC 13). 
  Swallow. The gorgemaw makes one bite attack against a Medium 
  or smaller target it is grappling. If the attack hits, the target is 
  swallowed, and the grapple ends. The swallowed target is blinded 
  and restrained, it has total cover against attacks and other effects 
  outside the gorgemaw, and it takes 10 (3d6) acid damage at the 
  start of each of the gorgemaw's turns. The gorgemaw can have 
  only one target swallowed at a time. 
  If the gorgemaw dies, a swallowed creature is no longer restrained 
  by it and can escape from the corpse using 5 feet of movement, 
  exiting prone. 
    
  Huge monstrosity, unaligned 
   
  Armor Class 14 (natural armor) 
  Hit Points 69 (6d12 + 30) 
  Speed 25 ft., burrow 20 ft., swim 25 ft.  
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  18 (+4) 
  10 (+0) 
  20 (+5) 
  1 (-5) 
  5 (-3) 
  1 (-5) 
   
  Damage Resistances piercing 
  Senses darkvision 60 ft., passive Perception 7 
  Languages – 
  Challenge 4 (450 XP) 
   
  Actions 
  Multiattack. The gorgemaw makes two bite attacks. 
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., Hit: 15 (2d10 + 
  4) piercing damage and the target is grappled (escape DC 14). 
  Swallow. The gorgemaw makes one bite attack against a Large or 
  smaller target it is grappling. If the attack hits, the target is 
  swallowed, and the grapple ends. The swallowed target is blinded 
  and restrained, it has total cover against attacks and other effects 
  outside the gorgemaw, and it takes 10 (3d6) acid damage at the 
  start of each of the gorgemaw's turns.  
  If the gorgemaw takes 23 damage or more on a single turn from a 
  creature inside it, the gorgemaw must succeed on a DC 15 
  Constitution saving throw at the end of that turn or regurgitate all 
  swallowed creatures, which fall prone in a space within 5 feet of 
  the gorgemaw. If the gorgemaw dies, a swallowed creature is no 
  longer restrained by it and can escape from the corpse using 10 
  feet of movement, exiting prone. 
   
    
  Gargantuan monstrosity, unaligned 
   
  Armor Class 14 (natural armor) 
  Hit Points 115 (7d20 + 42) 
  Speed 20 ft., burrow 15 ft., swim 20 ft.  
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  18 (+4) 
  10 (+0) 
  22 (+6) 
  1 (-5) 
  5 (-3) 
  1 (-5) 
   
  Damage Resistances piercing 
  Senses darkvision 60 ft., passive Perception 7 
  Languages – 
  Challenge 6 (2,900 XP) 
   
  Actions 
  Multiattack. The goremaw makes two bite attacks. It can use 
  Swallow in place of one of these attacks. 
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., Hit: 17 (2d12 + 
  4) piercing damage and the target is grappled (escape DC 15). 
  Swallow. The gorgemaw makes one bite attack against a Huge or 
  smaller target it is grappling. If the attack hits, the target is 
  swallowed, and the grapple ends. The swallowed target is blinded 
  and restrained, it has total cover against attacks and other effects 
  outside the gorgemaw, and it takes 10 (3d6) acid damage at the 
  start of each of the gorgemaw's turns.  
  If the gorgemaw takes 38 damage or more on a single turn from a 
  creature inside it, the gorgemaw must succeed on a DC 16 
  Constitution saving throw at the end of that turn or regurgitate all 
  swallowed creatures, which fall prone in a space within 5 feet of 
  the gorgemaw. If the gorgemaw dies, a swallowed creature is no 
  longer restrained by it and can escape from the corpse using 15 
  feet of movement, exiting prone. 
   
   
  
   
   
   
  21 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Goblinoids come in many different shapes and sizes, and 
  one of the most unusual among them are the hodgepokers. 
  These short creatures walk with a deep hunch, which 
  makes them look like they are as wide as they are tall. They 
  have large heads, big mouths and their heads are covered 
  in hard carapace which grows hornlike growths 
  asymmetrically around their head. 
   
  Swamp Dwellers and Raiders. Hodgepokers don’t 
  build, craft or grow. They steal. Hodgepokers find a lair of 
  another creature, kill it or force it to leave and conduct raids 
  from there to humanoid settlements around their lairs. 
  They prefer to live in the wetlands, because it provides 
  cover for them and helps them hide from the inevitable 
  reprisals they will get from their constant raiding.  
   
  Shrewd and Resourceful. Hodgepokers aren’t terribly 
  smart but have a knack of finding useful and clever uses for 
  items they find and utilizing their surroundings to their 
  advantage. They know how to create distractions and 
  ambushes and prefer to attack with overwhelming numbers 
  in a location of their choosing. They are not for plans, but 
  instead prefer to come up with a strategy as the situation 
  develops. 
   
  Small humanoid (goblinoid), chaotic evil 
   
  Armor Class 11 
  Hit Points 9 (2d6 + 2) 
  Speed 25 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  12 (+1) 
  12 (+1) 
  12 (+1) 
  11 (+0) 
  9 (-1) 
  7 (-2) 
   
  Senses darkvision 60 ft., passive Perception 9 
  Languages Common, Goblin 
  Challenge 1/8 (25 XP) 
   
  Sure-Footed. The hodgepoker has advantage on Strength and 
  Dexterity saving throws made against effects that would knock it 
  prone. 
  Rolling Tumble. Opportunity attacks against the hodgepoker have 
  disadvantage. 
  Actions 
  Club. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.  
  Hit: 3 (1d4 + 1) bludgeoning damage. 
  Dart. Ranged Weapon Attack: +3 to hit, range 20/60 ft., one target. 
  Hit: 3 (1d4 + 1) piercing damage. 
   
   
  Art Credit Dave Allsop / Wizards of the Coast LLC 
  
   
   
  22 
   
   
  Anarchistic and Chaotic. Hodgepokers are chaotic by 
  nature. In additions to stealing, hodgepokers destroy and 
  damage property with glee. They burn crops, smash 
  windows and destroy anything that they don’t find useful. 
  They also don’t care for hierarchy or structure in their 
  groups. Leaders in hodgepoker groups are temporary raid 
  bosses and often a raid is not even lead by anyone: a group 
  steals what it finds, destroys whatever it likes and leaves 
  when the situation gets too risky for them. 
   
  Especially crafty hodgepokers are called crackerjacks. 
  Although hodgepoker groups are anarchistic in nature, 
  crackerjacks tend to end up calling the shots in raids 
  because they are the most quick-witted and clever. A single 
  raiding party can have several crackerjacks, which may end 
  up dividing the raiders into smaller groups, each following 
  one crackerjack’s bright idea. One of the most common 
  tricks crackerjacks like to use is using skullmollusks (see 
  this booklet) as improvised projectiles. 
   
   
    
  Small humanoid (goblinoid), chaotic evil 
   
  Armor Class 13 (hide) 
  Hit Points 11 (2d6 + 4) 
  Speed 25 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  12 (+1) 
  12 (+1) 
  14 (+2) 
  13 (+1) 
  9 (-1) 
  7 (-2) 
   
  Senses darkvision 60 ft., passive Perception 9 
  Languages Common, Goblin 
  Challenge 1/4 (50 XP) 
   
  Sure-Footed. The hodgepoker has advantage on Strength and 
  Dexterity saving throws made against effects that would knock it 
  prone. 
  Rolling Tumble. Opportunity attacks against the hodgepoker have 
  disadvantage. 
  Actions 
  Flail. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.  
  Hit: 5 (1d8 + 1) bludgeoning damage. 
  Hurl Mollusk (1/Day). Ranged Weapon Attack: +3 to hit, range 
  20/60 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage. The 
  thrown skull mollusk (see below) attempts to grapple the target 
  using its tentacles. If it is unsuccessful, it appears in an 
  unoccupied space within 5 feet of the target. It is hostile to the 
  target. 
  Toss Mud. Ranged Weapon Attack: +3 to hit, range 20/60 ft., one 
  target. Hit: The target is blinded. The target can use its action to 
  remove the mud and end the effect. 
  Art Credit Adam Paquette / Wizards of the Coast LLC 
   
  H 
  22 
  
   
   
   
  23 
   
  Variant: Young Maladrix 
  A maladrix that has just spawned is less aggressive and 
  more defensive in its behavior. A young maladrix is 
  Challenge 4 (1,100 XP) monster with 58 (9d8 + 18) 
  hit points and it loses its legendary actions but gains 
  the following reaction: 
  Psychic Screams. When the maladrix is subjected to 
  damage, it can bombard the attacking creature with 
  psychic screams. The creature must make a DC 15 
  Wisdom saving throw. On a failure, it is deafened and 
  can't stop screaming. It can't cast any spells with a 
  verbal component while it is screaming. The effect lasts 
  until the end of the creature's next turn. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  No-one knows how a maladrix is born. Some say that  
  a city that is sinful will spawn one in the hidden corners of 
  the city. Others speculate that it is a spirit that has infested 
  a collection of filth and bones to find a form to inhabit. 
  Nevertheless, it is a scourge that will torment a city in many 
  terrible ways, if left unchecked.  
   
  Revolting and Ghastly. Maladrixes have the  
  upper bodies of ghasts and an insectoid lower body  
  with six legs. Their bones extrude from their flesh  
  in disgusting ways and they smell like a combination of 
  dead flesh and sewer waste. 
   
  Horrors in the Sewers. Maladrixes are usually found 
  in the sewers of large cities, but sometimes they can be 
  found in swamps or underground caves. Most prefer to be 
  near their prey, which is why they prefer cities over the 
  wilderness – even if cities are more dangerous hunting 
  grounds for them.  
   
  Telepathic Mind Breakers. Maladrixes are telepathic, 
  but they don’t speak any languages. Instead, they 
  communicate by images and emotions. They project an  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  aura of telepathic, incoherent whispering near them, which 
  twists the minds of their victims, creating waking 
  nightmares and pitting them against each other. They hunt 
  at night and kill their prey in horrible and sadistic ways 
  before feasting on their souls and leaving the bodies out in 
  the open to spread fear. 
   
  Harvesters of Souls. When a maladrix kills a creature, 
  it consumes the victim’s soul. Reviving a creature that has 
  lost its soul this way is not possible, although the soul  
  remains intact for a few days hidden in the maladrix’s 
  heart, which is a calcified, bonelike structure in the chest of 
  the monster. Breaking the heart releases all the souls that 
  have not yet been consumed.  
   
  Dreadful Silencers. Maladrixes seem to make no 
  sound when they move, but the reality is even more 
  disturbing. Maladrixes deafen all sound around them, 
  making them impossible to detect by sound.  
   
  Art Credit Jack Wang / Wizards of the Coast LLC 
  
   
   
  24 
   
  Variant: Elder Maladrix 
  Left unchecked, a maladrix entrenches itself in the sewers and gains a magical hold of its surroundings. The tunnels around its 
  lair are decorated with the mutilated bodies of its victims and other grotesque displays. An elder maladrix is a Challenge 6 (2,300 
  XP) monster with 91 (14d8 + 28) hit points and gains the following lair actions and regional effects. 
   
  Lair Actions 
  On initiative count 20 (losing initiative ties), the maladrix takes a lair action to cause one of the following effects; the maladrix 
  can't use the same effect two rounds in a row: 
  •
  A wave of sewage ploughs through one the tunnels within 300 feet of the maladrix. Each creature in that tunnel must 
  make a DC 15 Strength saving throw or be pushed 30 feet in the direction of the wave and be knocked prone. 
  •
  A noxious cloud fills a 20-foot radius sphere within 60 feet of the maladrix. The cloud spreads around corners. Each 
  creature that starts its turn in the sphere or moves into it for the first time on their turn must make a DC 15 
  Constitution saving throw. A creature takes 12 (5d4) poison damage on a failed save, or half as much on a success. 
  Undead and creatures that cannot breathe or are holding their breath are immune to this effect. The cloud lasts until 
  initiative count 20 next round, or until dispersed by a strong wind (at least 20 miles per hour). 
  •
  The maladrix sends out a telepathic scream that penetrates any obstacles. Any creature within 300 feet must make a 
  DC 14 Charisma saving throw. On a failure, the creature takes 6 (1d12) psychic damage, is deafened until the end of 
  its next turn, cannot take reactions and the maladrix learns the location and creature type of the creature. 
   
  Regional Effects 
  A city an elder maladrix inhabits is twisted by its presence, which creates one or more of the following effects: 
  •
  Creatures within 1 mile are more suspicious of other people and have trouble sleeping, making long rests impossible.  
  •
  Streets of the city are covered in a thick, foul smelling fog, which rises from the sewers and doesn’t disperse naturally. 
   
  If the maladrix dies, these effects fade within 24 hours.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Medium undead, chaotic evil 
   
  Armor Class 14 
  Hit Points 78 (12d8 + 24) 
  Speed 35 ft., swim 40 ft.  
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  15 (+2) 
  18 (+4) 
  14 (+2) 
  13 (+1) 
  15 (+2) 
  12 (+1) 
   
  Saving Throws Wis +5, Cha +4 
  Skills Intimidation +7, Perception +5, Stealth +7 
  Damage Vulnerability thunder 
  Damage Resistances bludgeoning, piercing, and slashing from  
   
  nonmagical attacks 
  Damage Immunties necrotic, poison 
  Condition Immunities charmed, frightened, poisoned 
  Senses darkvision 60 ft., passive Perception 15 
  Languages – 
  Challenge 5 (1,800 XP) 
   
  Aura of Silence. No sound can pass through or be created within 15 
  feet of the maladrix if the maladrix is not in sunlight. Any creature or 
  object entirely inside the radius is immune to thunder damage, and 
  creatures are deafened while entirely inside it. Casting a spell that 
  includes a verbal component is impossible there. 
  Soul Harvest. A creature that dies from the maladrix’s attacks can’t 
  be revived with spells of 7th level or lower unless the maladrix is 
  dead and its heart is destroyed. 
  Spiderclimb. The maladrix can climb difficult surfaces, including 
  upside down on ceilings, without needing to make an ability check.  
  Sunlight Sensitivity. While in sunlight, the maladrix has disadvantage 
  on attack rolls, as well as on Wisdom (Perception) checks that rely 
  on sight.  
  Whispers of Madness. Any creature that starts its turn within 5 feet of 
  the maladrix must make a DC 15 Wisdom saving throw. On a failure, 
  the creature can’t take reactions until the start of its next turn and 
  rolls a d10 to determine what it does during its turn.  
     On a 1 to 3, the creature feels horrifying anxiety and is frightened 
  until the end of its turn. 
     On a 4 to 6, the creature succumbs to a fugue state and is 
  incapacitated until the end its turn.  
     On a 7 to 8, the creature is overwhelmed with dread; it can’t take 
  any action or bonus action and uses all its movement to move away 
  from the maladrix.  
     On a 9 to 10, the creature feels uncontrollable rage and makes a 
  melee attack against a random ally within its reach or makes a melee 
  attack against itself if it can’t make such an attack.  
  Actions 
  Multiattack. The maladrix makes three attacks with its claws. 
  Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.  
  Hit: 6 (1d8+ 2) slashing damage. 
  Necrotic Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 9 (2d6 + 2) piercing damage plus 13 (2d12) necrotic damage. 
   
  Legendary Actions 
  The maladrix can take 3 legendary actions. Only one legendary action 
  option can be used at a time and only at the end of another creature's 
  turn. The maladrix regains spent legendary actions at the start of its 
  turn. 
  Claw Slash. The maladrix makes a claw attack. 
  Detect. The maladrix makes a Wisdom (Perception) check. 
  Jump. The maladrix jumps up to its speed to an unoccupied space 
  without provoking opportunity attacks. 
   
   
  
   
   
   
  25 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
    
  Floating on the surface of the small, but deep pools found in 
  bogs and mires, the mire ooze is one of the rare oozes that 
  prefers the outside to the damp insides of caves and 
  dungeons. The ooze chooses a pool that is near the same 
  size as it is and spreads itself out thinly on top of the water. 
  They are black as the pools they float on and hunt by 
  waiting for some creature to come too close to it.  
   
  Manipulators of Water. While a mire ooze is not any 
  more intelligent than the next ooze, it has adapted to its 
  surroundings. It floats effortlessly on top of water and can 
  use that water to drown its victims. At times a mire ooze 
  will warp their forms violently to create waves around 
  themselves, causing their unsuspecting prey to fall prone 
  and become more susceptible to its cold, acidic embrace. 
   
  Ooze Nature. An ooze doesn’t require sleep. 
   
   
   
    
  Huge ooze, unaligned 
   
  Armor Class 7 
  Hit Points 76 (8d12 + 24) 
  Speed 20 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  17 (+3) 
  5 (-3) 
  16 (+3) 
  1 (-5) 
  8 (-1) 
  1 (-5) 
   
  Damage Immunities acid, cold, lightning, slashing 
  Condition Immunities blinded, charmed, deafened, exhaustion, 
   
  frightened, prone 
  Senses blindsight 60 ft. (blind beyond this radius), passive 
  Perception 9 
  Languages – 
  Challenge 4 (1,100 XP) 
   
  Amorphous. The ooze can move through a space as narrow as 1 
  inch wide without squeezing. 
  False Appearance. While the ooze remains motionless and is at the 
  surface of water, it is indistinguishable from the surface of the 
  water it is floating on. 
  Floater. The ooze can move on top of water as if it were solid 
  ground. 
  Actions 
  Drown. If the ooze is on top of water, it attempts to pull a target 
  that is smaller than it underneath itself and into the water.  
  Melee Weapon Attack: +5 to hit, reach 10 ft., one target.  
  Hit: The target is pulled into the ooze’s space. The target takes 10 
  (3d6) acid damage. The target can’t breathe, is restrained, and 
  takes 10 (3d6) acid damage at the start of each of the ooze’s 
  turns. When the ooze moves, the target moves with it. 
   
  A target subjected to this ability can try to escape by taking 
  an action to make a DC 13 Strength check. On a success, the 
  target escapes and enters a space of its choice within 5 feet of the 
  ooze. 
  Pseudopod. Melee Weapon Attack: +5 to hit, reach 10 ft., one 
  target. Hit: 10 (2d6 + 3) bludgeoning damage plus 10 (3d6) acid 
  damage. 
  Splash. If the ooze is on top of water, it warps its form suddenly to 
  create a wave. Each creature within 5 feet of the ooze must 
  succeed on a DC 13 Strength saving throw or be knocked prone. 
  Reactions 
  Split. When an ooze that is Medium or larger is subjected to 
  lightning or slashing damage, it splits into two new oozes if it has 
  at least 10 hit points. Each new ooze has hit points equal to half 
  the original ooze's, rounded down. New oozes are one size smaller 
  than the original ooze. If a creature is under the effects of Drown 
  when the ooze splits, the creature can use its reaction to attempt 
  to escape. The effects of Drown end if splitting the ooze causes it 
  to be the same size or smaller than the creature being drowned. 
   
  Art Credit Joe Slucher / Wizards of the Coast LLC 
  
   
   
  26 
   
   
  Molders are a group of swamp-dwelling  
  creatures formed when a certain type of  
  fungus finds suitable hosts to grow on.  
  Creatures that wander off into the swamp  
  and get lost and exhausted or fall ill are the  
  most common victims of a molder colony taking  
  over them. Once an infection sets in, it can be easy  
  to cure, but left untreated, the result can be a fate worse 
  than death – an unlife in the service of the fungi. 
   
  Spreading Blight. If there are enough suitable hosts, 
  molders can spread rapidly and completely take over a 
  swamp. They do decay over time as they slowly break down 
  and eat their hosts, so an outbreak of molders can quiet 
  down after a while. Times after war are a common situation 
  when molders can become a veritable plague near a 
  swamp. Thankfully – or unfortunately, depending on your 
  point of view – molders can only infect a humanoid 
  creature. Keeping out of a molder infested swamp will 
  eventually force an outbreak to die out. 
   
  Swamp Dwellers. Molders need a lot of shade and 
  moisture to survive, so they seldom wander off from the 
  swamps they have infested.  
    
  The simplest forms of molders are the molder spawn. They 
  are usually small or medium humanoids transformed into 
  something that resembles a humanoid fungus. The 
  transformation process consumes the host somewhat, 
  resulting in a shrunk version of the creature. Despite their 
  size, these creatures are aggressive and will attack 
  mercilessly against any opponents.  
   
  Drones and Protectors. Some have speculated that 
  molders may retain some of the intellectual capacity of their 
  hosts and can form a sort of a hivemind when enough hosts 
  are close by. In these situations, it is believed that molder 
  spawns begin to perform more complex tasks and become 
  drones for a wider molder colony consisting of several 
  molder hosts working together.  
    
  If a host is large enough to nourish a large and particularly 
  aggressive colony of molder spores, the result is referred to 
  as a molder bloom. These creatures are easily 
  distinguished from mere molder spawn: they are more 
  colorful and much larger in size, although still significantly 
  smaller than their original hosts.  
   
  Poisonous Spores. Molder blooms are covered in 
  sporocaps, which can easily burst and spread choking, 
  poisonous spores that may even spread the molder colony 
  into a host that is too weak to fight their infection. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
    
  Swamps are home to many trolls, which in turn at times 
  can become hosts for molders. In these situations, the 
  strange mutative properties of the troll create a monstrous 
  being known as a molder titan. 
   
  Hulking Mass. The molder titan differs from other 
  molders by its size: the regenerative properties of the troll’s 
  tissues provide the molder colony a seemingly endless 
  supply of sustenance, which in turn creates an increasingly 
  large monster. Over time these regenerative properties 
  diminish as the flesh rots, and the molder colony begins to 
  consume more than there is available. Thankfully this leads 
  to molder titans being short-lived abominations. 
   
   
    
  Small plant, unaligned 
   
  Armor Class 12 (natural armor) 
  Hit Points 10 (3d6) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  12 (+1) 
  9 (-1) 
  10 (+0) 
  5 (-3) 
  6 (-2) 
  3 (-4) 
   
  Damage Vulnerabilities fire 
  Damage Immunities poison 
  Condition Immunities blinded, charmed, deafened, frightened, 
   
  paralyzed, poisoned 
  Senses blindsight 30 ft. (blind beyond this radius), passive  
   
  Perception 8 
  Languages — 
  Challenge 1/4 (50 XP) 
   
  Fungal Communication. The molder spawn can communicate 
  silently with molders within 60 feet of it by secreting smells. 
  Actions 
  Claw.  Melee Weapon Attack: +3 to hit, reach 5 ft., one target.  
  Hit: 3 (1d4 + 1) slashing damage plus 3 (1d6) poison damage. 
   
   
  Art Credit Titus Lunter / Wizards of the Coast LLC 
  
   
   
   
  27 
   
    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Art Credit Mike Burns / Chris Rahn / Wizards of the Coast LLC 
    
  Medium plant, unaligned 
   
  Armor Class 12 (natural armor) 
  Hit Points 30 (4d8 + 12) 
  Speed 10 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  12 (+1) 
  10 (+0) 
  16 (+3) 
  6 (-2) 
  6 (-2) 
  3 (-4) 
   
  Damage Vulnerabilities fire 
  Damage Immunities poison 
  Condition Immunities blinded, charmed, deafened, frightened, 
   
  paralyzed, poisoned 
  Senses blindsight 30 ft. (blind beyond this radius), passive  
   
  Perception 8 
  Languages — 
  Challenge 1 (200 XP) 
   
  Fungal Communication. The molder bloom can communicate 
  silently with molders within 60 feet of it by secreting smells. 
  Noxious Spores. A creature that touches the molder bloom or hits 
  it with a melee attack while within 5 feet of it takes 3 (1d6) poison 
  damage. 
  Actions 
  Pummel.  Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 
  Hit: 8 (2d6 + 1) bludgeoning damage plus 3 (1d6) poison damage. 
    
  Large plant, unaligned 
   
  Armor Class 14 (natural armor) 
  Hit Points 45 (6d10 + 12) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  15 (+2) 
  12 (+1) 
  15 (+2) 
  5 (-3) 
  5 (-3) 
  3 (-4) 
   
  Damage Vulnerabilities fire 
  Damage Immunities poison 
  Condition Immunities blinded, charmed, deafened, frightened, 
   
  paralyzed, poisoned 
  Senses blindsight 30 ft. (blind beyond this radius), passive  
   
  Perception 7 
  Languages — 
  Challenge 2 (450 XP) 
   
  Fungal Communication. The molder titan can communicate silently 
  with molders within 60 feet of it by secreting smells. 
  Actions 
  Multiattack. The molder titan makes two claw attacks. 
  Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.  
  Hit: 6 (1d8 + 2) slashing damage plus 3 (1d6) poison damage. 
  Entangling Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 7 (1d10 + 2) piercing damage plus 3 (1d6) poison 
  damage. If the target is a Large or smaller creature, it must succeed 
  in a DC 12 Strength saving throw or be grappled (escape DC 12). 
  Until the grapple ends, the molder titan can bite only the grappled 
  creature and has an advantage on attack rolls to do so.  
   
   
  
   
   
  28 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Oozehounds are neither  
  hounds nor oozes, but have  
  similarities with both, at least 
  on the outside. An oozehound is a truly hideous being 
  created by foul sorcery. It can be smelled well before it is 
  seen: the overpowering smell of the slime it is covered in 
  resembles the stench of rotten eggs. They live in wet, 
  secluded locations such as swamps, lakeside caves or even 
  sewers.  
   
  Solitary Hunters. An oozehound claims an area large 
  enough to sustain itself as its territory and guards it fiercely 
  against all possible intruders, including other oozehounds. 
  It may tolerate creatures that are significantly smaller  
  than it, provided they keep their distance and don’t seem 
  like a threat to it.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Covered in Slime. The Oozehound is 
  covered in a sticky, viscous fluid it secretes  
  constantly. This allows it to climb surfaces and trap 
  its opponents. It has a multitude of tentacles growing out of 
  its back, all of them covered in this sticky, smelly substance. 
  Anyone that gets hit with a slap is instantly covered with the 
  disgusting slime and will find movement difficult.  
   
  Unlikely Guard Dogs. Despite being quite aggressive, 
  some small humanoids, such as kobolds, have learned how 
  to use oozehounds as guards by providing food for them 
  and keeping a respectful distance. A well fed oozehound is 
  quite happy staying in place, so it can be used to guard a 
  strategic location in a sewer, for instance. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Art Credit Ryan Barger / Wizards of the Coast LLC 
   
  Large monstrosity, unaligned 
   
  Armor Class 14 
  Hit Points 60 (8d10 + 16) 
  Speed 30 ft., climb 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  14 (+2) 
  18 (+4) 
  14 (+2) 
  5 (-3) 
  14 (+2) 
  1 (-5) 
   
  Skills Stealth +6 
  Damage Immunities poison 
  Condition Immunities poisoned 
  Senses darkvision 60 ft., passive Perception 12 
  Languages — 
  Challenge 3 (700 XP) 
   
  Smelly. Any creature that has advantage on Wisdom (Perception) 
  checks that rely on smell automatically knows the location of an 
  oozehound that is within 120 feet of it. 
  Sticky. The oozehound can climb difficult surfaces, including upside 
  down on ceilings, without needing to make an ability check. 
  Actions 
  Multiattack. The oozehound makes four tentacle slap attacks. 
  Tentacle Slap. Melee Weapon Attack: +4 to hit, reach 10 ft., one 
  target. Hit: 5 (1d6 + 2) bludgeoning damage, and the target must 
  succeed on a DC 12 Constitution saving throw. On a failed save, the 
  creature can’t use reactions and its speed is halved until the end of 
  its next turn.  
   
  If the target is already under the effects of this ability and is hit 
  again, it repeats the saving throw, and is restrained on a failure until 
  the end of its next turn. On a success, the original effects continue 
  until the end of the target’s next turn. 
  Bite.  Melee Weapon Attack: +4 to hit, reach 5 ft., one target.  
  Hit: 11 (2d8 + 2) piercing damage plus 11 (2d10) poison damage. 
   
   
  
   
   
   
  29 
   
   
  Travelers who move through swamps are threatened by 
  many different beings, but few are as frightening as the 
  shadestalker. These beings are native to the elemental 
  plane of Shadow, but often slip into the mortal planes when 
  an opportunity arises or when summoned by spellcasters or 
  other powerful beings. They are rarely seen in direct light, 
  and most people only see their green eyes glittering in the 
  darkness before being impaled by them.  
   
  Masterful Lurkers. The shadestalker resembles a 
  plant but seeing it up close reveals that it is something else. 
  Although its body looks like a collection of roots, it’s 
  covered in skin rather than bark. The skin is slick with a 
  chameleonlike surface that shifts its color and manipulates 
  light in a way that seems to create texture where there is 
  none. Only in direct light it is revealed that a shadestalker is 
  actually the color of white pearls. They usually stay in place 
  or move from shadow to shadow when hunting their prey, 
  whatever fits the situation best. 
   
  Servants and Sentinels. Shadestalkers often serve 
  more powerful beings, such as hags or evil spellcasters, or 
  even black dragons. They usually act as guards around their 
  master’s lair and kill all those who wander too close to it. 
  They are callous beings that enjoy seeing the life disappear 
  from their victim’s eyes as their spear-like limbs impale 
  them. At times their master commands them to scout and 
  spy for them, something the shadestalker is good at, but 
  does not enjoy. On such missions, its bloodthirsty nature 
  may take the better of it and it may attack its target against 
  orders. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Large monstrosity, neutral evil 
   
  Armor Class 15 
  Hit Points 52 (8d10 + 8) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  15 (+2) 
  20 (+5) 
  12 (+1) 
  14 (+2) 
  12 (+1) 
  5 (-3) 
   
  Skills Perception +5, Stealth +7 
  Damage Resistances bludgeoning, piercing, and slashing while in 
   
  dim light or darkness 
  Damage Immunities necrotic, poison 
  Condition Immunities exhaustion, poisoned 
  Senses darkvision 60 ft. (penetrates magical darkness), passive  
   
  Perception 15 
  Languages understands Common but can’t speak 
  Challenge 4 (1,100 XP) 
   
  Shadow Stride. When the shadestalker is in dim light or darkness, it 
  can use a bonus action to teleport up to 60 feet to an unoccupied 
  space it can see that is also in dim light or darkness.  
  Sunlight Weakness. While in bright light created by sunlight, the 
  shadestalker has disadvantage on attack rolls, ability checks, and 
  saving throws. 
  Actions 
  Multiattack. The shadestalker makes three impale attacks. 
  Impale. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. 
  Hit: 7 (1d10 + 2) piercing damage. 
  Obscure (Recharge 5-6).  A 15-foot radius of magical darkness 
  extends out from the shadestalker and spreads around corners. 
  The darkness does not move with the shadestalker, but lasts as 
  long as the shadestalker maintains concentration, up to 1 minute 
  (as if concentrating on a spell). Darkvision can’t penetrate this 
  darkness, and no natural light can illuminate it. If any of the 
  darkness overlaps with an area of light created by a spell of 2nd 
  level or lower, the spell creating the light is dispelled. 
   
   
  Art Credit Mike Daarken / Wizards of the Coast LLC 
  
   
   
  30 
   
    
  Skull mollusks are land-dwelling cousins of the octopus. 
  They get their name from their habit of taking a skull or a 
  similar round object as a protective shell to hide in. They 
  carry the shell around, climb up trees and wait their to 
  ambush their prey. Skull mollusks are carnivores, but have 
  a peculiar feeding habit: they prefer to use their tentacles to 
  grab larger creatures and gnaw at them, removing small 
  bites of flesh to eat. When such prey is unavailable, they 
  scavenge and consume carrion. Their tentacles are covered 
  in small, curved barbs which make it easier for them to 
  attach to any kind of creature. 
   
  Pets of Hodgepokers. Creatures such as 
  Hodgepokers (see earlier in this booklet) like to catch skull 
  mollusks to use in their tricks. Carrying these creatures is 
  easy, as the mollusk usually hides in the skull and becomes 
  inactive when put into a dark place, such as a bag. 
  Hodgepokers sometimes throw these creatures at 
  unsuspecting enemies with the intent of slowing them 
  down or distracting them. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
    
  Small beast, unaligned 
   
  Armor Class 14 (natural armor) 
  Hit Points 3 (1d6) 
  Speed 10 ft., climb 10 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  7 (-2) 
  10 (+0) 
  10 (+0) 
  6 (-2) 
  9 (-1) 
  6 (-2) 
   
  Senses passive Perception 9 
  Languages – 
  Challenge 0 (10 XP) 
   
  Actions 
  Tentacles. Melee Weapon Attack: +0 to hit, reach 5 ft., one target.  
  Hit: 1 bludgeoning damage and the target is grappled (escape DC 
  8). Until the grapple ends, the mollusk can gnaw the target and has 
  advantage on attack rolls to do so. 
  Gnaw. Melee Weapon Attack: +0 to hit, reach 5 ft., one target that 
  is grappled by the mollusk. Hit: 2 (1d4) piercing damage. 
  Reactions 
  Drop Attack. When the mollusk drops onto or otherwise impacts a 
  creature, it makes a tentacles attack against it with advantage. 
  Art Credit Greg Staples / Wizards of the Coast LLC 
   
  
   
   
   
  31 
   
   
  Named by the now forgotten evil wizard who needed 
  sentinels to guard his hidden laboratory and had the bright 
  idea of creating giant, ravenous leeches to do the job, 
  svampyrs are one of the ugliest and most dangerous things 
  swimming through the wetlands.  
   
  Bloodsucking Grapplers. A svampyr lurks in the 
  shallow waters of the swamp and roams searching for prey. 
  Once it finds its quarry, it waits and tries to find a moment 
  to attack. Once it finds an opportunity, it attempts to 
  grapple its target and envelop it with its jaws. The many 
  sharp blades hidden in its mouth parts penetrate the 
  victim’s skin and the swampyr begins to suck blood out of 
  the victim. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Large montrosity, neutral evil 
   
  Armor Class 10 
  Hit Points 85 (10d10 + 30) 
  Speed 5 ft., swim 40 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  16 (+3) 
  10 (+0) 
  17 (+3) 
  5 (-3) 
  8 (-1) 
  3 (-4) 
   
  Senses blindsight 20 ft. (blind beyond this radius),  
  tremorsense 60 ft., passive Perception 9 
  Languages – 
  Challenge 2 (450 XP) 
   
  Amphibious. The svampyr can breathe air and water. 
  Water Dependency. The svampyr takes 6 (1d12) acid damage 
  every 1 minute it goes without exposure to water. 
  Actions 
  Grapple. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 8 (1d10 + 3) piercing damage. If the target is a Medium or 
  smaller creature, it is grappled (escape DC 13).  
    
   
  At the start of each of the svampyr’s turns, the target loses  
  6 (1d6 + 3) hit points due to blood loss, and the svampyr regains 
  hit points equal to the damage taken. The grapple ends if the 
  svampyr takes the Flail About action. 
  Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.  
  Hit: 6 (1d6 + 3) bludgeoning damage. 
  Flail About. If the svampyr is at least partially submerged in water, 
  it swings its body around violently, causing the water to splash 
  everywhere. Each creature within 10 feet of it must succeed on a 
  DC 13 Constitution saving throw or be blinded until the end of the 
  svampyr’s next turn. Additionally, the svampyr makes a slam attack 
  against each creature within 5 feet of it.  
   
   
  Art Credit Clint Cearley / Wizards of the Coast LLC 
  S 
  31 
  
   
   
  32 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Utburd means “taken outside”, it’s an old phrase referring 
  to children that are abandoned after birth. Often a newborn 
  is hidden in the swamp, where the bane bogies find it, but 
  at times bane bogies may even steal newborns from nearby 
  villages. The bogies feed the baby foulberries until it begins 
  to transform and grow, creating a massive monster that 
  sees the bane bogies as its family and protects them 
  fiercely. The heads of utburds bear some semblance of 
  humanoid features, but their bodies do not: they have stout, 
  short bodies that resemble massive moles, and sharp claws 
  which they use for maiming their enemies and digging. 
   
  Horrifying Howlers. An utburd makes sounds that are 
  almost identical to the sounds a newborn would make, 
  which is enough to give chills to anyone trying to hunt or 
  fight them. Their eerie howls are loud and can be heard for 
  miles around, so anyone brave enough can use these 
  sounds to find the location of a bane bogy tribe. 
   
  Servants of Bane Bogies. Utburds serve bane bogies 
  (see earlier in this booklet) and protect them. They dig a 
  cave near the home tree of the bogies as a nest for 
  themselves, and attack anyone trying to get near the tribe. 
  Sometimes, if an utburd grows large enough, the bane 
  bogies can use it to attack a village to destroy the village 
  and everyone in it. Such occurrences are rare, however, as 
  most utburds are not large enough to be used in such a 
  manner. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Large monstrosity, neutral evil 
   
  Armor Class 13 (natural armor) 
  Hit Points 76 (9d10 + 27) 
  Speed 25 ft., burrow 20 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  17 (+3) 
  10 (+0) 
  16 (+3) 
  6 (-2) 
  10 (+0) 
  6 (-2) 
   
  Senses passive Perception 10 
  Languages understands Sylvan but can't speak 
  Challenge 2 (450 XP) 
   
  Actions 
  Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.  
  Hit: 12 (2d8 + 3) piercing damage. 
  Horrifying Wail (Recharge 5–6). The utburd releases an unnerving 
  wail. Each creature of the utburd’s choice within 60 feet of the 
  utburd that can hear it must succeed on a DC 10 Wisdom saving 
  throw or be frightened until the end of the utburd’s next turn. 
  Reactions 
  Furious Retribution. When a creature within 15 feet of the utburd 
  kills a bane bogy, the utburd can move up to 10 feet towards that 
  creature and make a claw attack against the creature if it is able. 
  Art Credit Dave Kendall / Wizards of the Coast LLC 
   
  
   
   
   
  33 
   
    
    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
    
   
   
  Medium fey, neutral 
   
  Armor Class 11 
  Hit Points 22 (5d8) 
  Speed 30 ft., swim 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 
  12 (+1) 
  11 (+0) 
  14 (+2) 
  15 (+2) 
  18 (+4) 
   
  Skills Perception +4, Stealth +5 
  Senses darkvision 60 ft., passive Perception 14 
  Languages Elvish, Sylvan 
  Challenge 1 (200 XP)
   
  Innate Spellcasting. The naiad’s innate spellcasting ability is 
  Charisma (spell save DC 14). The naiad can innately cast the 
  following spells, requiring no material components:  
   
  At will: druidcraft 
  3/day each: faerie fire, goodberry 
  1/day each: blur, fog cloud, shillelagh 
   
  Magic Resistance. The naiad has advantage on saving throws 
  against spells and other magical effects. 
   
  Speak with Beasts and Plants. The naiad can communicate with 
  beasts and plants as if they shared a language. 
   
  Hazy Disappearance. As long as the naiad is underwater, it can cast 
  invisibility at will, requiring no material components. 
   
  Actions 
  Club. Melee Weapon Attack: +2 to hit (+6 to hit with shillelagh), 
  reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage, or 8 (1d8 
  + 4) bludgeoning damage with shillelagh. 
   
  Fey Charm. The naiad targets one humanoid or beast that she can 
  see within 30 feet of her. If the target can see the naiad, it must 
  succeed on a DC 14 Wisdom saving throw or be magically 
  charmed. The charmed creature regards the naiad as a trusted 
  friend to be heeded and protected. Although the target isn't under 
  the naiad's control, it takes the naiad's requests or actions in the 
  most favorable way it can. 
   
  Each time the naiad or its allies do anything harmful to the target, 
  it can repeat the saving throw, ending the effect on itself on a 
  success. Otherwise, the effect lasts 24 hours or until the naiad 
  dies, is on a different plane of existence from the target, or ends 
  the effect as a bonus action. If a target's saving throw is successful, 
  the target is immune to the naiad's Fey Charm for the next 24 
  hours. 
   
  The naiad can have no more than one humanoid and up to three 
  beasts charmed at a time. 
   
     
  Medium swarm of Tiny beasts, unaligned
   
  Armor Class 12 (natural armor) 
  Hit Points 22 (5d8) 
  Speed 20 ft., swim 20 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  3 (-4) 
  13 (+1) 
  10 (+0) 
  1 (-5) 
  7 (-2) 
  1 (-5) 
   
  Damage Resistances bludgeoning, piercing, slashing 
  Condition Immunities charmed, frightened, grappled, paralyzed,  
   
  petrified, prone, restrained, stunned 
  Senses blindsight 10 ft., passive Perception 8 
  Languages – 
  Challenge 1/2 (100 XP)
   
  Swarm. The swarm can occupy another creature's space and vice 
  versa, and the swarm can move through any opening large enough 
  for a Tiny insect. The swarm can't regain hit points or gain 
  temporary hit points. 
   
  Actions 
  Bite. Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the 
  swarm's space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing 
  damage if the swarm has half of its hit points or fewer; and the 
  swarm attaches to the target. While attached, the swarm moves 
  when the target moves. The swarm can detach by spending 5 feet 
  of movement. 
  Art Credit Svetlin Velinov / Wizards of the Coast LLC 
  
   
   
  34 
   
     
      
      
   
   
   
   
  Creatures 
  Challenge 
  Skullmollusk 
  0 (0-10 XP) 
  Hodgepoker, bezzan worker 
  1/8 (25 XP) 
  Molder spawn, gorgemaw, bezzan wasp 
  herder, bezzan warrior 
  1/4 (50 XP) 
  Hodgepoker crackerjack, swarm of 
  leeches,  
  1/2 (100 XP) 
  Bane bogy, big gorgemaw, molder bloom, 
  naiad 
  1 (200 XP) 
  Bogmangler, large gorgemaw, molder 
  titan, svampyr, utburd 
  2 (450 XP) 
  Golden hart, oozehound 
  3 (700 XP) 
  Dire pangolin, huge gorgemaw, mire ooze, 
  shadestalker, young maladrix 
  4 (1,100 XP) 
  Maladrix 
  5 (1,800 XP) 
  Elder maladrix, gargantuan gorgemaw 
  6 (2,900 XP) 
   
   
  Signature 
  Environment 
  Monster 
  Mire 
  Gorgemaws, hodgepokers, mire ooze, 
  naiad, svampyr, swarm of leeches 
  Marsh 
  Bane bogy, bogmangler, dire pangolin, 
  gorgemaw, hodgepokers, molders, naiad, 
  svampyr 
  Sewer 
  bezzans, oozehound, maladrix, 
  shadestalker, skullmollusk, svampyr 
  
   
   
   
  35 
   
     
    
  This section provides means for creating a sewer randomly. 
  Sewers consist of larger sections, which in turn are divided 
  into smaller subsections, such as tunnels and sections. The 
  first table provides a general description of an area, which 
  determines the major features of the area in question, 
  followed by the water level of the area in question. After 
  that, you can determine the subsection’s features. 
   
   
   
   
   
   
   
   
   
   
   
  d4 
  Section Description 
  1 
  Very old. Many of the walls are partially collapsed. 
  People from the city visited this section in a very 
  long time. Water is stagnant. Many of the creatures 
  here are old or have inhabited these areas for at 
  least decades. 
  2 
  Old, but still in relatively good condition. A lot of 
  different kinds of activity and creatures, some older 
  inhabitants, some newcomers. Water flows slowly, 
  but trash and waste may have formed blockages. 
  3 
  Old, but recently renovated. Water flows slowly, but 
  freely. Many of the less used subsections have been 
  sealed off, but there may be creatures that have 
  burrowed holes into the walls to get back to their 
  old lairs. Most creatures have recently arrived or 
  returned here. 
  4 
  Recently constructed. Water flows freely and rarely 
  forms stagnant pools. Not many creatures in these 
  parts of the sewer. 
  d4 
  Section Water Level 
  1 
  Dry. There is little or no water. 
  2 
  Shallow. The walkways are above water, but the 
  canals are waist high for a medium creature. 
  3 
  Deep. Even the walkways are ankle deep under 
  water for medium creatures. Canals must be swum 
  through, wading through is not possible. This 
  section is almost entirely difficult terrain. 
  4 
  Completely submerged. There are pockets of rancid 
  air, but otherwise characters must dive through this 
  section or use waterbreathing and regret it. 
  d100 
  Subsection description 
  01 – 10 
  A tunnel that bends a both ways a few times 
  11 – 20 
  A tunnel that ends in a grate. Grate d4: 
   
  1 
   
  Someone has made a hole in the grating, but 
  it is difficult to get through for medium 
  creatures and unpassable for large creatures 
   
  2 
  There is a lock, which can be picked: 
  Dexterity check (DC 15), thieves tools, and 
  proficiency to use them required 
   
  3 
  The grate is rusted so badly, it can be 
  broken. The lock is rusted shut. Breaking the 
  grating is a DC 17 Strength check 
   
  4 
  Impossible to go through without somehow 
  destroying the grate through magical means 
  21 – 27 
  A crossroads with a large waterway in the middle. 
  If there is water, the middle forms a whirlpool, 
  which requires a Strength (Athletics) check to 
  escape, the DC depends on the water flow 
  28 – 35 
  A large, circular room that connects this section 
  to several other sections. The top is connected 
  to the surface, and there is a deep pool in the 
  middle. Sections that are full of water form 
  waterfalls that plummet into the pool in the 
  middle. There are haphazardly constructed 
  walkways that connect the different sections 
  36 – 39 
  A tunnel with small holes in the walls. These 
  walls are large enough for medium creatures to 
  crawl into, and lead into another subsection  
  40 – 49 
  A long tunnel with a single ladder up to the 
  surface 
  50 – 54 
  A blockage of waste and grease blocks the way. It 
  can be destroyed with slashing weapons or spells 
  that deal thunder or fire damage. There is a 50% 
  chance the tunnel beyond is flooded and 
  breaking the blockage results in a deluge of 
  water 
  55 – 64 
  A wider subsection that forms a room of a sort. 
  Possible monster lair 
  65 – 69 
  Something has dug a room next to a tunnel. 
  Possible monster lair. The room is dry if the 
  section isn’t completely submerged 
  70 – 74 
  A large subsection has been turned into a shanty 
  town inhabited by outcasts or monsters. There 
  are several tunnels, which all have small huts and 
  other abodes. 
  75 – 79 
  A crossroads which connects several sections on 
  different levels. There are ropes and walkways 
  that connect the different levels together 
  80 – 84 
  The sewer connects to an underground cave 
  85 – 89 
  A long tunnel. A hole in the tunnel leads into the 
  cellar of building 
  90 – 00 
  An exit that flows into a river. 
  
   
   
  36 
   
   
      
    
   
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  15 COPYRIGHT NOTICE 
   
  Open Game License v 1.0. Copyright 2000, Wizards of the Coast, 
  Inc. 
   
  System Reference Document 5.1. Copyright 2016, Wizards of 
  the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, 
  Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, 
  Robert J. Schwalb, Bruce R. Cordell, Chris Sims, 
  and Steve Townshend, based on original material by E. Gary 
  Gygax and Dave Arneson. 
   
  Melvin’s Minute Monsterium. Copyright 2019, Author: Kari 
  Hoffren 
  
   
   
   
  37 
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Homebrew/Melvin's Minute Monsterium - Swamps & Sewers.pdf