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  Old Souls Night 
   
   
   
  A Stand Alone Adventure for Halloween  
   
  Introduction: The sleepy village of Fox Hollow is celebrating Old 
  Souls Night, when the veil between the living and dead is at its 
  thinnest. Everyone is wearing masks and costumes and the night is full 
  of secrets and unknown shadows lurking through alleyways the villagers 
  dance the darkness away. When the undead rise and an innocent villager 
  is abducted and the only witness swears it was one of our heroes, what 
  will they do? Can they prove their innocence and save Fox Hollow? 
   
   
  A 4 hour adventure for 3rd-10th level characters 
   
   
  by Heather Fey 
  Cover art created by: Heather Fey 
  All Maps created with Dungeon Painter Studio and Inkarnat  
   
   
   
  
   
   
   
   
   
   
   
   
  2 
  INTRODUCTION 
  Overview 
  Old Souls Night is designed for five 
  characters with average party levels of 3 
  through 10. It can be played as a stand alone 
  adventure in one evening or as part of a 
  longer campaign.  
  The village of Fox Hollow was designed to fit 
  into any setting. The villagers are described as 
  being human, but can be any race to 
  accommodate your world. Any villager that 
  does not have stats provided uses the 
  Commoner stats if they become necessary. 
  Old Souls Night Traditions 
  The characters are visiting the town of Fox 
  Hollow during Old Souls Night, an annual 
  festival to celebrate the autumn harvest and 
  the time when the veil between the living and 
  the dead is at its thinnest. The people of Fox 
  Hollow have many traditions during Old 
  Souls Night: 
  ● In the late afternoon villagers gather 
  in the town cemetery and set out 
  offerings to the ancestors they’ve lost. 
  ● A dance is held outside in the Town 
  Square. It starts in the early evening 
  and lasts until the witching hour. 
  ● Tales for Tokens. Villagers dressed in 
  masks and costumes visit their 
  neighbors and exchange tales and 
  songs for food and simple tokens. 
  Homes that are participating leave 
  uncarved white pumpkins on their 
  front steps. 
  ● Pumpkins, gourds, and turnips are 
  carved with creepy faces and lit with 
  candles. These are placed throughout 
  the village to keep restless spirits away.  
  Summary of Events 
  Three days ago, three Hags (type is 
  determined by the average party level) killed 
  the Ivilskovia family (Remus, Florina, and 
  Dorin) and are now using Disguise Self or 
  Change Shape to appear as the Ivilskovia 
  family. They have already abducted Marina 
  Sima and are planning on abducting Marina’s 
  lover Emanuel Savin. Offering up two lovers 
  as sacrifices to Mother Night on Old Souls 
  Night is part of their ritual to form a proper 
  coven, without the sacrifice, they will not be 
  able to form their coven. 
  When the characters arrive, the festivities in 
  the Town Square have already begun. They 
  are informed at the gate that only those 
  wearing masks can participate in the 
  festivities. Characters can purchase masks and 
  full costumes from a tent set up in the Town 
  Square. However, if you feel it would be more 
  fun for the player to have already purchased 
  costumes and masks, let them and have them 
  describe their own costume. 
  The festival offers many forms of 
  entertainment: purchasing goods from one of 
  the merchants, dancing, and visiting homes to 
  exchange tales and songs for items (the 
  villagers refer to this tradition as “Tales for 
  Tokens”).  
  After the characters have spent some time 
  enjoying the festival, a group of undead attack 
  the Town Square. These undead were raised 
  by Ivan Vladescu who obtained a scroll from 
  his friend Dorin Ivilskovia (now actually a 
  Hag in disguise). Ivan thought the scroll was 
  made to cast an illusion of a zombie and was 
  using it to play a prank on the village sexton, 
  Alin Grimm. When he realized he actually 
  raised the dead instead, he panicked and hide. 
  After about an hour, he goes to the Town 
  Square in order to appear innocent as well as 
  corner Dorin and ask why he would give him 
  such a scroll in the first place.  
  While the undead are being dealt with, Gabriel 
  Constantin and Emanuel Savin are attacked in 
  a nearby alleyway. Gabriel was severely 
  wounded. He saw the attacker take Emanuel’s 
  unconscious body before he passed out. After 
  coming to, Gabriel stumbles into the Town 
  Square, bleeding and tells the guards what he 
  saw. The description of the abductor matches 
  
   
   
   
   
   
   
   
   
  3 
  a randomly selected character. However, other 
  witnesses say the character in question was in 
  the Town Square at the same time. 
  The town Mayor, Marius Stan, asks the 
  characters to assist in finding Emanuel to 
  clear their name.  
  Through visiting various locations and talking 
  with villagers, the characters can discover the 
  following: 
  ● Ivan and Emanuel had a heated 
  argument over Marina Simas the 
  previous evening at the Crow’s Nest. 
  Both of them are courting Marina.  
  ● According to her friends and family, 
  Marina left town on an errand for the 
  Ivilskovia family without informing 
  anyone, allowing her employers to do 
  so for her. 
  ● Alin Grimm, the sexton, was visited 
  by Ivan that evening. Ivan offered to 
  watch over the graveyard while Alin 
  took a much needed dinner break. 
  ● Ivan obtained a scroll from Dorin 
  Ivilskovia to play a prank on Alin. 
  Ivan was told that the scroll would 
  create an illusion of a zombie, but it 
  ended up raising the dead from their 
  graves. 
  After their investigation, the characters should 
  find themselves at the Ivilskovia Manor on 
  the western edge of Fox Hollow. There they 
  will discover that three hags have been 
  impersonating the Ivilskovia family and are in 
  the middle of a sacrificial ritual to their god, 
  Mother Night to form a coven.  
   
   
   
   
   
   
   
   
  Running the Adventure 
  Throughout this Adventure you will find 
  text in gray boxes like this one. These text 
  descriptions should be read or paraphrased 
  out loud.   
  This Adventure contains the following 
  sections: 
  Fox Hollow – Describes the village of Fox 
  Hollow and areas of interest. 
  Appendix A: Maps - Includes the following 
  maps: Village of Fox Hollow, Town Square, 
  Crow’s Nest Inn and Tavern, and Ivilskovia 
  Manor. 
  Appendix B: Old Souls Night Tokens – A 
  random chart of tokens the characters may 
  receive while participating in Tales for 
  Tokens. 
  Appendix C: Monster Stats - Provides the 
  stats for each monster that may be 
  encountered within the adventure. 
   
   
  
   
   
   
   
   
   
   
   
  4 
  FOX HOLLOW 
  Fox Hollow is a small, sleepy village located at 
  the center of a misty valley along the shores of 
  Crow’s Creek. Fox Hollow is a small human 
  community made up of mostly farmers and a 
  few merchants and noble houses. Appendix 
  A provides a map of the town as well as maps 
  of the Town Square, Crow’s Nest, and 
  Ivilskovia Manor. 
  Every year mid-way between the autumn 
  equinox and the winter solstice the citizens of 
  Fox Hollow celebrate Old Souls Night when 
  the veil between the living and dead is said to 
  be at its thinnest. See Old Souls Night 
  Festival and Traditions in the Overview 
  section for more details on Old Souls Night.  
  To protect themselves from restless spirits, 
  the people of Fox Hollow dress in masks and 
  costumes and place pumpkins, turnips, and 
  gourds carved with sinister faces and lit with 
  candles upon their porches. It is traditional 
  for those dressed in costume to attend an 
  outdoor masked ball and to visit their 
  neighbor’s homes and request tokens in 
  exchange for a song or tale. This is known as 
  “Tales for Tokens”. Tokens are traditional 
  food and drink, but many of the villagers give 
  out strange items and trinkets that can be used 
  during Old Souls Night.  
  If characters want to participate in Tales for 
  Tokens, they must be wearing a mask and 
  they must exchange an interesting tale or song 
  to be given a token. The tokens they receive 
  can be determined randomly from the Tales 
  for Tokens chart in Appendix B. Most of the 
  homes in Fox Hollow participate in Tales for 
  Tokens, but to speed along the adventure, its 
  recommended that you allow the players to 
  approach 5 to 10 homes depending on how 
  much they enjoy it.  
   
   
   
  Approaching the Town 
  Fox Hollow is located at the center of a 
  valley surrounded by vast mountain ranges. 
  A soft mist obscures the town from view as 
  you travel along a meandering dirt road that 
  slowly slopes downward. 
  The town is encircled by a 20 foot tall fence 
  made of wooden logs bound together with 
  thick layers of hemp rope cutting it off from 
  the surrounding pine wood forest. 
  The dirt road ends at an iron gate, which is 
  thrown opening, inviting you within. 
  Two human guards (Magda Pellea and Daniel 
  Nemes) stand just outside the iron gate. 
  Though Fox Hollow is far from larger cities 
  and townships, they still expect to get a few 
  visitors on Old Souls Night and the guards are 
  there to ensure visitors are welcomed and not 
  of a seedy nature. 
  Both guards are friendly if not slightly bored 
  and disappointed not to be able to join in on 
  the festivities for the evening. They will 
  happily answer any questions characters have 
  about Old Souls Night and explain the 
  traditions as summarized in the Overview 
  section. If characters do not already have 
  costumes and masks, the guards will inform 
  them that masks are required to participate in 
  the festivities and costumes are highly 
  encouraged. They can purchase them, at a 
  reasonable price, at the Town Square. 
   
   
  
   
   
   
   
   
   
   
   
  5 
  F1. Town Square 
  The festival is at full swing at the center of 
  Fox Hollow. A raised platform is set up at 
  the center of the town square surrounded by 
  tall iron lampposts lit with soft orange 
  flames. Masked dancers in eerie costumes 
  perform elaborate, synchronized dances to a 
  haunting tune played by a band dressed in 
  skeleton costumes on the northern side of 
  the platform. 
  Five tents and one wooden chart are 
  positioned around the town square selling 
  various wares. Villagers of all age’s mill 
  about, purchasing items or visiting housings 
  to receive tokens for Old Souls Night. 
  The tents are set up by villagers or peddlers 
  that traveled to Fox Hollow for the purpose 
  of selling goods during the festival. The prices 
  are suggested and can be changed to 
  accommodate different settings. 
  Ten couples (Commoners) are dancing on 
  the dancefloor, four Guards patrol the area, 
  and 25 Commoners are in the Town Square 
  purchasing items or participating in Tales for 
  Tokens. Everyone except the guards are 
  wearing masks and costumes. 
  The following notable NPCs are in the Town 
  Square when the players arrive: 
  ● Mayor Marius Stan – a young 
  nobleman who’s rather new to the job 
  as his father just passed away a month 
  ago. He is intelligent and fair, but 
  lacks confidence in his ability to lead 
  the town. Marius wears a black mask 
  painting with stars that covers the left 
  half of his face and long flowing 
  wizard’s robes. 
  ● Emanuel Savin and Gabriel 
  Constantin are talking and drinking 
  near the drinks tent run by Emanuel’s 
  father. Emanuel is an honest young 
  man who is known for his sincerity 
  and responsibility to his family. He is 
  dressed as a raven with dark clothing, 
  a cape made of black feathers, and a 
  half-mask covered in dark feathers 
  and a sharp beak over his nose. 
  Gabriel is an outgoing youth who is 
  known to forget things. In fact, he 
  forgot his mask at home and is 
  currently wearing a skeleton costume 
  without a mask. He plans on returning 
  to fetch it soon. 
  Costumes and Masks Tent 
  Traditional costumes and masks for Old Souls 
  Night are sold at this tent by a young, eager 
  seamstress named Hellen. Masks can be 
  purchased separately for 5 silver pieces or as 
  part of a full costume. 
  Elaborate, fine quality costumes are sold with 
  accompanying masks for 15 gold pieces. Mid-
  range costumes are sold with accompanying 
  masks for 5 gold pieces. Low-end costumes 
  are sold for 5 silver pieces and the masks are 
  sold separately.  
  Examples of the masks and costumes Hellen 
  has for sale include the following: 
  ● Vampire costume – black fitted dress 
  with red lace trim or black nobleman’s 
  suit with white peasant blouse and 
  high-collared black cape with red 
  lining. A white leather mask designed 
  to cover from the upper lip to the 
  forehead has two fangs that fall just 
  over the wearers mouth, arched black 
  eyebrows, and black hair styled in a 
  widow’s peak. 
  ● Witch costume – black bell-sleeved 
  dress and large pointy black hat. The 
  witch mask covers from the nose up 
  to the forehead, is painted green with 
  a long, crooked nose and a number of 
  large, black warts. 
  ● Wraith – Dark rags of gray and black 
  with a skeleton mask designed to 
  cover from the nose to the forehead 
  and a black crown on top. 
  
   
   
   
   
   
   
   
   
  6 
  ● Ghost – Classic white sheet with two 
  holes cut out for the eyes – costume 
  doubles as a mask. 
  ● Wolf – Silver fur vest and capelet with 
  mask of a snarling wolf face. The 
  mask covers the wearer from the nose 
  to the forehead.  
  ● Cat – Black fur vest and capelet with 
  mask of a yowling cat. The mask 
  covers the wearer from the nose to 
  the forehead. 
  ● Zombie – Clothing weathered to 
  appear worn complete with actual 
  mud and dirt rubbed onto the clothing 
  and what appears to be dried blood. 
  The accompanying mask is painted 
  gray with bits of torn fleshing and 
  exposed bone. The mask covers the 
  wearer from the nose to the forehead. 
  ● Mummy – Pants and shirt with tea 
  stained wrappings sewn into them. 
  Mask is made of bandages and covers 
  the head completely with two slits for 
  eyes. 
  ● Devil – Red suit or dress with a red 
  mask with pointed curved horns. The 
  mask covers the wearer from the nose 
  to the forehead. 
  ● Skeleton – Black shirt and pants with 
  a human skeleton painted on them. 
  Mask is carved to resemble a human 
  skull and painted white. The mask 
  covers the wearer from the nose to 
  the forehead. 
  ● Jester – Colorful patterned clothing, 
  jester hat with bells, and mask with a 
  frown on one side of the face and a 
  smile on the other. Mask completely 
  covers the wearer’s face. 
  Drink Tent 
  Giles Savin, who owns the Crow’s Nest with 
  his wife Dorean, is running the drink tent. 
  Giles loves to talk about almost anything. In 
  fact, it is rare for him to be silent. The drink 
  tent sells alcoholic and non-alcoholic drinks 
  both hot and cold: 
  ● Pumpkin ale, which Giles promotes as 
  a seasonal specialty is sold for 5 
  copper pieces for a large mug. 
  ● Wine – both red and white are sold 
  for 1 silver a glass. 
  ● Mead – honey mead is sold for 4 
  copper a mug 
  ● Hot cider – sold for 2 copper a mug. 
  Food Tent 
  Henry Tompsett runs the food tent. Henry is 
  an older man who doesn’t talk much, but is 
  very passionate about the food he makes and 
  all of his goods are very tasty. 
  The food tent sells traditional Old Souls 
  Night food. Each food item is 3 silver pieces 
  and includes roasted chestnuts, individually 
  sized pumpkin and apple pies, pork sausages, 
  and a root vegetable medley in a wooden 
  bowl.  
  Tricky Treats Tent 
  Dunut Moise is dressed in brightly colored 
  clothing and is selling a variety of unique 
  candies for the evening. They are very friendly 
  and act very much like an overgrown child. 
  The magical properties of these candies only 
  last for the evening of Old Souls Night, if 
  consumed on another night they taste fine but 
  their magical properties no longer function. 
  Dunut is honest about this for they want to 
  sell as many as they can in a single evening. 
  Dunut has the following candies for sale for 1 
  gold a piece or 5 for 4 gold: 
  ● Black bat liquorice – transforms any 
  creature that consumes it into a tiny 
  bat for 1d4 rounds.  
  ● Sugar Rush Rock Candy – any 
  creature that consumes this candy 
  gains a 10 foot bonus to their speed 
  for 1d4 rounds. After which, their 
  speed is reduced by 5 feet for 1d4 
  rounds. 
  ● Howler – Sugar candy shaped to look 
  like a wolf. Any creature that 
  
   
   
   
   
   
   
   
   
  7 
  consumes it lets out a long, 
  uncontrollable howl for 1 round.  
  ● Blood Drop – Sugar candy shaped to 
  look like a drop of blood. It tastes like 
  blood. Any creature that consumes it 
  regains 1 hit point.  
  ● Witch’s Hat – hard chocolate fudge in 
  the shape of a tall, pointy hat. Any 
  creature that consumes the fudge 
  cackles madly for 1d4 rounds. 
  Harvest Display Tent 
  The largest tent has the award winning harvest 
  vegetables on display. The grand prize appears 
  to have gone to a large orange pumpkin the 
  size of a small chart. 
  Trinkets and Toys Cart 
  This small cart is selling a number of unique 
  trinkets and toys.  
  Toys include a variety of finger puppets 
  representing a vampire, witch, mummy, 
  werewolf, ghost, and zombie.  
  The trinkets include metal pendants in the 
  space of bats and rings with eyeballs carved 
  into them. 
  The toy cart is also selling small Hover 
  Brooms for 10 gold pieces. Hover Brooms 
  have a speed of 20 ft. and allow one medium 
  or two small sized creatures to ride and hover 
  5 ft. off the ground. The magic of the Hover 
  Brooms only lasts 1d8 hours on Old Souls 
  Night. 
  The Undead Rise 
  At some point in the evening Emanuel and 
  Gabriel leave the Town Square to get 
  Gabriel’s mask. This should happen when you 
  feel that the characters have had enough time 
  to familiarize themselves with the area and 
  participate in any of the festival activities they 
  may be interested in (dancing, shopping, Tales 
  for Tokens). Shortly after Emanuel and 
  Gabriel leave, a group of undead shuffle into 
  the Town Square. When this occurs, read or 
  paraphrase the following: 
  A loud scream pierces through the Town 
  Square. The music comes to an abrupt stop as 
  villagers shout warnings and run in all 
  directions away from the shambling corpses 
  that stagger in from the western side of the 
  Town Square. They reach out their hands 
  towards the nearest living things; they are so 
  cold and hungry for warm, living flesh. 
  Villagers (25 Commoners around the tents, 
  10 Commoners on the dancefloor) are doing 
  their best to get out of the way of the undead. 
  The undead will only focus on the characters 
  if they interfere; otherwise, they mindlessly 
  attack the closest living thing. There are also 
  four Guards in the Town Square that do their 
  best  to protect the villagers and lead them to 
  safety. If the characters appear to be willing to 
  assist, the Guards ask for their help. 
  Average Party Level 
  Encounter 
  3 
  Ghast (1), Zombies (3) 
  4 
  Ghast (2), Zombies (1) 
  5 
  Ghast (3), Wight (1) 
  6 
  Coldlight Walker (1), 
  Ghast (2) 
  7 
  Coldlight Walker (1), 
  Ghast (3) 
  8 
  Coldlight Walker (1), 
  Deathlock (1), Ghast (2) 
  9 
  Coldlight Walker (1), 
  Deathlock (1), Ghasts (3) 
  
   
   
   
   
   
   
   
   
  8 
  10 
  Coldlight Walker (1), 
  Deahtlock (2), Ghasts (3) 
  After the undead are dealt with and the 
  wounded are taken care of, Gabriel Constatin 
  stumbles into the Town Square, his skeleton 
  costume drenched in blood. Four Guards and 
  the town Mayor, Marius Stan, rush to help 
  Gabriel. 
  Gabriel tells them that he and his friend 
  Emanuel Savin were attacked in a nearby 
  alleyway while all the shouting was going on 
  in the Town Square. Whoever it was stabbed 
  Gabriel in the stomach with a long, jagged 
  dagger. Right before he blanked out, he saw 
  them knock Emanuel out and make off with 
  him. When asked to give a description of the 
  attacker, Gabriel says they were wearing a 
  costume and mask matching the description 
  of one of the characters’ costumes/mask. If 
  Gabriel sees the character, he swears it was 
  them. 
  A DC 12 Wisdom (Insight DC) check reveals 
  that Gabriel is frightened of the accused 
  character and is not showing any telltale signs 
  of a liar (e.g., hand does not cover mouth and 
  eyes stay focused on whoever he’s talking to). 
  His unsteady voice is likely do to shock from 
  what he just witnessed. 
  However, more than a few villagers are able to 
  confirm that they saw the accused character in 
  the Town Square at the same time. Seeing as 
  the character cannot be in two places at once, 
  Mayor Marius pulls the characters aside and 
  offers them a way to clear their name. If they 
  can prove their innocence by the end of Old 
  Souls Night, they are free to go. If not, then 
  they will be put on trial. His guards are spread 
  thin already and he cannot cancel Old Souls 
  Night, because of something he believes was 
  likely an ill-conceived prank. 
  He insists on accompanying the characters if 
  they agree to conduct the investigation to 
  ensure they do not try to leave town. Marius 
  will lead them around town to locations of 
  interest if asked, otherwise he insists on 
  staying neutral during their investigation. 
  Clues 
  Witness: Gabriel 
  Gabriel is convinced that one of the 
  characters abducted his friend. Otherwise, all 
  he knows is they were walking towards the 
  west when he lost consciousness.  
  If Gabriel is asked if Emanuel had any 
  potential enemies, Gabriel will mention that 
  Emanuel had a fight with Ivan Vladescu the 
  other night at the Crow’s Nest. Gabriel 
  doesn’t know what the fight was about as he 
  wasn’t there.  
  Alleyway 
  There are too many overlapping footprints in 
  this area as many of the villagers passed 
  through this way to get to and from the Town 
  Square for the festival. However, a couple 
  drops of blood leading west out of the 
  alleyway can be spotted by a character making 
  a DC 25 Wisdom (Perception) check. There is 
  not enough blood to follow a clear path. 
  The Undead 
  A character that makes DC 10 Intelligence 
  (Investigation) check notices that the clothing 
  the undead are wearing are covered in fresh 
  grave dirt. A character that makes a DC 10 
  Wisdom (Perception) check notices a trail of 
  dirt leading towards the west. Marius will 
  confirm that the only graveyard in town is in 
  that direction, not too far from the Town 
  Square.  
  F2. The Crow’s Nest 
  Based on Gabriel’s story about Emanuel 
  having an argument with Ivan at the Crow’s 
  Nest, the characters may decide to go there to 
  find out more information. The Crow’s Nest 
  is run and owned by the Savin family (Giles, 
  Dorean, and Emanuel) and is the only Inn 
  and Tavern in Fox Hollow.  
  
   
   
   
   
   
   
   
   
  9 
  As the characters approach the Inn, read or 
  paraphrase the following: 
  A comely three-story cottage rests along the 
  shore of the Crow’s Creek. Warm, golden 
  light spills out of the windows in a 
  welcoming fashion. Hanging just above the 
  doorway is a wooden sign depicting a 
  silhouette of a crow in flight and sitting 
  upon the steps is a number of gourds carved 
  with glowing ghoulish faces. 
  One of the gourds on the porch is a white 
  pumpkin, indicating that The Crow’s Nest is 
  participating in Tokens for Tales. 
  Upon entering the inn, read or paragraph the 
  following: 
  The Crow’s Nest is just as warm and 
  welcoming as it appears from the outside. 
  Thirteen round tables are located in the 
  tavern area with narrow paths meandering 
  among them. A bar stretches along the 
  western wall. A few overstuff chairs are set 
  up by the fireplace on the eastern side of the 
  tavern, a fire dancing merrily within.  
  The Crow’s Nest is relatively empty with only 
  a few locals sitting at the back table well into 
  their cups and Dorean Savin standing behind 
  the bar. Dorean is a sensible middle-aged 
  woman who prefers the quiet over the 
  constant chatter of the bar, which is why her 
  husband, Giles, is running the drink tent for 
  Old Souls Night.  
  Dorean is very upset when she learns her son 
  has been abducted, but is more than willing to 
  answer any questions the characters may have 
  about him. She also speculates that it could be 
  a prank as people are known to pull them 
  occasionally on Old Souls Night. 
  What Dorean knows: 
  ● Emanuel was courting Marina Sima, 
  the housekeeper for the Ivilskovia 
  family. Marina is a sweet girl, but 
  apparently Ivan Vladescu had his eyes 
  on her as well. Dorean thinks Ivan’s 
  pursuit of the girl is an ideal thing. 
  Ivan is a nobleman after all and 
  Marina is a simple housekeeper for the 
  Ivilskovia family. 
  ● Emanuel is a good person, always 
  caring for others. Recently he was 
  upset because the Ivilskovia’s sent 
  Marina away to gather supplies and 
  she apparently told him nothing about 
  it. 
  ● Two nights ago Emanuel got into a 
  rather heated argument with Ivan 
  Vladescu. She thinks it was likely 
  about Marina, but he wouldn’t talk to 
  her about it. 
  ● She suspects Ivan is at the Town 
  Square with the rest of the villagers if 
  they want to talk to him as he is not 
  the type to miss a festival. 
  What the other patrons know: 
  ● Ivan and Emanuel had a fight about 
  Marina. Emanuel said she made it 
  clear that she chose him and Ivan did 
  not think this was the case. 
  ● Ivan drinks a strong mead most nights 
  and gets drunk and loud. This tends to 
  result in him running his mouth off. 
  ● At one point during their argument 
  Ivan said he’d “have his revenge”. 
  ● Most seem to think Ivan is more the 
  type to pull a prank or two than get 
  into a physical confrontation with 
  anyone.  
  F3. Cemetery 
  The graveyard is located on a raised mound of 
  land on the western side of Fox Hollow.  
  A 8-foot tall stonewall surrounds the town 
  graveyard, which resides on a raised mound of 
  earth. The iron gates are open, though no 
  signs of life are seen within. 
  A thin mist crawls along the ground and 
  creeps between the headstones and 
  monuments of the departed. Lit candles, fresh 
  
   
   
   
   
   
   
   
   
  10 
  flowers, and gourds are laid out in front of 
  many of the headstones. A single dark figure 
  flits among them. 
  The candles, flowers, and gourds are offerings 
  the villagers make on Old Souls Night prior to 
  attending the festivities in the Town Square. 
  Alin Grimm is the “dark figure” seen walking 
  in the graveyard. Alin is a soft spoken young 
  man who likes the peaceful quiet of the 
  graveyard.  
  A number of the graves have been disturbed 
  and a character that makes a DC 5 
  Intelligence (Investigation) check will realize 
  the number of graves that were disturbed are 
  the same as the number of undead that 
  attacked the Town Square. A DC 10 Wisdom 
  (Perception) check confirms that a trail of 
  grave dirt leads towards the Town Square. 
  Alin’s job as the sexton on Old Souls Night is 
  to ensure no one vandalizes the offerings or 
  headstones, and that nothing catches fire from 
  all the candles. It is not an easy night for Alin, 
  who prefers the calm day-to-day tending of 
  the graveyard grounds. 
  If asked, he tells the characters that almost 
  every villager visited the graveyard late that 
  afternoon, which is a custom before attending 
  the festivities in the Town Square. He did not 
  see anything out of the ordinary during this 
  time. A DC 10 Wisdom (Insight) check 
  reveals that Alin appears uncomfortable by 
  the way he avoids looking anyone in the eyes 
  and the way he keeps shuffling his feet. He is 
  likely hiding something. 
  Alin can be convinced to admit that later in 
  the evening his friend Ivan Vladescu offered 
  to watch over the graveyard for him so he 
  could take a break and get something to eat. 
  When he returned just a few moments ago, 
  Ivan was missing and a few of the graves had 
  been dug up. Alin wasn’t overly concerned 
  about this as he knows Ivan likes a good 
  prank and assumed he would be jumping out 
  from behind one of the headstones at any 
  moment in an attempt to scare him. 
  If any character tells Alin that undead actually 
  raised from the graves and attacked people in 
  the Town Square, he doesn’t believe them at 
  first. He also doesn’t believe Ivan is capable 
  of doing it, but also finds it strange that Ivan 
  isn’t hiding in the graveyard.  
  Alin isn’t sure where Ivan is but assumes he 
  would have gone back to the Town Square, 
  it’s not like Ivan to avoid a dance. Alin will 
  inform them that Ivan was wearing a black 
  tailored suit and finely crafted black cat mask 
  for the evening when he last saw him. 
  Confronting Ivan Vladescu 
  Based on their conversation with Alin, 
  characters will likely try to locate Ivan. Marius 
  insists they check the Town Square first as 
  he’d rather not disturb Ivan’s family if they 
  can avoid it. 
  Ivan, still wearing his suit and cat mask, is at 
  the Town Square drinking by Giles Savin’s 
  drink tent and watching the crowd nervously.  
  Read or paraphrase the following when the 
  characters arrive back in the Town Square: 
  It is almost as if the undead had not attacked 
  the Town Square earlier that evening, for the 
  citizens of Fox Hollow are still celebrating 
  Old Souls Night. Adults and children of all 
  ages run from tent to tent and house to house 
  obtaining tokens and trinkets for the evening. 
  Music drifts through the air once more as 
  dancers move to its rhythm. 
  Standing near the drink tent is a man wearing 
  a well-tailored suit and a cat mask. He’s 
  drinking a glass of red wine as he constantly 
  surveys the crowd. 
  Ivan is nervous and keeping an eye out for 
  Dorin Ivilskovia or any of his family 
  members. He doesn’t want to get in trouble 
  for raising the undead but he also wants to 
  know if Dorin gave him the wrong scroll and 
  why Dorin would even have such a scroll in 
  the first place. 
  
   
   
   
   
   
   
   
   
  11 
  If confronted, Ivan willingly talks with the 
  characters, especially if Mayor Marius is still 
  with them. Ivan’s family has a lot of influence 
  in Fox Hollow, so he doesn’t believe there 
  will be any consequences for his actions. 
  Ivan readily admits that he was the one who 
  raised the dead. He was trying to play a prank 
  on his friend Alin who works in the 
  graveyard, but had no idea that the scroll 
  Dorin Ivilskovia gave him would do what it 
  did. He thought it was going to cause an 
  illusion of a single zombie, not actually raise 
  them from their graves. He panicked and hid 
  for a while before coming to the Town Square 
  in hopes of finding Dorin to ask why he gave 
  him such a scroll. However, Dorin has not 
  shown up yet. Neither has his father (Remus) 
  or sister (Florina). 
  If asked, Ivan will admit he had a fight with 
  Emanuel over Marina, who they were both 
  courting. He is clearly taken aback when he 
  learns that Emanuel was abducted earlier that 
  night and denies having any involvement in it. 
  After all, Marina had told him she’d be away 
  for a few days and had not told Emanuel, 
  which is why Ivan didn’t see Emanuel as a 
  threat. However, he does admit he wasn’t 
  exactly informed by her, but indirectly by his 
  friend Dorin.  
  Depending on the results of the undead 
  attack, Major Marius will either give Ivan a 
  stern warning or have him arrested. For 
  example, if the undead were disposed of 
  without causing any lasting harm, then Ivan 
  gets a warning. However, if someone was 
  killed or severely injured during the attack, 
  then Ivan is arrested. 
  If the characters are unsure where to head 
  next, Mayor Marius will suggest they check 
  the Ivilskovia Manor to confirm Ivan’s story 
  since none of the Ivilskovia family appear to 
  be in the Town Square. 
  F4. The Ivilskovia Manor 
  The Ivilskovia Manor rests on the shores of 
  the Crow’s Creek on the southwestern side of 
  Fox Hollow far from the festivities in the 
  Town Square.  
  The Ivilskovia Manor is surrounded by a 10 
  foot tall stonewall, separating it from the rest 
  of the town. The large iron gate at the front 
  of the wall is closed. 
  Thick strains of ivy creep along all sides of 
  the manor. Shadows of overhanging leafless 
  oaks appear to be reaching within the large, 
  pitch-black windows of the two-story 
  manor. 
  The sound of rhythmic chanting in an 
  unfamiliar tongue drifts through the wind 
  from the backyard. Beneath the chanting, is 
  the sound of a young woman pleading for 
  her life. 
  The iron gate is closed and when opened 
  emits a loud creaking noise. 
  The front door of the manor is locked. A DC 
  20 Dexterity check made with Thieves Tools 
  opens the front door. Characters can quickly 
  navigate through the bottom floor and out the 
  back door if they choose to do so. Characters 
  can also reach the backyard by going around 
  the manor from the outside. 
  Characters that wish to climb over the 
  stonewall must make a DC 15 Strength 
  (Athletics) check. 
  Once the characters arrive in the backyard, 
  read or paraphrase the following: 
  A large stone platform draped with black 
  velvet cloth stands in the middle of the yard. 
  Lit black candles encircle two figures that are 
  chained to the platform by their legs and 
  arms. A tall man with a well-trimmed silvered 
  goatee stands over them, holding a jagged 
  dagger over his head as a young woman and a 
  young man chant along with him. 
  
   
   
   
   
   
   
   
   
  12 
  The man holding the dagger appears to be 
  Remus Ivilskovia and the other two chanting 
  figures appear to be Florina and Dorin. They 
  are chanting in Infernal: 
  “Mother Night, Mother Night 
  Hear us on this Old Souls Night 
  With this sacrifice our spell is woven 
  May we three form the darkest coven” 
  Remus, Florina, and Dorin are Hags in 
  disguise who killed the Ivilskovia family a 
  week ago. They are using Disguise Self or 
  Change Shape to appear as the Ivilskovia 
  family so they could abduct two human lovers 
  and make a sacrifice on Old Souls Night in 
  order to complete their ritual to form a true 
  coven.  
  The two people chained to the table are 
  Marina and Emanuel. They cry for help as 
  soon as they see the characters. A DC 16 
  Dexterity check with Thieves Tools will 
  unlock their chains. The Hag disguised as 
  Remus Ivilskovia has the keys. 
  If the characters interfere with their ritual, the 
  Hags take on their true forms and turn to 
  fight. They fight to the death, preferring to 
  deal with the characters before finishing their 
  ritual. 
  Average 
  Party Level 
  Encounter 
  3 
  Green Hag (1), Lesser Green Hag (2) 
  4 
  Green Hag (2), Lesser Green Hag (1) 
  5 
  Green Hag (3) 
  6 
  Night Hag (2), Green Hag (1) 
  7 
  Night Hag (3) 
  8 
  Night Hag (3) 
  9 
  Night Hag (2), Dusk Hag (1) 
  10 
  Night Hag (1), Dusk Hag (2) 
  Conclusion 
  If the Hags are defeated, Marina and Emanuel 
  are extremely grateful. Emanuel says the 
  characters can stay at the Crow’s Nest free of 
  charge whenever they wish. 
  Marina says that the Hags took her once she 
  discovered what they were by mistake. She 
  had been suspicious of her employers as they 
  were acting strangely the last few days. So, she 
  did a little snooping and discovered the 
  corpses of the Ivilskovia family poorly hidden 
  under sheets in the attic. Unfortunately, one 
  of the Hags had followed her and locked her 
  in the attic with the corpses for a few days, 
  only to remove her for the sacrifice this 
  evening.  
  Emanuel says he was attacked by one of the 
  Hags disguised as the randomly determined 
  character from before while the undead were 
  attacking the Town Square. He’s not sure if 
  they targeted him specifically or if he was just 
  convenient.  
  Mayor Marius is grateful for the characters’ 
  assistance and is willing to fairly compensate 
  them for their efforts. As far as he’s 
  concerned, the Hags were blamed for 
  everything and if Ivan was arrested previously, 
  he will be let go. He also informs the 
  characters that they are more than welcome to 
  stay in Fox Hollow for as long as they wish 
  and to return often, if they can.  
   
   
  
   
   
   
   
   
   
   
   
  13 
  Appendices 
  Appendix A: Maps 
   
  Map1: Village of Fox Hollow 
  
   
   
   
   
   
   
   
   
  14 
   
  Map 2: Town Square (1 Square = 5 feet)
  
   
   
   
   
   
   
   
   
  15 
   
  Map 3: Crow’s Nest Inn and Tavern 
   
  
   
   
   
   
   
   
   
   
  16 
   
  Map 4: Ivilskovia Manor (1 square = 5 ft.) 
  
   
   
   
   
   
   
   
   
  17 
  Appendix B: Old Souls Night Tokens 
  01-02 
  Howler – Wolf shaped hard candy – any creature that 
  consumes it instantly lets out a long, uncontrollable 
  howl. 
  51-52 
  Rock candy – any creature that consumes it gains a 10 foot bonus to their 
  speed for 1d4 rounds. After which, their speed is reduced for 5 feet for 
  1d4 rounds. 
  03-04 
  Wine blood that filled with blood. 
  53-54 
  White sheet with two holes in it. 
  05-06 
  Black Bat Licorice: transforms any creature that 
  consume it into a tiny bat for 1d4 rounds. 
  55-56 
  Hollow clay jack-o’-lantern candle holder. When lit, it lets out an eerie 
  howl. 
  07-08 
  Stale hunk of bread. 
  57-58 
  A dagger that looks like it is stained with blood. 
  09-10 
  Zombie mask 
  59-60 
  Smelly, yet tasty cheese. 
  11-12 
  This looks like a dog treat. 
  61-62 
  A single copper piece. 
  13-14 
  A tiny spider in a jar. 
  63-64 
  A rock. 
  15-16 
  Blackened bone of an index finger. 
  65-66 
  Wooden mask carved to resemble a human skull. 
  17-18 
  A linen cloth and a tin filled with ground sage and salt. 
  67-68 
  Human hand made out of stitched leather on a leash.  
  19-20 
  An apple 
  69-70 
  A gold piece 
  21-22 
  An apple, it is a bit mealy. 
  71-72 
  Witch mask 
  23-24 
  Hover Broomstick – 20 ft. speed; hovers 5 feet in the 
  air and can be ridden by one medium creature or two 
  small creatures. Only works on Old Souls Night for 1d8 
  hours. 
  73-74 
  Hat of Limited Disguise –makes the wearer look like they are wearing a 
  witch, vampire, mummy, or cat costume. Only works on Old Souls Night. 
  25-26 
  Wolf skull 
  75-76 
  Wolves bane herb 
  27-28 
  Mummy mask 
  77-78 
  A single black rose. 
  29-30 
  Slice of pumpkin pie. 
  79-80 
  Roasted squash. 
  31-32 
  Roasted hazel nuts. They are quite tasty! 
  81-82 
  A fake pair of vampire fangs. At least, you hope they are fake. 
  33-34 
  A tarnished silver fork 
  83-84 
  A raven feather. 
  35-36 
  A silver piece 
  85-86 
  Vampire mask 
  37-38 
  A large bar of chocolate 
  87-88 
  Sausage on a stick 
  39-40 
  Very old candy – it is sticking together. 
  89-90 
  Devil mask 
  41-42 
  A pointy black hat 
  91-92 
  A sewing kit that has seen better days. 
  43-44 
  Six small buttons shaped like bats. 
  93-94 
  A bird skull. 
  45-46 
  A turnip. 
  95-96 
  A silver pendent in the shape of a howling wolf. 
  47-48 
  A long, red scarf. 
  97-98 
  A wooden stake. 
  49-50 
  A mug of hot cider. 
  99-
  100 
  A skull that occasionally shouts out insults to whoever holds its. 
  
   
   
   
   
   
   
   
   
  18 
  Appendix D: Monster Stat Blocks 
  Coldlight Walker 
  Medium undead, chaotic evil 
   
  Armor Class 13 (Natural Armor) 
  Hit Points 82 (11d8+33) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  15 (+2) 
  10 (+0) 
  17(+3) 
  8 (-1) 
  10 (+0) 
  8 (-1) 
   
  Saving Throws Int +2, Wis +3 
  Damage Immunities Cold 
  Condition Immunities Blinded, Charmed, Exhaustion, 
  Paralyzed, Petrified, Poisoned 
  Senses Darkvision 60 ft, Passive Perception 10 ft 
  Languages -- 
  Challenge 5 (1,800 XP) 
   
  Blinding Light. The walker sheds bright light in a 20-foot 
  radius and dim light for an additional 20 feet. As a 
  bonus action, the walker can target one creature in its 
  bright light that it can see and force it to succeed on a 
  DC 14 Constitution saving throw or be blinded until the 
  start of the walker’s next turn. 
  Icy Doom. Any creature killed by the walker freezes for 
  9 days, during which time it can’t be thawed, harmed by 
  fire, animated, or raised from the dead. 
  Unusual Nature. The walker doesn’t require air, food, 
  drink, or sleep. 
  Actions 
  Multiattack. The walker makes two melee attacks. 
  Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 11 (2d8+2) bludgeoning damage plus 14 
  (4d6) cold damage. 
  Cold Ray. Ranged Spell Attack: +3 to hit, range 60 ft., 
  one target. Hit: 25 (4d10+3) cold damage. 
   
   
   
   
   
   
   
  Commoner 
  Medium humanoid, any alignment 
   
  Armor Class 10 
  Hit Points 4 (1d8) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 
  10 (+0) 
  10 (+0) 
  10 (+0) 
  10 (+0) 
  10 (+0) 
   
  Senses Passive Perception 10 
  Languages -- Common 
  Challenge 0 (10 XP) 
   
  Actions 
  Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one 
  target. Hit: 2 (1d4) bludgeoning damage. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
   
   
   
   
   
  19 
  Deathlock 
  Medium Undead, neutral evil 
   
  Armor Class 12 (15 with Mage Armor) 
  Hit Points 36 (8d8) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  11 (+0) 
  15 (+2) 
  10 (+) 
  14 (+2) 
  12 (+1) 
  16 (+3) 
   
  Saving Throws Int +4, Cha +5 
  Skills Arcana +4, History +4 
  Damage Resistances Necrotic; Bludgeoning, Piercing, 
  and Slashing from Nonmagical Attacks that aren't 
  Silvered 
  Damage Immunities Poison 
  Condition Immunities Exhaustion, Poisoned 
  Senses Darkvision 60 ft., Passive Perception 11 
  Languages the languages it knew in life (suggested: 
  common and one other) 
  Challenge 4 (1,100 XP) 
   
  Innate Spellcasting. The deathlock’s innate spellcasting 
  ability is Charisma (spell save DC 13). It can innately cast 
  the following spells, requiring no material components: 
   
  At will: detect magic, disguise self, mage armor 
   
  Spellcasting. The deathlock is a 5th-level spellcaster. Its 
  spellcasting ability is Charisma (spell save DC 13, +5 to 
  hit with spell attacks). It regains its expended spell slots 
  when it finishes a short or long rest. It knows the 
  following warlock spells: 
   
  Cantrips (at will): chill touch, eldritch blast, mage hand 
  1st–3rd level (2 3rd-level slots): arms of Hadar, dispel 
  magic, hold person, hunger of Hadar, invisibility, spider 
  climb. 
  Turn Resistance. The deathlock has advantage on saving 
  throws against any effect that turns undead. 
  Actions 
  Deathly Claw.  Melee Weapon Attack: +4 to hit, reach 5 
  ft., one target. Hit: 9 (2d6 + 2) necrotic damage. 
   
   
   
   
  Dusk Hag 
  Medium fey, neutral evil 
   
  Armor Class 17 (Natural Armor) 
  Hit Points 82 (15d8+15) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  11 (+0) 
  14 (+2) 
  12(+1) 
  17 (+3) 
  16 (+3) 
  18 (+4) 
   
  Saving Throws Int +6, Wis +6 
  Skills Deception +7, Insight +6, Perception +6 
  Damage Resistances Necrotic; Bludgeoning, Piercing, and 
  Slashing from Nonmagical Attacks 
  Damage Immunities Poison 
  Condition Immunities Blinded, Charmed, Frightened 
  Senses Blindsight 60 ft; Passive Perception 16 
  Languages Common, Giant, Infernal 
  Challenge 6 (2,300 XP) 
   
  Innate Spellcasting. The hag’s spellcasting ability is 
  Charisma (spell save DC 15). She can innately cast the 
  following spells, requiring no material components: 
  At will: detect magic, disguise self 
  3/day each: dream, hypnotic pattern, sleep (9d8) 
  1/day each: legend lore, scrying 
  Magic Resistance. The hag has advantage on saving 
  throws against spells and other magical effects. 
  Actions 
  Multiattack. The hag makes two Nightmare Touch attacks. 
  Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit:5 (1d6 + 2) slashing damage. 
  Nightmare Touch. Melee Spell Attack: +7 to hit, reach 5 ft., 
  one creature. Hit: 18 (4d6 + 4) psychic damage. If the 
  target is unconscious, it takes an extra 10 (3d6) psychic 
  damage and is cursed until the hag dies or the curse is 
  removed. The cursed creature’s hit point maximum 
  decreases by 5 (1d10) whenever it finishes a long rest. 
  Reactions 
  Dream Eater. When an unconscious creature the hag can 
  see within 30 feet of her regains consciousness, the hag 
  can force the creature to make a DC 15 Wisdom saving 
  throw. Unless the save succeeds, the creature takes 11 
  (2d10) psychic damage, and the hag regains hit points 
  equal to the amount of damage taken. 
   
  
   
   
   
   
   
   
   
   
  20 
  Ghast 
  Medium undead, chaotic evil 
   
  Armor Class 13 
  Hit Points 36 (8d8) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  16 (+3) 
  17 (+3) 
  10(+0) 
  11 (+0) 
  10 (+0) 
  8 (-1) 
   
  Damage Resistances Necrotic 
  Damage Immunities Poison 
  Senses Darkvision 60 ft., Passive Perception 10 
  Languages Common 
  Challenge 2 (450 XP) 
   
  Stench. Any creature that starts its turn within 5 feet of 
  the ghast must succeed on a DC 10 Constitution saving 
  throw or be poisoned until the start of its next turn. On a 
  successful saving throw, the creature is immune to the 
  ghast's Stench for 24 hours. 
  Turning Defiance. The ghast and any ghouls within 30 
  feet of it have advantage on saving throws against effects 
  that turn undead. 
  Actions 
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  creature. Hit:12 (2d8 + 3) piercing damage. 
  Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit:10 (2d6 + 3) slashing damage. If the target is a 
  creature other than an undead, it 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 effect on itself on a 
  success. 
   
   
   
   
   
   
   
   
   
  Green Hag 
  Medium fey, neutral evil 
   
  Armor Class 17 (Natural Armor) 
  Hit Points 82 (11d8+33) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  18 (+4) 
  12 (+1) 
  16(+3) 
  13 (+1) 
  14 (+2) 
  14 (+2) 
   
  Skills Arcana +3, Deception +4, Perception +4, Stealth +3 
  Senses Darkvision 60 ft., Passive Perception 14 
  Languages Common, Infernal, Sylvan 
  Challenge 3 (700 XP) 
   
  Amphibious. The hag can breathe air and water. 
  Innate Spellcasting. The hag's innate spellcasting ability is 
  Charisma (spell save DC 12). She can innately cast the 
  following spells, requiring no material components: 
   
  At will: dancing lights, minor illusion, vicious mockery 
   
  Mimicry. The hag can mimic animal sounds and humanoid 
  voices. A creature that hears the sounds can tell they are 
  imitations with a successful DC 14 Wisdom (Insight) check. 
  Actions 
  Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit:13 (2d8 + 4) slashing damage. 
  Illusory Appearance. The hag covers herself and anything 
  she is wearing or carrying with a magical illusion that 
  makes her look like another creature of her general size 
  and humanoid shape. The illusion ends if the hag takes a 
  bonus action to end it or if she dies. 
  The changes wrought by this effect fail to hold up to 
  physical inspection. For example, the hag could appear to 
  have smooth skin, but someone touching her would feel 
  her rough flesh. Otherwise, a creature must take an action 
  to visually inspect the illusion and succeed on a DC 20 
  Intelligence (Investigation) check to discern that the hag is 
  disguised. 
  Invisible Passage. The hag magically turns invisible until 
  she attacks or casts a spell, or until her concentration ends 
  (as if concentrating on a spell). While invisible, she leaves 
  no physical evidence of her passage, so she can be tracked 
  only by magic. Any equipment she wears or carries is 
  invisible with her. 
   
  
   
   
   
   
   
   
   
   
  21 
  Guard 
  Medium humanoid, Lawful Good 
   
  Armor Class 16 (chain shirt, shield) 
  Hit Points 11 (2d8+2) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  13 (+1) 
  12 (+1) 
  12 (+1) 
  10 (+0) 
  11 (+0) 
  10 (+0) 
   
  Skills Perception +2 
  Senses Passive Perception 12 
  Languages -- Common 
  Challenge 1/8 (25 XP) 
   
  Actions 
  Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 
  5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) 
  piercing damage, or 5 (1d8 + 1) piercing damage if used 
  with two hands to make a melee attack. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Lesser Green Hag 
  Medium Fey, neutral evil 
   
  Armor Class 13 
  Hit Points 12 (3d4+4) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  6 (-2) 
  17 (+3) 
  13(+1) 
  11 (+0) 
  12 (+1) 
  14 (+2) 
   
  Skills Deception +4, Insight +3, Persuasion +4, 
  Stealth +5 
  Senses Darkvision 60 ft., Passive Perception 14 
  Languages Common, Infernal, Sylvan 
  Challenge 1 (200 XP) 
   
  Actions 
  Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit:5 (1d4+3) slashing damage. 
  Illusory Appearance. The hag covers herself and anything she 
  is wearing or carrying with a magical illusion that makes her 
  look like another creature of her general size and humanoid 
  shape. The illusion ends if the hag takes a bonus action to end 
  it or if she dies. 
  The changes wrought by this effect fail to hold up to physical 
  inspection. For example, the hag could appear to have smooth 
  skin, but someone touching her would feel her rough flesh. 
  Otherwise, a creature must take an action to visually inspect 
  the illusion and succeed on a DC 20 Intelligence (Investigation) 
  check to discern that the hag is disguised. 
   
   
   
   
   
   
   
   
   
  
   
   
   
   
   
   
   
   
  22 
  Night Hag 
  Medium fiend, neutral evil 
   
  Armor Class 17 (natural) 
  Hit Points 112 (15d8+45) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  18 (+4) 
  15 (+2) 
  16 (+3) 
  16 (+3) 
  14 (+2) 
  16 (+3) 
   
  Skills Deception +7, Insight +6, Perception +6. Stealth +6 
  Damage Resistances Cold, Fire; Bludgeoning, Piercing, and 
  Slashing from Nonmagical Attacks that aren't Silvered 
  Condition Immunities Charmed 
  Senses Darkvision 120 ft., Passive Perception 16 
  Languages -- Abyssal, Common, Infernal, Primordial 
  Challenge 5 (1,800 XP) 
   
  Innate Spellcasting. The hag's innate spellcasting ability is 
  Charisma (spell save DC 14, +6 to hit with spell attacks). She 
  can innately cast the following spells, requiring no material 
  components: 
   
  At will: detect magic, magic missile 
   
  2/day each: plane shift (self only), ray of enfeeblement, sleep 
   
  Magic Resistance. The hag has advantage on saving throws 
  against spells and other magical effects. 
  Actions 
  Claws.(Hag Form Only). Melee Weapon Attack: +7 to hit, reach 
  5 ft., one target. Hit: 13 (2d8 + 4) slashing damage. 
  Change Shape. The hag magically polymorphs into a Small or 
  Medium humanoid, or back into her true form. Her statistics 
  are the same in each form. Any equipment she is wearing or 
  carrying is also transformed. She reverts to her true form if she 
  dies. 
  Etherealness. The hag magically enters the Ethereal Plane from 
  the Material Plane, or vice versa. To do so, the hag must have a 
  heartstone in her possession. 
  Nightmare Haunting (1/Day). While on the Ethereal Plane, the 
  hag magically touches a sleeping humanoid on the Material 
  Plane. A protection from evil and good spell cast on the target 
  prevents this contact, as does a magic circle. As long as the 
  contact persists, the target has dreadful visions. If these visions 
  last for at least 1 hour, the target gains no benefit from its rest, 
  and its hit point maximum is reduced by 5 (1d10). If this effect 
  reduces the target's hit point maximum to 0, the target dies, 
  and if the target was evil, its soul is trapped in the hag's soul 
  bag. The reduction to the target's hit point maximum lasts until 
  removed by the greater restoration spell or similar magic. 
  Wight 
  Medium undead, neutral evil 
   
  Armor Class 14 (studded leather) 
  Hit Points 45 (6d8+18) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  15 (+1) 
  14 (+2) 
  15 (+3) 
  10 (+0) 
  13 (+1) 
  15 (+2) 
   
  Skills Perception +3, Stealth +4 
  Damage Resistances Necrotic; Bludgeoning, Piercing, 
  and Slashing from Nonmagical Attacks that aren't Silvered 
  Damage Immunities Poison 
  Condition Immunities Exhaustion, Poisoned 
  Senses Darkvision 60 ft, Passive Perception 13 
  Languages The languages it knew in life 
  Challenge 3 (700 XP) 
   
  Sunlight Sensitivity. While in sunlight, the wight has 
  disadvantage on attack rolls, as well as on Wisdom 
  (Perception) checks that rely on sight. 
  Actions 
  Multiattack. The wight makes two longsword attacks or 
  two longbow attacks. It can use its Life Drain in place of 
  one longsword attack. 
  Life Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one creature. Hit: 5 (1d6 + 2) necrotic damage. The target 
  must succeed on a DC 13 Constitution saving throw or its 
  hit point maximum is reduced by an amount equal to the 
  damage taken. This reduction lasts until the target finishes 
  a long rest. The target dies if this effect reduces its hit 
  point maximum to 0. 
  A humanoid slain by this attack rises 24 hours later as a 
  zombie under the wight's control, unless the humanoid is 
  restored to life or its body is destroyed. The wight can 
  have no more than twelve zombies under its control at 
  one time. 
  Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 
  2) slashing damage if used with two hands. 
  Longbow. Ranged Weapon Attack: +4 to hit, range 
  150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage. 
   
   
  
   
   
   
   
   
   
   
   
  23 
  Zombie 
  Medium undead, neutral evil 
   
  Armor Class 8 
  Hit Points 22 (3d8+9) 
  Speed 20 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  13 (+1) 
  6 (-2) 
  16 (+3) 
  3 (-4) 
  6 (-2) 
  5 (-3) 
   
  Saving Throws Wis +0 
  Damage Immunities Poison 
  Condition Immunities Poisoned 
  Senses Darkvision 60 ft., Passive Perception 8 
  Languages understands the languages it knew in life 
  but can’t speak 
  Challenge 1/4 (50 XP) 
   
  Undead Fortitude. If damage reduces the zombie 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 from a critical hit. On a success, the zombie drops to 1 
  hit point instead. 
  Actions 
  Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 4 (1d6 + 1) bludgeoning damage. 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Old Souls Night.pdf