TEXT: 1
  
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  Khyber Khronicle 
  Lead Production: Dave Morris at Mount Ogden Gaming Company
  Lead Designer: Dave Knighton at Under the Wing Gaming
  Contributing Authors: Matthew Booth, Shani Knighton, Dave Knighton, Jeremiah McCoy, Kenny Morris, Zach 
  Pickett, Joe Raso
  Layout and design: Shani Knighton at Raven and Moon 
  Art Attributes: All artwork presented in this adventure is provided by Wizards of the Coast, and CC0 licensed art, 
  and used with permission. 
   
   
  volume 8
  The
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon 
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  ©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, 
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  TABLE OF CONTENTS
  4
  8
  12
  17
  Catching the Wind
  Written and Designed by Matthew Booth
  Participate in the time-honored tradition, and 
  prove your skills, by catching the great Helpful 
  Hound.
  Ghart the Exiled
  Written and Designed by Joe Raso
  Who is the halfling known as Ghart the Exiled? 
  Is he everything he appears or is there more to 
  this leader of an aberrant tribe causing him to 
  attack those traveling through the desert?
   Treasures of the Blade Desert
  Written by Jeremiah McCoy
  What treasures hide beneath the dunes of roll-
  ing sands deep within the Blade Desert? 
  Mirages of the Desert
  Written and designed by Dave and Shani Knighton
  One should be wary of their own senses while 
  traversing this vast harsh environment. 
  The Fierce Halflings of 
  Talenta
  Written and Designed by Zachary Pickett
  Explore the halflings of the Talenta 
  Plains, create your own halfling subrace, 
  and introduce yourself to the creatures 
  tamed by these tribes. 
  Monsters
  Written and Designed by Kenny Morris
  New monsters for your desert campaigns.
  20
  31
  
  4
  
  5
  Catching the Wind - A Talenta 
  Plains Skill Challenge
  Written and Designed by Mathew Booth
  Competition Background
  The blink dogs of the Blade Desert are skittish and 
  wild, despite their reputation as the Ghallanda, or 
  “helpful hound” of the desert. They disappear at 
  the slightest provocation, not helped by the Vale-
  nar, hunting them with blunted arrows for sport. 
  The Valenar elves are not the only culture to hunt 
  these fey hounds, yet the other does it with more 
  respect.
  The ghallanda is one of the many spirits revered 
  by the Talenta plains halflings. They are the fore-
  most spirit among the tribe of the same name, now 
  known to the greater world as House Ghallanda, 
  bearers of the Mark of Hospitality. A list of all the 
  traditions accorded among House Ghallanda and 
  the greater tribes to pay respects to the blink dog 
  would take more space than available. So instead, 
  we’ll focus on one.
  A time-honored tradition in the Talenta Plains, 
  especially for young hunters, is to catch or touch a 
  blink dog without being detected. The competitors 
  dunk their hands in a special dye, each a different 
  color, and attempt to lay hands on the blink dog 
  before it flees. Traditionally, this is attempted on 
  wild dogs, though more often lately wealthy hal-
  fling nobles will hire a Vadalis breeder and use a 
  prepared course.
  Outsiders may have the opportunity to participate 
  for several reasons. It may just be a way for a hal-
  fling born in the city to claim their heritage among 
  the tribes. Other times, “twicelings” may have to 
  prove their skill and stealth by competing against 
  a tribe member. And on occasion, a halfling tribe 
  has been known to bring a ghallanda to Gather-
  hold, promising prizes for whoever catches the 
  hound before it runs away.
  
  6
  Running the Competition
  An encounter like this is best run as a Skill Chal-
  lenge. Instead of asking the PCs to enter into a 
  combat encounter with the blink dog and/or other 
  participants, instead, use their skills and the dice 
  to add excitement to the encounter. This encounter 
  has been built with the guidelines contained in the 
  title Skill Challenges in 5e by R P Davis, available on 
  the Dungeon Master’s Guild.
  The blink dog encounter is a Medium skill chal-
  lenge. This means the players must gain 6 success-
  ful skill rolls before they accumulate 3 failures. The 
  general DC of the checks made during this encoun-
  ter is 15, though the DM may raise or lower these 
  depending on the players’ decisions or tactics. The 
  Blink Dog stat block in the Monster Manual gives 
  them a passive Perception of 13, with a +3 modifier 
  to active Wisdom (Perception) checks.
  Here’s a list of possible checks that can be asked for. 
  Don’t feel you need to limit or be limited to these 
  skills; a smart party may come up with a number 
  of tactics. Also, don’t forget that abilities and skills 
  aren’t always a 1-to-1 match. A Wisdom (Intimi-
  dation) check and other strange associations are 
  possible, so long as the players can justify what 
  they use.
  • 
  Dexterity (Acrobatics) - Though these challeng-
  es generally take place in the desert, it’s not 
  uncommon to find rock outcrops, sand dunes or 
  even certain plants that can be used to gain an 
  advantage.
  • 
  Wisdom (Animal Handling) - Though, by RAW, 
  the blink dog is a fey, it’s possible to draw on a 
  character’s experiences with other canines to 
  predict the dog’s movements or even tempt it 
  closer.
  • 
  Intelligence (Arcana) - The traditional knowl-
  edge skill for fey, this can be used to recall prior 
  studies or information that might give the char-
  acter an advantage in the hunt.
  • 
  Strength (Athletics) - While it may seem count-
  er-intuitive, a sufficiently fast character may 
  simply be able to run up to the blink dog before 
  it can disappear. Also, don’t forget this skill can 
  be used to grapple if the character would rather 
  bring the animal back over merely touching it.
  • 
  Wisdom (Insight) - The character’s own skill 
  may not be the only way to track the blink dog. 
  If there are other hunters about, a character 
  may find the creature by tailing or questioning 
  other hunters!
  • 
  Intelligence (Investigation) - One of two skills 
  that can be used for tracking, this one is for the 
  character who’s actively studying the environ-
  ment for clues. Remember though, tracking is 
  only half the job.
  • 
  Intelligence (Nature) - Maybe it’s not your style 
  to track the blink dog down. Instead, this skill 
  might be used to make sure you’re in the right 
  place when the blink dog passes by.
  • 
  Wisdom (Perception) - Many adventurers’ go-to 
  skill, this is a good choice for getting onto the 
  blink dog’s trail; or even spotting its sandy coat 
  against the brown sand.
  • 
  Dexterity (Stealth) - Someone will, at some 
  point, have to do some actual sneaking. This 
  skill is best used against the blink dog’s passive 
  Perception or active Perception rolls, over the 
  fixed DC. Even an unstealthy character can suc-
  ceed if the blink dog fails to spot them.
  • 
  Wisdom (Survival) - The classic wilderness skill, 
  of course, applies. Some hunts may take hours, 
  and if a character fails to catch a blink dog with 
  their first few checks, they may want to try 
  again.
  The party may also use applicable spells, magic 
  items or abilities to gain Advantage on a particular 
  check; pass without a trace for a Dexterity (Stealth) 
  check, but this generally shouldn’t provide Advan-
  tage on every check. Only the most powerful spells 
  should provide automatic successes.
  Most Talenta tribes wouldn’t see these as cheat-
  ing, provided the character or characters do not 
  attempt to hide their use. A challenger using spells 
  or items, especially if they’re an outsider, simply 
  means they need the crutch to keep up with the 
  halflings themselves. A DM may choose to disallow 
  this, but it’s recommended to let the players use 
  their creativity as much as possible.
  
  7
  Success or Failure
  There are three possible outcomes to most skill 
  challenges, and they’ll mean different things to 
  different hunts. A few possible interpretations of 
  those outcomes are given below:
  • 
  Total Success: No failures, all successful rolls. In 
  this case, it may mean the characters have not 
  only caught the blink dog but brought it back to 
  the challenge-giver. Other Total Successes might 
  be that the characters are the only ones to mark 
  the dog or the ones who lasted the longest in 
  the search if no blink dogs were found.
  • 
  Partial Success: If the characters manage to 
  succeed with some failed rolls, it’s possible they 
  only managed to touch the blink dog, that they 
  weren’t the only ones to touch the blink dog, or 
  that they managed to catch a different compet-
  itor harming the dog or interfering with their 
  own efforts.
  • 
  Total Failure: Hitting three failed rolls before 
  success means the characters have lost the chal-
  lenge. Consequences are for the DM to decide in 
  the greater context, but immediate results may 
  simply be that they could not find or catch the 
  blink dog. Another competitor may have totally 
  succeeded, or the characters may have hurt or 
  killed the blink dog.
  Conclusion
  Again, the wider consequences of the result of the 
  challenge depend on the context going in. Did the 
  players need information from a chieftain? Was it a 
  challenge given in jest? Or did the players need to 
  catch a wild blink dog to renew Vadalis’ own breed-
  ing stock? Maybe a Sharn nobleman asked them to 
  get them a new, exotic pet for the next Tain Gala.
  In any case, the players and characters should have 
  given it their best. Skill challenges are a viable 
  alternative to combat and negotiations, and they 
  are an excellent tool for DMs to have handy. Again, 
  check out R P Davis’ Skill Challenges in 5e to find the 
  full rules for making your own skill challenges.
  
  8
  
  9
  Ghart the Exiled
  Written and Designed by Joe Raso
  A Horrendous Act
  The halfling tribes of the Talenta Plains work to-
  gether to survive their harsh land. Independence 
  is cherished so long as blood and tradition are 
  respected. To be cast out from a tribe is a terrible 
  thing. To face the wilds without the help of one’s 
  tribe is something to be feared and only occurs 
  when an atrocity is committed. 
  Recently Ghart the Exiled committed such a foul 
  act. He was cast out from his tribe three seasons 
  ago, though the halfling tribes refuse to speak to 
  outsiders of what he did to deserve such punish-
  ment. 
  Word of the tribe’s action against Ghart spread 
  across the plains, and he is now ostracized by all 
  halflings on the Talenta Plains. Holy Uldra did not 
  agree with the ostracization believing it was not a 
  harsh enough punishment for his deeds. She issued 
  an edict demanding Ghart’s head should he ever be 
  seen again on the Talenta Plains.
  A Voice in the Dark
  After being exiled, Ghart fled across the Blade Des-
  ert to the base of the Endworld Mountains. There 
  he found shelter within a cave with numerous pas-
  sages that descended into the mountain’s roots.
  The halfling spent much time exploring the caves 
  as he preyed upon the rats and lizards that lived 
  within. In one deep cavern, Ghart heard a voice. It 
  spoke to him of violence and revenge. It led Ghart 
  to a hidden place where he found a tongue worm – 
  a wicked dealkyr-created symbiont. Ghart willingly 
  bonded with the vile creature before returning to 
  the surface.
  An Aberrant Tribe
  Over the seasons that followed, Ghart obeyed the 
  new voice in his head. It led Ghart through the 
  mountains to a tribe of dolgrim. His secret voice 
  told the halfling what to say to make the aberrant 
  creatures follow him. 
  Ghart and his tribe of dolgrim now make their 
  home in the caves the halfling found. They prowl 
  the Blade Desert and occasionally roam into the 
  Talenta Plains where they attack any unwary trav-
  elers they find.
  Ghart the Exiled 
  Ghart is a lightfoot halfling spy with the following 
  changes:
  • 
  Ghart is chaotic evil
  • 
  He has these racial traits: His walking speed is 
  25 feet. When he rolls a 1 on an attack, ability 
  check or saving throw, he can reroll the die and 
  must use the new roll. He has advantage on 
  saving throws against being frightened. He can 
  move through the space of any creatures that is 
  of a size larger than him. He can attempt to hide 
  even when he is obscured only by a creature 
  that is at least one size larger than him.
  • 
  Ghart has the following additional actions:
  Tongue Sting. Melee Weapon Attack: +4 to hit, 
  reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing 
  damage. The target must succeed on a DC 10 Con-
  stitution saving throw or be paralyzed for 1 minute. 
  The target can repeat the saving throw at the end 
  of each of its turns, ending the effect on itself on a 
  success.
  Tongue Grab. Melee Weapon Attack: +4 to hit, 
  reach 5 ft., one target. Hit: the target is grappled 
  (escape DC 10). 
  
  10
  TongueWorm
  Vile Creations. Tongueworms are aberrations 
  created by the daelkyr and given to their favored 
  servants. The worms often attach themselves to 
  the leader of a group in order to further a daelkyr’s 
  insidious plans.
  Symbiont. A tongueworm can only attach itself to 
  a willing or helpless creature. When attached, the 
  aberrant’s long thin tail extends down the host’s 
  throat to burrow into its stomach wall. The head 
  of the tongueworm lies flat on the host’s tongue. 
  When not attacking the tongueworm hides its poi-
  son stinger beneath its body.
  Attaching or removing a tongueworm deals 1 (1d3) 
  points of piercing damage.
  A host of a tongue worm gains the following ac-
  tions: 
  Tongue Sting. Melee Weapon Attack: +4 to hit, 
  reach 5 ft., one target. Hit: 5 (1d4 + 2) piercing 
  damage. The target must succeed on a DC 10 Con-
  stitution saving throw or be paralyzed for 1 minute. 
  The target can repeat the saving throw at the end 
  of each of its turns, ending the effect on itself on a 
  success.
  Tongue Grab. Melee Weapon Attack: +4 to hit, 
  reach 5 ft., one target. Hit: the target is grappled 
  (escape DC 10).
  Tongueworm
  Tiny aberration, lawful evil
  Armor Class 17 (natural armor)
  Hit Points 4 (1d8)
  Speed 15ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  6(-2) 
  18 (+4) 11 (+0) 5(-3) 
  8 (-1) 
  10 (+0)
  Damage Immunities Poison
  Skills Hide +6, Stealth +6
  Senses blindsight 60 ft., passive Perception 9
  Languages Cannot speak but understands Deep 
  Speech.
  Challenge 1/8 (25 XP)
  Symbiont. When joined with a host, it may act inde-
  pendently on its host’s initiative. It is aware of any dan-
  gers its host is aware of. Attacking a symbiont instead 
  of its host provokes an attack of opportunity from the 
  host. A symbiont is not aff ected by attacks directed at 
  the host and uses the host’s saving throws if they are 
  better than its own.
  Spell Sharing. A tongueworm may choose to benefi t 
  from any spells cast by the host on itself, even if such 
  a spell would not normally aff ect aberrations. Spells 
  targeting the host by others do not aff ect the symbiont, 
  nor do spells that target the symbiont aff ect its host. 
  Telepathy. If the host speaks a language, then the 
  tongueworm can communicate telepathically with it.
  Actions
  Sting. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target, Hit: 1 (1d3 - 2) poison damage. The target must 
  succeed on a DC 10 Constitution saving throw or 
  be paralyzed for 1 minute. The target can repeat the 
  saving throw at the end of each of its turns, ending the 
  eff ect on itself on a success.
  
  11
  Dolgrim
  Daelkyr Creations. Dolgrim are aberrant creatures 
  created by the daelkyr when they invaded Eberron 
  many millennia ago. 
  Aberrant Appearance. These vile creatures re-
  semble misshapen goblins. They possess four 
  gangly arms, hunched backs, and a head that seems 
  squished onto its neckless body. A pair of sharp-
  ly-toothed mouths grimace on their gruesome fac-
  es. They possess pale, oily skin that they frequently 
  tattoo with snarling faces in garish colors.  
  Dual Minded. These creatures possess two brains 
  that work together to form a single personality, and 
  it is not uncommon for a solitary individual to hold 
  conversations with itself. 
  Brutal Warriors. Dolgrim breed in harsh clans 
  fighting one-another to survive. They innately fear 
  of dalekyr and dolgaunts becoming compliant fol-
  lowers to any who assert their leadership. It is not 
  uncommon for Cults of the Dragon below to pos-
  sess squads of these loathsome creatures. 
  Dolgrim
  Small aberration, chaotic evil
  Armor Class 14 (leather armor and shield)
  Hit Points 9 (2d6 + 2)
  Speed 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  15(+2) 13 (+1) 12 (+1) 8(-1) 
  9 (-1) 
  6 (-2)
  Skills Athletics +6
  Damage Resistance bludgeoning, piercing, and slash-
  ing from non-magical weapons.
  Senses darkvision 60 ft., passive Perception 9
  Languages undercommon
  Challenge 1/2 (50 XP)
  Dual Consciousness. The dual brained nature of these 
  creatures grants them advantage on all Intelligence 
  and Wisdom saving throws.
  Grabby. Dolgrim’s multiple arms give these creatures 
  advantage on all checks to start a grapple or to prevent 
  a grappled creature from escaping. 
  Actions
  Multiattack. A dolgrim makes any combination of two 
  melee or ranged attacks.
  Morningstar.  Melee Weapon Attack: +4 to hit, reach 5 
  ft., one target, Hit: 6 (1d8 + 2) piercing damage.
  Spear. Melee or Ranged Weapon Attack: +4 to hit, 
  reach 5ft or range 20/60 ft., one target. Hit: 5 (1d6 + 2) 
  piercing damage.
  Light Crossbow. Ranged Weapon Attack: +3 to hit, 
  range 80/320 ft., one target. Hit: 5 (1d8 + 1) piercing 
  damage.
  
  12
  
  13
  Treasures of the Blade Desert
  Written and Designed by Jeremiah McCoy
  There is a desert between the Talenta Plain and 
  Velenar. It is a wild place, which was home to much 
  that is forgotten to time. The elves arrived 10,000 
  years ago and fought wars the Dhakaani Empire. 
  That war ended, and others came.
  When the humans came to Khorvaire, they expand-
  ed across the continent, and the Blade Desert was 
  no exception. Thousands of years of have passed 
  through the region, but little of it is recorded. The 
  sands often scoured the evidence away, but there 
  are still wonders to be found there. There is still 
  magic there just as there is magic throughout the 
  world. You just have to know where to look. Here 
  are a few storied items of magic and power that the 
  desert sands hide.
  Desert Wind
  There was a great elf prince in the dry regions of 
  Xen’drik, one of the first provinces to stand against 
  the giant empire. His name was Narlis. He had a 
  double-bladed scimitar named Desert Wind, and 
  it aided him in battles through the years. He like 
  make elves left Xen’drik.
  The blade was lost when the Tairnadal first came 
  to the Blade Desert ten thousand years ago, and the 
  Valenar are still combing the land for any sign of it. 
  The story of the weapon’s loss is not known. Some 
  say it was a powerful Efreeti who took the weapon. 
  Others suggest Narlis gave it as a gift to a respected 
  opponent. Its legendary power and its history are 
  compelling to all that know of it. It is not only pow-
  erful but a connection to their ancient past. 
  Desert Wind
  Weapon (double-bladed scimitar), Requires attune-
  ment, Legendary
  You Gain +1 on attack rolls and damage. 
  You also gain a +1 deflection bonus to AC due to the 
  blades natural tendency to block incoming attacks. 
  The blade also has 8 charges. By expending a 
  charge, you may do either of these three things.
  • 
  You can make a ranged attack by throwing the 
  weapon. The weapon will act as if it has the 
  thrown quality, but the normal range is 30ft and 
  80ft as long. Anyone struck by the weapon must 
  make a DC 13 Dexterity save or be knocked 
  prone. The weapon returns to your hand after 
  the attack. 
  • 
  You can, as your movement action, fly up to 60ft. 
  All attacks made against you till your next turn 
  have disadvantage. 
  • 
  As a reaction, you may become a creature of 
  swirling air and sand. While in that form, you 
  are immune to Grappled, Prone, and Restrained 
  conditions. You have resistance to Lightning, 
  Thunder; Bludgeoning, Piercing, and Slashing 
  from Nonmagical Attacks. This form lasts until 
  the beginning of your next turn.
  The sword regains a 1d4 charges every sunrise.  
  Where is it now?
  There was a legend that said a Dhakaani acquired 
  the services of Efreeti during the war and used it 
  to steal the weapon from battle. This may even be 
  true. It is true that even now, the Desert Wind waits 
  to be found waiting in a lost cave buried beneath 
  the sands. It true an Efreeti waits for those who are 
  foolish enough to try and take the blade. Those who 
  bother asking why don’t live long enough to share 
  the answer. 
  
  14
  Wand of Sand
  The wand of sand is associated with Keirus the 
  Wanderer. It is unknown if he created them or 
  just used one created by someone else. Not much 
  is known about his origins. He claimed to be the 
  last king of a line of humans who settled the Blade 
  Desert thousands of years ago and withdrew into 
  hiding. He claimed a city of glass and fire was hid-
  den in the dunes.
  His claims were doubted, but his abilities were 
  impressive. He was a wizard of significant skill and 
  was seen wandering the desert for over a hundred 
  years. His last sighting was during the war. The 
  wand’s ability to command sand makes remarkably 
  valuable in a desert, so people continue to search 
  for it and others like it.
  Wand of Sand
  Wand, Requires attunement, Rare
  This wand has 7 charges. While holding it, you can 
  use an action to expend its charges to do any of the 
  following. 
  (1 charge) You cast the Entangle spell (Strength 
  save DC 13) from it. This works only in a sandy 
  environment.
  (2 charges) You cast Wall of Sand
  (3 charges) You cast Control Winds
  The wand regains 1d6 + 1 expended charges daily 
  at dawn. If you expend the wand’s last charge, roll 
  a d20. On a 1, the wand crumbles into sand and is 
  destroyed.
  Where can they be found?
  The wizard died shortly before the Mournlands. He 
  ran afoul of some elements in the desert near the 
  Endworld Mountains. His body still lies there, but 
  no one survives to approach him. The elementals 
  are jealous protectors of their prey. 
  Others have speculated his wand was not the only 
  one. Could there be a city of glass and fire hiding in 
  the desert?
  
  15
  Helm of the Lost
  Once in the Dhakaani Empire, there was a feared 
  and beloved warlord named Grakia. She was a 
  remarkable warrior who knew no equal. She was 
  so respected she was given a magical iron helm 
  to wear. Helm gave her the strength to lead a vast 
  horde into battle with the elves.
  Ultimately, even skill, power, and ferocity cannot 
  always win the day. When Grakia led her horde in 
  a heroic charge against the elves, she expected to 
  crush them. She did not expect fierce magics, which 
  shattered her charge and destroyed her army.
  Since her fall, and the fall of the Dhakaani Empire, 
  many a hobgoblin has saught the helm. It was one 
  of a few items that represent the power and glory 
  of a once great nation. 
  Helm of the Lost
  Wondrous Item (head), Requires attunement, Leg-
  endary
  While wearing this helm, you provide advantage on 
  saving throws, strength checks, and melee attacks 
  to any ally within 30ft. Additionally, you have ad-
  vantage on Charisma checks with goblinoids.
  Where can it be found?
  The Helm is found in an ancient battlefield, near 
  an unremarkable oasis. Lying under the sands is a 
  small army of hobgoblins that fell. The bones were 
  bleached white, their armor sand scoured. Woe be 
  upon those who disturb the remains without leave. 
  The Army of the Lost is unforgiving.
  Wind Kissed Armor
  The wind Kissed armor can be found among the 
  wanderers of the desert. A connection to Syrania, 
  the Azure Sky, imbued into the armor at the time of 
  its making. The plane must be Coterminous at the 
  time of its making, and the secret is known to only 
  a few nomadic groups in both Talenta Plains and 
  Valenar, but it can be bought rarely if one is well 
  respected.
  Wind Kissed Armor
  Armor (can be any armor type), Requires Attune-
  ment, Uncommon
  While wearing this armor, you have 10ft extra 
  movement on land or in the air if you have a fly 
  speed. It does not affect swimming or climbing 
  speeds.
  Where can they be found?
  The armor is found among the more successful 
  traveling merchants and Valenar mercenaries. It is 
  not cheap or easy to find. 
  
  16
  Sand Whips
  Ancient slaves used these whips to keep slave car-
  avans moving. The whips would use the sand itself 
  to punish the rebellious. They were once common 
  and were created by Lord’s of Dust for their ser-
  vants to use. They are less common now, but a 
  number can be found in the desert still.
  Sand Whips
  Whip, Requires Attunement, Uncommon
  The Sand Whip is a normal whip (1d4 slashing 
  Finesse & Reach) when used in environments 
  outside of a sandy environment. When you use it 
  in a sandy environment, the weapon does double 
  damage (2d4 slashing Finesse & Reach) and on 
  a successful hit the target experiences excruciating 
  pain, must make a Constitution save (DC 13). On a 
  failure, the target has disadvantage on all saves and 
  skill checks for 1 minute. 
  Where can they be found?
  Still valued by illicit slavers and servants of the 
  Lord’s of Ash, these whips can be found through-
  out the world, anywhere with sand, but most of 
  the ones found these days are located in the Blade 
  Desert.
  Ring of the Endless Sun
  These rings were the rare gifts from a long-dead 
  wizard in the service of a human war chief. The 
  goal was to make the wielders seem more at home 
  in the desert. The war chief and his 9 lieutenants 
  were truly great desert warriors and became 
  legends in their times, but thousands of years and 
  desert sands will wipe away the greatest of deeds 
  in time.
  Ring of the Endless Sun
  Ring, Requires Attunement, Rare
  When wearing the ring, you no longer need to save 
  to avoid exhaustion in extreme heat. You feel cool in 
  everything up to open flame. 
  Where can they be found?
  Most of the rings were lost when their wearers 
  fell in battles lost to time. Given when they gained 
  fame, it is likely they are still in the desert.  Perhaps 
  in a tomb, or on the hand of a desert nomad. 
  There is at least one in the hands of a Shifter mer-
  cenary named Prang. He is known for being partic-
  ularly unscrupulous and lacking in honor. He also is 
  known for being remarkably had to kill.
  
  17
  
  18
  Mirages of the Desert
  Written and Designed by Shani and Dave Knighton
  D100
  Mirage
  1
  Bubbling volcano on the verge of eruption
  2
  The waves of sand become ocean waves
  3
  Wings of an adult silver dragon
  4
  Tiny shack surrounded by gnome statues
  5
  Geyser that shoots 100 ft in the air every 2 
  minutes
  6
  Silhouette of a giant
  7
  Buried ruins of a castle 
  8
  100 ft tall bottle of dwarven ale
  9
  Black cloud of swarming insects
  10
  An army of halfling riders
  11
  Crashed air ship
  12
  Tropical oasis
  13
  50 cats wearing party hats
  14
  Lone horse
  15
  Approaching sand storm
  16
  Sun with the face of a giggling halfling
  17
  Army of warforged
  18
  Scuttling carcass crab (see vol 1)
  19
  Single purple cloud yelling obscenities
  20
  City on fire
  21
  Oncoming lightning rail
  22
  A warforged in an obnoxiously large hat 
  playing a lute
  23
  An ancient druid observatory
  24
  A tavern shaped like a teapot
  25
  A unicorn
  26
  A large group of humanoids in purple 
  cloaks
  27
  A skeleton army
  28
  A man pushing a 15 foot diameter wheel
  29
  A wizard duel
  30
  A wooden box with sparks of green light-
  ning erupting from it
  31
  A floating city
  32
  A white pavilion with an arrow embedded 
  in the side
  33
  A white haired halfling shaking her fist at 
  the air
  34
  A table with 5 people sitting around it play-
  ing a game with dice
  35
  A large crack in the ground that appears to 
  go on for miles
  36
  A tree that appears to move every time you 
  blink
  37
  A large black and white striped worm div-
  ing in and out of the sand
  38
  A giant 6 sided cube
  39
  4 humanoid creatures dressed in red, yel-
  low, green and purple dancing
  “Your trek through the vast stretches of rolling sand dunes begins to wear on your senses. You were warned 
  by the halflings of the planes to be warry of everything you find. The Blade has a way of tricking the mind 
  into seeing what isn’t there.”
  Wandering through the Blade Desert has more dangers then the obvious monsters that call these sands 
  home. The desert itself can easily present its own challenges. Mirages can occur any time during the day 
  when the sun hits the sand just right. The visible heat waves rising up in the distance can cause ones mind 
  to see what isn’t there. 
  These mirages have been known to lead adventurers to their deaths as the promise of the oasis and fresh 
  water pulls them off their course and deeper into the sands. The longer one has been traversing the roll-
  ing sands, the harder it is to discern what’s real and what’s not. 
  For each day the party is wondering the desert, have each character roll a Constitution saving throw. 
  The DC for this check is 10 + the number of days the party has been adventuring within the desert.  On a 
  failure, roll or pick from the table of mirages below. Any character that failed their check believes that the 
  mirage is real. A DC 18 Wisdom (Perception) is required to realize that the object they see is not real.
  
  19
  40
  A dragon tea party
  41
  A 2 story tall goldfish swimming through 
  the sand like water
  42
  A flying airship
  43
  A pack of gnolls
  44
  A flying red dragon
  45
  A crack in the sky with tentacles reaching 
  through
  46
  A large obelisk that’s shadow always points 
  to the person seeing it
  47
  A cathedral with stained glass depicting a 
  mechanical man in blue robes
  48
  A rainbow that has colors that constantly 
  change
  49
  6 gnomes on stilts wearing unusual pants
  50
  A tornado full of sharks barreling toward 
  you
  51
  An apple tree
  52
  A chicken the size of a horse
  53
  A blue house with a bear sitting on the 
  porch reading the paper
  54
  A small pond with a single boat floating in 
  the middle
  55
  A bath tub filled to the rim with bubbles
  56
  A waterfall that seems to fall from the 
  clouds
  57
  A flamboyance of flamingos
  58
  6 men carrying a woman dressed in fine 
  clothes atop of bed made of gold
  59
  A giant wasp
  60
  A pulsing blue light in the sky
  61
  A bush on fire
  62
  A large single door 
  63
  A mime
  64
  A single beholder
  65
  A cave
  66
  A tree that grows a foot taller every time 
  you blink
  67
  A llama wearing mens pajamas
  68
  A swarm of tiny insects in the shape of a 
  whale flying through the air
  69
  An abandoned pirate ship
  70
  A halfling playing the tuba
  71
  A horse sized duck with a duck sized horse 
  on his head
  72
  A giant wall of rain
  73
  A giant eye in the sky
  74
  A flight of harpies
  75
  An old man with a leather tome with the 
  initials G.G. beckoning you to follow him
  76
  Seven ladies wearing white dancing 
  77
  A band of colorful ponies
  78
  A pyramid with numbers on all sides
  79
  A pile of gold and gems
  80
  A covered wagon
  81
  A human crawling asking for help
  82
  A large pack of blink dogs
  83
  A dust storm in the shape of a tarrasque
  84
  A female with impossible long hair sitting 
  atop a boulder
  85
  A tree covered in snow with blinking lights
  86
  A group of playing goblins
  87
  A walking tree with a racoon on his shoul-
  der
  88
  A badger wearing a top hat
  89
  A wishing well
  90
  A baby griffon
  91
  A lighthouse whose light is more blinding 
  than the desert sun
  92
  A rocking chair that is rocking without any-
  one sitting in it
  93
  A circus tent
  94
  A man flying in a chair held aloft by bal-
  loons
  95
  A hot spring
  96
  A wizard bathing in a clawfoot tub
  97
  A group of Rakshasas traveling single file 
  through the dunes
  98
  A giant dodecahedron
  99
  A trapeze that seems to hang from no-
  where with an illithid performing tricks
  100
  A prize winning size pumpkin
  
  20
  
  21
  The Fierce Halflings of Talenta
  Written and designed by Zach Pickett
  There is nothing quite like going on a nice raid in 
  Talenta. The sun is high, the clouds are sparse, and 
  the wind blows through the grass and low brush in 
  such a calming manner. You haul your well-earned 
  loot along with a smile on your face. Then, all of a 
  sudden, a finely crafted piece of wood strikes the 
  back of your head with a sickening crack. Your vi-
  sion goes blurry as you grasp for your sword, then 
  the sound of battle cries fills the air. Raptors ridden 
  by war painted halflings rush from cover, slicing 
  and mauling all in their path.
  Subrace
  The existing subraces of halfling do little to capture 
  the fierce and nomadic spirit of the Talenta halfling. 
  Most halflings may love the road, but few take it as 
  far as the Talenta halfling.
  Talenta Halfling
  As a Talenta halfling, you are stronger or wiser than 
  average and are accustomed to the nomadic life-
  style common to the Talenta Plains. You are trained 
  in the traditional weapons of your people and have 
  a knack for working with animals.
  Ability Score Increase. Either your Strength or 
  Wisdom score increases by 1.
  Nomad Rider. You have proficiency in the Animal 
  Handling skill.
  Talenta Weapon Training. You have proficiency 
  with the tangat, sharrash, and boomerang.
  New Weapons
  Tangat. This lightly curved, short blade is reminis-
  cent of a saber and is well suited to cutting through 
  many things. Be it the neck-high grass, the meat of a 
  kill, or the ankles of a foe.
  Sharrash. This polearm weapon resembles a 
  scythe with an outward turned blade. It is favored 
  by war riders for its ability to sweep the feet out 
  from under a foe.
  Boomerang. These solid, curved throwing clubs 
  are excellent for both hunting and war. When used 
  by a skilled hunter or warrior, this weapon can 
  return when it misses its mark.
  Special Weapons
  Weapons with special rules are described here.
  Sharrash. A sharrash requires two hands to wield 
  when you aren’t mounted. You can attempt to shove 
  within reach of this weapon. If you do so, you can 
  only choose to knock a creature prone.
  Boomerang. When you miss an attack when 
  throwing this weapon, the weapon returns to you 
  at the end of your turn. You can catch it if you have 
  a free hand; otherwise, it falls at your feet.
  Name
  Cost
  Damage
  Weight
  Properties
  Martial Melee Weapons
  Tangat
  25 gp
  1d6 slashing
  3 lb.
  Finesse, 
  light
  Sharrash
  15 gp
  1d10 slashing
  5 lb.
  Reach, 
  special
  Martial Ranged Weapons
  Boomerang
  5 gp
  1d6 bludgeoning
  1 lb.
  Special, 
  thrown 
  (30/120)
  
  22
  Feat
  To say that a Talenta halfling is at home in the 
  saddle is an understatement. Few riders form such 
  strong bonds with their mounts as they. The rider 
  and mount act in tandem, each relying on the other 
  in a deadly and beautiful dance of death. 
  With the Mounted Master feat, a character can truly 
  exemplify the bond of rider and mount upon the 
  field of battle.
  Mounted Master
  Prerequisite: Proficiency with Animal Handling
  During a week, you can train an appropriate crea-
  ture as your mount. The creature and you gain the 
  following benefits:
  • 
  When mounted, you can direct your mount to 
  use its action to attack or help.
  • 
  When your mount makes a saving throw, if you 
  are within 15 feet of it, you can use your reac-
  tion to give it a bonus to that saving throw equal 
  to your Wisdom (Animal Handling) bonus. You 
  can choose to do this after the roll, but before 
  you know the results.
  • 
  When your mount finishes a long or short rest, 
  it gains temporary hit points equal to three 
  times your number of hit dice. 
  Only one creature can be trained in this way at a 
  time. If you train another creature in this manner, 
  the previous creature loses these benefits. You can 
  retrain a previously trained creature as part of a 
  long rest.
  
  23
  Beasts of War and Burden
  These halflings live and die upon the saddle, their whole lives are on the move. These beasts have been 
  raised and trained to serve as loyal mounts through thick and thin.
  Fastieth
  The fastieth is a faithful and fleet of foot beast of 
  burden. No caravan or village is whole without a 
  herd of fastieth giving it legs. These four-legged 
  reptiles have solid frames and long legs, beating 
  their more vicious cousins, the clawfoot when it 
  comes to long and fast hauls through the plains and 
  deserts.
  Clawfoot
  These fierce creatures closely resemble raptors. 
  With their snapping jaws and slashing claws, the 
  clawfoot is a cunning and dangerous pack preda-
  tor whose hit and run tactics complement those of 
  their riders.
  Clawfoot
  Medium beast, unaligned
  Armor Class 13 (natural armor)
  Hit Points 26 (4d8 + 8)
  Speed 40 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  15 (+2) 15 (+2) 14 (+2) 4 (-3) 
  12 (+1) 6 (-2)
  Skills Perception +3, Stealth +4
  Senses passive Perception 13
  Languages -
  Challenge 1 (200 XP)
  Ambusher. In the fi rst round of combat, the clawfoot 
  has advantage on attack rolls against any creature it 
  has surprised.
  Well-Tempered. Creatures have advantage on Wisdom 
  (Animal Handling) checks with the clawfoot.
  Keen Smell. The clawfoot has advantage on Wisdom 
  (Perception) checks that rely on smell.
  Running Leap. The clawfoot’s long jump is up to 20 
  feet, and its high jump is up to 10 feet when it has a 
  running start.
  Actions
  Multiattack. The clawfoot makes two attacks: one with 
  its bite and one with its claws.
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 6 (1d8 + 2) piercing damage.
  Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 6 (1d8 + 2) slashing damage.
  Fastieth
  Medium beast, unaligned
  Armor Class 11 (natural armor)
  Hit Points 20 (3d8 + 6)
  Speed 50 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  13 (+1) 11 (+0) 14 (+2) 4 (-3) 
  12 (+1) 6 (-2)
  Skills Athletics +3, Perception +3
  Senses passive Perception 13
  Languages -
  Challenge 1/8 (25 XP)
  Beast of Burden. The fastieth is considered to be a 
  large animal for the purpose of determining its carry-
  ing capacity.
  Well-Tempered. Creatures have advantage on Wisdom 
  (Animal Handling) checks with the fastieth.
  Actions
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 5 (1d8 + 1) piercing damage.
  
  24
  Glidewing
  This large relative of the Pteranodon has a wing-
  span of 20 feet and is capable of carrying three to 
  four halflings high above the dangers of the Talenta 
  Plains. When speed and maneuverability are of 
  utmost importance, the halflings turn to the glide-
  wing. A favored tactic of glidewing riders is to enter 
  combat from high above and dive down with the 
  sun at their back.
  Glidewing
  Large beast, unaligned
  Armor Class 13 (natural armor)
  Hit Points 26 (4d10 + 4)
  Speed 10 ft., fl y 80 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  14 (+2) 13 (+1) 13 (+1) 3 (-4) 
  11 (+0) 5 (-3)
  Skills Acrobatics +4, Perception +4
  Senses passive Perception 14
  Languages -
  Challenge 1 (200 XP)
  Well-Tempered. Creatures have advantage on Wisdom 
  (Animal Handling) checks with the clawfoot.
  Keen Sight. The clawfoot has advantage on Wisdom 
  (Perception) checks that rely on sight.
  Flyby. The glidewing doesn’t provoke an opportunity 
  attack when it fl ies out of an enemy’s reach.
  Actions
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 9 (2d6 + 2) piercing damage.
  
  25
  
  26
  Ashen Husk
  These pitiful, desiccated zombies shamble through the 
  land in search for living creatures to drain water from. 
  The air around them shimmers from the oppressive heat 
  they radiate.
  Ashworm
  In the wild, these large worms can be found roaming 
  the deserts and plains. They resemble purple worms 
  but don’t grow much larger than a horse. Ashworms are 
  aggressive only when protecting themselves, and they are 
  very trainable. 
  Ashen Husk
  Medium undead, neutral evil
  Armor Class 12 (natural armor)
  Hit Points 30 (4d8 + 12)
  Speed 20 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  16 (+3) 8 (-1) 
  16 (+3) 5 (-3) 
  10 (+0) 5 (-3)
  Saving Throws Wis +2
  Damage Resistance bludgeoning and piercing from 
  nonmagical attacks
  Damage Immunities fi re, poison
  Condition Immunities exhaustion, poisoned
  Senses darkvision 60 ft. passive Perception 10
  Languages  Understands the languages it knew in life 
  but cannot speak.
  Challenge 2 (450 XP)
  Heat Aura. The ashen husk radiates heat within a 
  10-foot radius centered on itself. A creature enters 
  the area for the fi rst time on its turn or starts its turn 
  there, it must make a DC 13 Constitution saving throw, 
  taking 7 (2d6) fi re damage on a failed roll, half as 
  much on a successful one. Creatures that fail by 5 or 
  more gain a level of exhaustion (from dehydration). A 
  humanoid slain by this ability rises 24 hours later as an 
  ashen husk unless the humanoid is restored to life, or 
  the body is destroyed. 
  Undead Fortitude. If damage reduces the ashen husk 
  to 0 hit points, it must make a Constitution saving 
  throw with a DC of 5 + the damage taken, unless the 
  damage is radiant or a critical hit. On a success, the 
  ashen husk drops to 1 hit point instead.
  Actions
  Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6 + 3) bludgeoning damage.
  Ashworm
  Large monstrosity, unaligned
  Armor Class 15 (natural armor)
  Hit Points 25 (3d10 + 9)
  Speed 30 ft., burrow 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  17 (+3) 12 (+1) 16 (+3) 3 (-4) 
  13 (+1) 6 (-2)
  Senses tremorsense 60 ft. passive Perception 11
  Languages --
  Challenge 1/2 (100 XP)
  Actions
  Sting. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6 + 3) piercing damage, and the target 
  must make a DC 13 Constitution saving throw, the tar-
  get’s Strength is reduced by 1d4 on a failed save, half 
  as much on a successful one. The target is rendered 
  unconscious if this reduces its strength to 0 until it re-
  gains its Strength. The reduction lasts until the target 
  fi nishes a short or long rest.
  
  27
  Camelopardel
  Have you ever seen a horned giraffe wandering the 
  deserts or plains? No? Then, my friend, you have not yet 
  been blessed. Camelopardel’s are protectors of the wilds. 
  It is said that where they tread, life grows. I have even 
  heard tell of an oasis forming at the final resting place of 
  such a creature.
  Camelopardel
  Large fey, neutral good
  Armor Class 14 (natural)
  Hit Points 95 (10d10 + 40)
  Speed 50 ft.
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  20 (+5) 14 (+2) 19 (+4) 9 (-1) 
  16 (+3) 17 (+3)
  Skills Perception +9, Survival +9
  Saving Throws Con +7, Wis +6
  Damage Resistance fi re
  Condition Immunities charmed, exhaustion (from 
  dehydration), paralyzed 
  Senses darkvision 60 ft. passive Perception 19
  Languages Sylvan
  Challenge 5 (1,800 XP)
   Innate Spellcasting. The camelopardel’s innate spell-
  casting ability is Charisma (spell save DC 14). The 
  camelopardel can innately cast the following spells, 
  requiring no components:
  At will: animal friendship, druidcraft, pass without 
  trace
  1/day each: create or destroy water (create only), fog 
  cloud (dust cloud), goodberry, gust of wind
  Magic Weapons. The camelopardel’s weapon attacks 
  are magical.
  Speak with Beasts. The camelopardel can communi-
  cate with beasts as if they shared a language.
  Actions
  Multiattack. The camelopardel makes two attacks: one 
  with its hooves and one with its ram attack. 
   Hooves. Melee Weapon Attack: +8 to hit, reach 5 ft., 
  one target. Hit: 12 (2d6 + 5) bludgeoning damage.
  Ram. Melee Weapon Attack: +8 to hit, reach 10 ft., one 
  target. Hit: 9 (1d8 + 5) bludgeoning damage.
  Healing Lick (3/day). The camelopardel licks one crea-
  ture (can lick itself). The target magically regains 13 
  (2d8 + 4) hit points. In addition, the lick removes one 
  level of exhaustion and hydrates the target.
  Chekryan
  With creatures like the chekryan stalking the wastes, you 
  can never drop your guard. They appear from nowhere. 
  They slaughter without remorse, teleporting from one tar-
  get to the next. Then they vanish with one or two victims 
  in tow. It is very similar to a giant scorpion in appearance 
  but has large, blade-like mandibles.
  Chekryan
  Large monstrosity, unaligned
  Armor Class 16 (natural armor)
  Hit Points 102 (12d10 + 36)
  Speed 40 ft., burrow 20 ft.
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  18 (+4) 15 (+2) 17 (+3) 3 (-4) 
  14 (+2) 16 (+3)
  Saving Throws Str +7, Dex +5
  Skills Perception +5, Stealth +5
  Senses darkvision 60 ft., tremorsense 60 ft. passive 
  Perception 15
  Languages --
  Challenge 5 (1,800 XP)
  Innate Spellcasting. The chekryan innate spellcasting 
  ability is Charisma (spell save DC 14) The chekryan can 
  innately cast the following spells, requiring no compo-
  nents:
  3/day each: misty step
  1/day each: blur, dimension door, fog cloud (dust 
  cloud)
  Actions
  Multiattack. The chekryan makes four attacks: two 
  with its claws and one with its bite and one with its 
  sting.
  Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 8 (1d8 + 4) bludgeoning damage, and the 
  target is grappled (escape DC 14). If the chekryan has 
  two claws, each of which can grapple only one target.
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 8 (1d8 + 4) piercing damage.
  Sting. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 9 (1d10 + 4) piercing damage, and the 
  target must make a DC 13 Constitution saving throw, 
  taking 11 (2d10) poison damage on a failed save, or 
  half as much on a successful one.
  
  28
  Desert Devil
  At the core of the approaching vortex is a humanoid form, 
  flayed of its skin but showing no sign of pain. It tears into 
  battle brandishing twin blades. The swirling sands around 
  it quicken in pace and aggression, ripping away the flesh 
  of those to close to the howling fiend.
  Desert Devil
  Medium fi end, lawful evil
  Armor Class 14 (natural armor)
  Hit Points 75 (10d8 + 30)
  Speed 40 ft.
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  15 (+2) 16 (+3) 16 (+3) 7 (-2) 
  10 (+0) 9 (-1)
  Saving Throws Str +5, Dex +6, Wis +3
  Damage Resistance bludgeoning, piercing, and 
  slashing from nonmagical weapons that aren’t 
  silvered.
  Damage Immunities fi re, poison
  Condition Immunities poisoned
  Senses darkvision 120 ft. passive Perception 10
  Languages Infernal, telepathy 120 ft.
  Challenge 6 (2,300 XP)
  Desert Halo. The desert devil is surrounded by 
  a swirling sand storm in a 15-foot radius, strong 
  enough to fl ay skin. Creatures that enter or start 
  their turn in the desert halo’s area take 14 (4d6) 
  slashing damage. Ranged attacks against any 
  target within the halo’s area are made with disad-
  vantage. The desert devil takes no damage from 
  its own desert halo.
  Devil’s Sight. Magical darkness doesn’t impede 
  the devil’s darkvision.
  Magic Resistance. The devil has advantage on 
  saving throws against spells and other magical 
  eff ects.
  Regeneration. The devil regains 10 hit points at 
  the start of its turn. If the devil takes radiant dam-
  age or damage from silvered weapons, this trait 
  doesn’t function on the start of the devil’s next 
  turn. The devil “dies” only if it starts its turn with 
  0 hit points and doesn’t regenerate.
  Actions
  Multiattack. The desert devil makes two attacks 
  with its scimitars.
  Scimitars. Melee Weapon Attack: +6 to hit, reach 
  5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
  
  29
  Dune Hag
  Just as cruel as any hag, these monsters embody the dangerous qualities of the desert. They can form large cac-
  tus-like spines and can flay the skin of their victims with a burst of sand and wind. Dune hags enjoy using illusions 
  and manipulation to guide victims into dangerous situations, weakening large groups until they are ready to wipe 
  them out. 
  Dune Hag
  Large fey, chaotic evil
  Armor Class 16 (natural)
  Hit Points 85 (10d10+30)
  Speed 40 ft., burrow 10 ft.
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  20 (+5) 12 (+1) 16 (+3) 13 (+1) 12 (+1) 16 (+3)
  Skills Deception +9, Intimidation +9, Perception +4
  Saving Throws Con +6, Wis +4
  Damage Resistance fi re; bludgeoning, piercing, 
  and slashing from nonmagical weapons
  Senses darkvision 60 ft. passive Perception 14
  Languages Common, Giant, Sylvan
  Challenge 7 (2,900 XP)
  Innate Spellcasting. The hag’s innate spellcasting 
  ability is Charisma (spell save DC 14). The hag 
  can innately cast the following spells, requiring no 
  components:
   3/day each: charm person, disguise self (includ-
  ing medium humanoid forms), fog cloud (dust 
  cloud)
  1/day each: hallucinatory terrain, heat metal
  Magic Resistance. The hag has advantage on 
  saving throws against spells and other magical 
  eff ects.
  Cactus Hide (Recharge 5-6). As a bonus action, 
  the hag’s skin forms long, thick thorns, until the 
  beginning of the hag’s next turn. While active the 
  hag’s melee attacks deal an additional 4 (1d8) 
  piercing damage. In addition, any creature within 
  5-feet of the hag that attacks the hag in melee take 
  4 (1d8) piercing damage. Any creature grappling 
  the hag takes 18 (4d8) piercing damage from the 
  thorns.
  Actions
   Multiattack. The hag makes two attacks: one with 
  its bite and one with its claws. 
  Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., 
  one target. Hit: 12 (2d6 + 5) piercing damage.
  Claws. Melee Weapon Attack: +8 to hit, reach 5 
  ft., one target. Hit: 12 (2d6 + 5) slashing damage, 
  and the target is grappled (escape DC 15) if it is 
  medium or smaller. The hag can’t attack with its 
  claws while grappling in this way.
  Flaying Wind (Recharge 6). A 15-foot cone of fl esh 
  ripping wind of sand burst forth from the hag. A 
  creature in the area must make a DC 14 Strength 
  saving throw, taking 28 (8d6) slashing damage 
  and are knocked prone on a failed saving throw, 
  half as much and the creature is not knocked 
  prone on a successful one.
  
  30
  Dunewinder
  Big, temperamental, and hungry. Dunewinders are sand colored, fire-breathing burrowing worms covered in spines. 
  Despite their size, dunewinders have comparatively small mouths. Inside their mouths are a series of mandibles used 
  to grind their food into small bits. Cold seems to keep them at bay.
  Dunewinder, Young
  Large monstrosity, unaligned
  Armor Class 14 (natural)
  Hit Points 114 (12d10 + 48)
  Speed 40 ft., burrow 30 ft.
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  20 (+5) 13 (+1) 18 (+4) 4 (-3) 
  12 (+1) 4 (-3)
  Damage Resistance fi re
  Damage Vulnerability cold
  Senses darkvision 60 ft., tremorsense 60 ft. pas-
  sive Perception 11
  Languages --
  Challenge 7 (2,900 XP)
  Death Throes. When the dunewinder dies, it 
  explodes, and each creature within 15 feet of it 
  must make a DC 15 Dexterity saving throw, taking 
  27 (6d8) piercing damage on a failed save, half as 
  much on a successful one.
  Actions
  Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., 
  one target. Hit: 21 (3d10+5) piercing  damage, 
  and the target is grappled (escape DC 15) if it is 
  medium or smaller. A grappled target takes 16 
  (2d10+5) bludgeoning damage at the beginning 
  of their turn. The dunewinder can only grapple 
  one creature with this attack.
  Fire Breath (Recharge 6). The dunewinder exhales 
  fi re in a 40-foot line that is 5-feet wide. Each 
  creature in that line must make a DC 15 Dexterity 
  saving throw, taking 35 (10d6) fi re damage on a 
  failed save, or half as much on a successful one. 
  Creatures grappled by the dunwinders bite auto-
  matically fail the save.
  
  31
  Dustblight
  These creatures have a humanoid shape, but their skin 
  is sandy and cracked. Between the cracks in their skin 
  drips oily blood. They have clawed hands and a large 
  lamprey-like mouth filled with sharp fangs. Dustblights 
  are evil to the core, sometimes attacking travelers just to 
  slake their cruel natures. 
  Forlorn Husk
  Sometimes when a humanoid dies of thirst, they rise 
  again in an unending search for water. Forlorn Husks 
  seem to attack only when unable to find any water (or 
  are attacked). When unable to find water, they will turn to 
  drinking blood. In their transformation into the undead, 
  they develop long claws and a maw filled with hook-like 
  fangs.
  Dustblight
  Medium monstrosity, neutral evil
  Armor Class 15 (natural)
  Hit Points 27 (5d8 + 5)
  Speed 30 ft., burrow 30 ft.
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  14 (+2) 15 (+2) 12 (+1) 6 (-2) 14 (+2) 8 (-1)
  Skills Perception +4, Stealth +6
  Senses darkvision 60 ft., tremorsense 60 ft. pas-
  sive Perception 12
  Languages Primordial
  Challenge 1/2 (100 XP)
  Actions
  Multiattack. The dustblight makes three attacks: 
  one with its bite and two with its claw attack. 
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 6 (1d8 + 2) piercing damage.
  Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 4 (1d4 + 2) slashing damage.
  Dust Spray (Recharge 6). The dustblight sprays 
  a 15-foot cone with dust. Creatures in that area 
  must make a DC 12 Constitution saving throw, 
  becoming blind for 2 rounds on a failed save, 
  nothing happens on a successful one.
  Forlorn Husk
  Medium undead, unaligned
  Armor Class 15 (natural armor)
  Hit Points 52 (8d8 + 16)
  Speed 40 ft.
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  16 (+3) 17 (+3) 14 (+2) 11 (+0) 13 (+1) 5 (-3)
  Saving Throws Wis +3
  Damage Resistance fi re, necrotic
  Damage Immunities poison
  Condition Immunities charmed, exhaustion, 
  poisoned
  Senses darkvision 60 ft. passive Perception 11
  Languages Knowns the languages it knew in life.
  Challenge 4 (1,100 XP)
  Actions
  Multiattack. The forlorn husk makes two attacks: 
  one with its bite and one with its claws. 
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 12 (2d8 + 3) piercing damage, 
  and the target is grappled (escape DC 13) if it is 
  medium or smaller. At the beginning of a grap-
  pled creature’s turn, they must make a DC 12 
  Constitution saving throw, taking 18 (4d8) necrot-
  ic damage and gaining one level of exhaustion 
  on a failed save, half as much damage and no 
  gained level of exhaustion on a successful one. 
  The forlorn husk regains hit points equal to half 
  the necrotic damage dealt. While the forlorn husk 
  is grappling a target with this ability, it cannot use 
  its bite attack.
  Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 10 (2d6 +  3) slashing damage.
  
  32
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Mount Ogden Gaming/Mount Ogden Gaming.-.The Khyber Khronicle.-.Volume 08.pdf