TEXT: Not for resale.  Permission granted to print or photocopy this document for personal use only. 
   
   
  A Lake King’s Wrath  1 
  A Lake King’s Wrath 
   
  Introduction: The long-standing trade agreement between the merchant Augustine Casby and the ruler of 
  the local Mer-Folk King Loech Kelpflower is being dashed on the rocks when the king finds that the death of 
  one of his daughters is due to the reckless romantic advances of Merchant Casby's only son.  Merchant Casby 
  has no idea that the reason all his vessels are being attacked at Lake are from the deal bartered between a 
  grieving father and a wretched Sea Hag.  Augustine is hiring adventurers willing to risk it all to get to the 
  bottom of the recent run of bad luck that has befallen his merchant company. 
   
  A four-hour adventure for 1st – 4th level characters. 
   
  By Christopher Clarke 
   
   
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  A Lake King’s Wrath  2 
  INTRODUCTION 
  The Merchant House of Casby is a minor player in 
  the vast Lakes of traders that make up Lakeport 
  economy.  The great-great grandfather of 
  Augustine Casby, Papa Larrish Casby started with 
  one small vessel and grew the business to a 
  handful of ships that traded all over the vast 
  reaches of Mist Lake, primarily dealing in produce, 
  Papa Larrish had an overly active superstitious 
  mind that led him to insist that all vessels of his 
  house be named for the barter items that he 
  believed would bring the company the greatest 
  revenue.  Ships bearing such names as Green 
  Apple, Gooseberry and Persimmon helped to grow 
  the house’s coffers, but also succeeded in spoiling 
  the grandchildren of the coming generations. 
  Artour Casby is the latest of the coddled youth 
  that the monies of fruit trade have borne.  While 
  his father met with the ruler of clan of Merfolk 
  that happened to reside on the route from 
  Lakeport to Edgefield, the overly amorous Artour 
  shamelessly flirted with King Loech Kelpflower’ s 
  youngest daughter Galfia.  So, taken as young 
  Galfia was, she secured a potion of Polymorph and 
  hatched a plan to surprise her new-found love in 
  his home port.  Being young and naïve, Galfia 
  wandered into the seedier parts of Lakeport and 
  was rewarded with a knife in her back in exchange 
  for her beaded pearls and abalone hair pin. 
  King Kelpflower’s court advisor learned of the fate 
  of young Galfia, as well as her reasoning for 
  attempting such an ill-conceived plan and 
  informed the royal family.  Wanting revenge upon 
  Artour Casby for leading his innocent daughter to 
  her demise, but not wanting to incur the anger of 
  any other merchant families he has allegiances 
  with, King Kelpflower enlisted the aid of the Sea 
  Hag Nyrra to exact death a thousand-fold upon the 
  House of Casby. 
  ADJUSTING THE ADVENTURE 
  Throughout this adventure, you may see sidebars 
  to help you adjust this adventure for 
  smaller/larger groups and characters, of 
  higher/lower levels that the optimized group size. 
  Most of the time, this is used for combat 
  encounters. You may adjust the adventure beyond 
  the guidelines given in the adventure, or for other 
  reasons. For example, if you’re playing with a 
  group of inexperienced players, you might want to 
  make the adventure a little easier; for very 
  experienced players, you might want to make it a 
  little harder. Therefore, five categories of party 
  strength have been created for you to use as a 
  guide.  Use these as a guide, and feel free to use a 
  different adjustment during the adventure if the 
  recommended party strength feels off for the 
  group.  
  This adventure is optimized for a party of six 3rd 
  level characters. To figure out whether you need 
  to adjust the adventure, do the following: 
  • Add up the total levels of all the characters 
  • Divide the total by the number of characters 
  • Round fractions of .5 or greater up; round 
  fractions of less than .5 down.  You’ve now 
  determined the average party level (APL) 
  for the adventure. To figure out the party 
  strength for the adventure, consult the following 
  table: 
   
  Determining Party Strength 
  Party Composition  
   
  Party Strength 
  3-4 characters, APL less than  
  Very weak 
  3-4 characters, APL equivalent  
  Weak 
  3-4 characters, APL greater than  Average 
  5 characters, APL less than  
  Weak 
  5 characters, APL equivalent 
  Average 
  5 characters, APL greater than  
  Strong 
  6-7 characters, APL less than  
  Average 
  6-7 characters, APL equivalent  
  Strong 
  6-7 characters, APL greater than  Very strong 
   
  Average party strength indicates no 
  recommended adjustments to the adventure. Each 
  sidebar may or may not offer suggestions for 
  certain party strengths. If a particular 
  recommendation is not offered for your group, 
  you don’t have to adjust. 
  ADVENTURE BACKGROUND 
  Over the course of the past few months, the 
  merchant ships of House Casby have been 
  accosted while in route from their home port of 
  Lakeport to the southern city of Edgefield.  On 
  most occasions, at some point during the journey 
  the morning shift will come up to relieve the night 
  shift only to find them slaughtered.  The attacks 
  seem to be growing in intensity to the point that 
  the only have been enough surviving crew 
  members to reach Edgefield.  None of the voyages 
  from Edgefield back to Lakeport have been 
  
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  A Lake King’s Wrath  3 
  attacked, but crew members are demanding 
  higher and higher pay to make the trip from 
  Lakeport to the south, a situation which Augustine 
  has found to be untenable. 
  House Casby is recruiting anyone brave enough to 
  act as not only guards for the few trips they are 
  able to gather enough crew for, but also in the 
  hopes that these adventurers may be able to find 
  out who or what has been attacking his vessels.  If 
  they can figure out who is behind these assaults, 
  Augustine Casby is willing to pay even more if 
  these hired folk can bring the attacks to a stop 
  altogether. 
  ADVENTURE OVERVIEW 
  The adventure has three different parts:  an 
  introduction, the journey and assault at sea from 
  Lakeport to Edgefield, and the conclusion where 
  the adventurers will face off against the Sea Hag 
  Nyrra. 
   
  Part 1:  Sailor for Hire.  The characters 
  are approached by a representative for the 
  Merchant House Casby.  While they are desperate 
  to find someone who can figure out why their 
  ships are being attacked and bring the attacks to 
  an end, they still are a business at the edge of 
  financial ruin and not able to afford the best. 
   
  Part 2:  The Good Ship Honeydew.  The 
  journey from Lakeport to Edgefield will take 
  roughly a week, depending on weather and wind.  
  At the midpoint of the journey, the ship is attacked 
  by a group of sahuagin that have been sent by the 
  Sea Hag Nyrra to exact revenge as originally 
  contracted with King Kelpflower. 
   
  Part 3:  The Sea Hag’s Fury.  Once the 
  adventurers dispatch with the marauding 
  sahuagin, they find a shell with the etched symbol 
  of the House of Canby, as well as the symbol of the 
  Sea Hag Nyrra.  Through their own local 
  knowledge or with the assistance of surviving 
  crew, they deduce the location of a remote isle 
  where Nyrra makes her home and confront her 
  concerning her directed attacks on the fleet of the 
  Canby vessels. 
  ADVENTURE HOOK 
  Mist lake is a huge inland sea spanning over 300 
  miles from north to south and almost 70 miles 
  across.  The adventurers can find themselves in 
  Lakeport, at the northernmost tip of the lake, for 
  any number of reasons.  While the lake is closer to 
  the northern reaches of the world it resides, which 
  can be in any of the published realms, it also 
  serves as a launching point for shipping and 
  receiving of all manner of goods and adventures. 
   
   
   
   
   
   
   
   
   
  ADVENTURE TIMING 
  The adventure is designed for 3 hours of play.  
  Use the table below to allocate how to use your 
  time, adjusting as needed for your schedule. 
  • 
  Part 1.  15 minutes 
  • 
  Part 2.  45 – 75 minutes 
  • 
  Part 3.  30 – 45 minutes 
  
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  A Lake King’s Wrath  4 
  PART 1.  SAILOR FOR HIRE 
  While perusing the market in the town of 
  Lakeport, the adventurers are approached by 
  Ethan Fairhorne, the appointed representative for 
  the Casby Merchant House.  Ethan is an averaged 
  sized half-elf with fair hair and light coppery skin.  
  He speaks is a haughty tone, as he feels that his 
  elven heritage has gifted him with a sense of 
  nobility. 
  Ethan will start with an offer of 50gp per 
  individual if they would accompany one of the 
  merchant vessels on the week-long journey from 
  Lakeport to Edgefield.  All food and lodging will be 
  taken care of.  He has been given the authority to 
  go as far up as 100gp per person, but only with the 
  guarantee that any person antagonizing the vessel 
  be found out and dealt with in all due haste. 
  Once the bargaining is done, the characters are 
  instructed to meet Captain Elle, the jovial elven 
  lass, at the docks where she will show them to 
  their barracks room aboard the Good Ship 
  Honeydew.  After stowing any gear that they 
  might bring aboard, she gives each of them one 
  Potion of Water Breathing (BR pg. 188) apiece.  
  Just in case they find that they may need it, 
  If questioned, Captain Elle will reveal the 
  following tidbits of information. 
  •
  This is her second voyage on the Good
  Ship Honeydew, having recently come up
  from Edgefield on her last voyage.
  •
  She has been sailing the waters of Mist
  Lake for the past few years.
  •
  The woes of the Merchant House Casby
  are well known in the town of Edgefield,
  as the past half dozen or so voyages from
  Lakeport have arrived either with a
  severely depleted crew, most of those not
  winding up dead are wounded, and some
  voyages not arriving at all.
  •
  She is quite confident in her ability to
  keep her crew and the ship safe and
  seems to be rather dismissive of the
  stories of some of the other crew, as 
  sailors are known for the fish tails.  
  •
  If they do run into anything that is beyond
  her ability, that is what the adventurers 
  are hired for after all 
  A couple of hours after the characters arrive, the 
  ship is ready to set sail.  Any characters with 
  backgrounds in sailing are asked to pitch in and 
  assist, all others are pointedly informed that they 
  are to stay out of the way. 
  PART 2.  THE GOOD SHIP HONEYDEW 
  The journey from Lakeport to Edgefield takes 
  roughly one week, depending on the weather.  At 
  the midpoint through the journey, the ship is 
  accosted by six Sahuagin sent by the Sea Hag 
  Nyrra to waylay the vessel.  In the dead of the 
  night they attempt to slip aboard the ship and kill 
  all the crew but two, leaving them to pilot the 
  vessel back home or onward to Edgefield.  Neither 
  they or Nyrra are aware that any able-bodied 
  adventurers will be aboard. 
  If any characters are helping to keep watch, have 
  them make opposed Perception Checks DC 13 to 
  determine if they hear the Sahuagin creeping 
  aboard.  If not, the sailors will need to make a 
  passive Perception check DC 13, to do the same.  If 
  the sailors or the characters fail the initial check, 
  one of the sailors on duty is killed before the 
  alarm is raised.  If the Sahuagin lose more than 
  half of their number, they attempt to flee back to 
  the safety of the open waters.  Any character 
  intending to do so will need to be adequately 
  ‘Good adventurer’s, I bid you greetings from my 
  lord Augustine Casby, Master of the Merchant 
  House of Casby.  Might you be available for hire?’ 
  
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  A Lake King’s Wrath  5 
  equipped for maneuvering and combat 
  underwater.  (see PHB Chapter 9 – Underwater 
  Combat) 
  After the combat concludes, they adventurers will 
  find that the Sahuagin carry few possessions, aside 
  from their weapons. Each Sahuagin will carry 
  1d10 gp each, though the largest of them will have 
  a large clam shell etched with vague instructions, 
  mainly attack vessels with the flag bearing the 
  crest of House Casby.  The missive is signed with 
  Nyrra’s sigil.  The characters can make a History 
  check DC 15, to determine who the sigil belongs 
  to, failing that, Captain Elle will be able to identify 
  it.  After doing so, Captain Elle insists that they 
  travel to the area rumored to be the lair of the Sea 
  Hag to confront her and bring her evil mischief to 
  an end. 
  PART 3.  THE SEA HAG’S FURY 
  Finding Nyrra’s lair is not an easy task.  The lone 
  isle that she inhabits is perpetually enshrouded in 
  mist and one of the key contributors to the name 
  Mist Lake.  Jagged rocks permeate the water 
  surrounding her island, eagerly piercing any 
  foolhardy vessels and sending them to a watery 
  end.  A boat the size of The Good Ship Honeydew 
  will have to dock farther out in the open ocean 
  and ferry the characters to and from the island in 
  a rowboat. 
  The island itself is not so large, only a mere two 
  miles across and one wide.  Nyrra makes her 
  home in a large sunken ship below the southern 
  end of the island.  Aside from taking a swim, the 
  only other way to get to her lair is through the 
  cave near the shore.  Water fills this cave ranging 
  from a foot deep in some areas to waist deep.  The 
  rocks are coated with slime and algae, making this 
  difficult terrain to traverse. 
  PATH TO NYRRA’S LAIR 
  1. Upper Chamber
   
  The cave slops downward, the water getting 
  deeper the farther the cave goes in.  By the 
  midpoint of the upper chamber the water reaches 
  four feet deep and falls two more feet for every 
  five feet farther in it goes.  This would be an 
  excellent time for the characters to utilize the 
  potions they were given on board The Good Ship 
  Honeydew, unless they have another way 
  surviving under water. 
  2. Lower Chamber
   
  This area has been claimed by four giant crabs.  
  Nyrra doesn’t mind their presence, as they make 
  for a sort of natural guard for any creatures 
  coming from land down into her lair.  Her 
  thoughts that anyone coming to visit her, without 
  an invitation, should come by way of the water, as 
  the gods have intended.  Also, if any land dweller 
  coming to see her can’t get past a few crabs, then 
  they are unworthy of being graced with an 
  audience from her. 
   
   
   
   
  ADJUSTING THE ENCOUNTER 
  Based on the average strength of the party, 
  adjust the encounter as below: 
  • 
  Very weak – remove two Sahuagin 
  • 
  Weak – remove one Sahuagin 
  • 
  Strong – add one Sahuagin 
  • 
  Very Strong – add two Sahuagin 
  
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  A Lake King’s Wrath  6 
  NYRRA’S LAIR 
  A. Main Deck
  The hull of this wreck has been at the bottom of 
  the lake for many years now and any markings 
  bearing the name of the vessel or distinctive 
  markings have been worn away by the years or 
  covered and corroded by the many barnacles that 
  clings to its sides. 
  While Nyrra feels rather secure in her control of 
  her lair, she still maintains several Sahuagin 
  guards, as well as their shark companions.  At any 
  time, there will be four Sahuagin and one 
  Hunter sharks patrolling this area. 
  B. Lookout Deck
  Several body fragments are scattered about the 
  lookout deck, all of them eaten away until only the 
  bone is left.  If the characters desire to search the 
  area, and its grisly milieu, they will find a few 
  rusted daggers and short swords, worthless now.   
  On a successful Perception check DC15, they will 
  be able to spot a faded, silt spotted bonnet on the 
  remains of a skull, which is actually a Cap of 
  Water Breathing (DMG pg. 157). 
  C. Lake Bed
  The area between the bow and stern of this 
  broken vessel is strewn boards and beams that 
  once made up this ship, along with many other 
  smaller ones.  Unless the adventurers are being 
  particularly stealthy or invisible, in some manner, 
  Nyrra will be able to spot them and will not be 
  caught unaware as they approach.  She will be 
  affecting an appearance of an older mermaid, but 
  not unattractive, in the hopes of luring the players 
  into one of her malevolent schemes. 
  D. Conference Area
  Nyrra meets potential clients and victims here to 
  give them potions or charms, tell fortunes or 
  interpret dreams.  Everything she does is foe her 
  ultimate good and she takes every advantage to 
  turn every meeting into a means of benefiting her 
  or causing general mischief.  Useless beads and 
  bobbles sit upon the shelves that line this area. 
  Crabs skitter around the floor and starfish cling to 
  the remainders of the windows or walls.  A large 
  black half of a clamshell sits upon the central table 
  in this area, worth 15gp to the right collector.  
  Awaiting the party at this table is one sea hag – 
  Nyrra. 
  Nyrra, in the form of a matronly mermaid, lurks 
  behind the table and greets the characters 
  warmly, though with caution as she has no idea 
  what they are about.  If the party makes any sort 
  of hostile action, she immediately targets the 
  strongest looking character with her Death Glare.  
  She calls for the aid of any surviving Sahuagin or 
  Hunter sharks in the area, which will arrive in 1-2 
  rounds.  If brought to less than half her hit points, 
  she will attempt to flee.  This should be 
  accomplished by all means necessary. 
  If the characters interact with her in any other 
  manner, they will need to make Persuasion or 
  Intimidation checks, depending on what they seek 
  to accomplish.  If the party offers Nyrra sufficient 
  compensation to end her assault on the House of 
  Casby, no less then 250gp and a few drops of 
  blood from each character (or something 
  equivalently personal and vile), she agrees.  After 
  the adventurers have gone she will send a 
  message to King Kelpflower that they forced her 
  to discontinue his quest for vengeance and 
  recommend that he turn his sights on the 
  adventures and continue the harassment of the 
  merchants in a few months. 
  Nyrra is cruel and wicked, as all hags are, and will 
  seek any opportunity make a ‘bargain’ with the 
  characters, individually or as a group, to make 
  charms, advise on relationships, seek further 
  ADJUSTING THE ENCOUNTER 
  Based on the average strength of the party, 
  adjust the encounter as below: 
  •
  Very weak – remove two Sahuagin
  •
  Weak – remove one Sahuagin
  •
  Strong – add one Sahuagin
  •
  Very Strong – add two Sahuagin
  
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  A Lake King’s Wrath  7 
  treasure or the like.  She will always look for a way 
  to backstab them or create mischief. 
  E. Nyrra’s Lounge
  This area serves as the Sea Hag’s living quarters.  
  Husks of all manner of sea life are scattered about 
  the floor.  Tossed in among the detritus are objects 
  of menial value that she no longer cares for.  
  Careful siting, and about 15 minutes of time, will 
  yield a copper bracelet, arm included, worth 5gp; 
  a small cherrywood box with a black sea anemone 
  in it worth 20gp and an ivory flute, coated in sea 
  slime, worth 25 gp. 
  F. Nyrra’s Chambers
  The beds strewn across this area have long gone 
  to pulpy rot and float cloyingly about this 
  chamber.  Nyrra thinks this gives an air of nobility 
  and mystery to her private quarters and uses it to 
  entertain special guests.  Her current dalliance is a 
  Merrow named Sebastian.  He is currently 
  lounging with his retinue of two other Merrow.  
  He knows that she allows no one to enter her 
  private chambers and immediately attacks anyone 
  entering without her.  Since there is no way she 
  would escort anyone to this area, he will always 
  attack as soon as a character enters.   
  CONCLUSION 
  If the characters are successful in killing Nyrra, the 
  raids on the merchant ships will come to an end 
  and House Casby will be eternally grateful to all 
  the party members.  They will be able to enjoy 
  passage between Lakeport and Edgefield free of 
  charge for as long as they live.  Aside from the 
  reward, this is all the Merchant House is able to 
  offer them. 
  However, the vengeance of King Kelpflower will 
  not be sated unless the characters are able to relay 
  to House Casby who was behind the raids all along 
  and then hope a peaceful resolution is bartered 
  between the two.  If this is not or cannot be done, 
  all members of the party will earn the enmity of 
  the Lake King and be targets for his wrath on any 
  future adventures the group may have on or 
  around the area of Mist Lake. 
  In addition, word of Nyrra’s demise will spread 
  and the other hags in her coven will seek their 
  own vengeance on those that dare slay their sister. 
  If Nyrra is able to escape, she will plot her own 
  vengeance upon the group… 
  REWARDS 
  Experience
  Total up all combat experience earned for 
  defeated foes and divide by the number of 
  characters present in the combat.  For non-combat 
  experience, the rewards are listed per character.  
  Give all characters in the party non-combat 
  experience unless otherwise noted. 
  COMBAT AWARDS 
  Name of Foe 
  XP per Foe 
  Sahuagin 
  100 
  Hunter shark 
  450 
  Giant Crab 
  25 
  Nyrra (Sea Hag) 
  450 
  Merrow  
  450 
  NON-COMBAT AWARDS 
  Capt. Elle Survives Ambush 
  100 
  Discovering Nyrra’s Employer 
  250 
  Reporting King Kelpflower 
  150 
  Bartering peace treaty 
  250
  ADJUSTING THE ENCOUNTER 
  Based on the average strength of the party, 
  adjust the encounter as below: 
  •
  Very weak – remove two Merrow
  •
  Weak – remove one Merrow
  •
  Very Strong – add one Merrow
  
  Not for resale.  Permission granted to print or photocopy this document for personal use only. 
  A Lake King’s Wrath  8 
  APPENDIX:  MONSTERS/NPC 
  STATISTICS 
  GIANT CRAB 
  Medium beast, unaligned 
  Armor Class:  15 (natural armor) 
  Hit Points:  13 (3d8)) 
  Speed:   30 ft., Swim 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  13 (+1) 
  15 (+2) 
  11 (+0) 
  1 (-5) 
  9 (-1) 
  3 (-4) 
  Skills:  Stealth +4 
  Sense:  Blindsight 30ft., Perception 9 
  Challenge:  1/8 (25xp) 
  Amphibious.  The crab can breathe air and water. 
  ACTIONS
  Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., 
  one target. Hit: (1d6 + 1) bludgeoning damage.   
  The target is grappled (Escape DC 11).  The crab 
  has two claws, each of which can grapple only one 
  target. 
  HUNTER SHARK 
  Large beast, unaligned 
  Armor Class:  12 (natural armor) 
  Hit Points:  45 (4d8+4) 
  Speed:   Swim 40 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  18 (+4) 
  13 (+1) 
  15 (+2) 
  1 (-5) 
  10 (+0) 
  4 (-3) 
  Skills:  Perception +2 
  Sense:  Darkvision 30ft.., Perception 12 
  Challenge:  2(450xp) 
  Blood Frenzy.  The shark has advantage on melee 
  attack rolls against any creature that doesn’t have 
  all of its hit points. 
  Water breathing. The shark can breathe only
  underwater. 
  ACTIONS
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: (2d8 + 4) piercing damage.  
  MERROW 
  Large monstrosity, chaotic evil 
  Armor Class:  13 (natural armor) 
  Hit Points:  60 (6d10+12) 
  Speed:   10ft., swim 40 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  18 (+4) 
  10(+0) 
  15 (+2) 
  8 (-1) 
  10 (+0) 
  9 (-1) 
  Sense:  Darkvision 60ft., Perception 10 
  Languages:  Abyssal, Aquan 
  Challenge:  2(450xp) 
  Amphibious.  The merrow can breathe air and 
  water. 
  ACTIONS
  Multiattack. The merrow makes two attacks: one 
  with its bite and one with its claws or harpoon.  
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: (1d8 + 4) piercing damage.  
  Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: (2d4 + 4) slashing damage.  
  Harpoon. Melee Weapon Attack: +6 to hit, reach 5 
  ft., one target. Hit: (2d6 + 4) piercing damage.  
  Harpoon. Ranged Weapon Attack: +6 to hit, reach 
  20/60 ft., one target. Hit: (2d6 + 4) piercing 
  damage.  
  
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  A Lake King’s Wrath  9 
  SAHUAGIN 
  Medium humanoid (sahuagin), lawful evil 
  Armor Class:  12 (natural armor) 
  Hit Points:  22 (4d6+4) 
  Speed:   30ft., swim 40 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  13 (+1) 
  11 (+0) 
  12 (+1) 
  12 (+1) 
  13 (+1) 
  9 (-1) 
  Skills:  Perception +5 
  Sense:  Darkvision 120ft., Perception 15 
  Languages:  Sahuagin 
  Challenge:  ½(100xp) 
  Blood Frenzy.  The sahuagin has advantage on 
  melee attack rolls against any creature that 
  doesn’t have all of its hit points. 
  Limited Amphibiousness.  The sahuagin can 
  breathe air and water, but it needs to be 
  submerged at least once every 4 hours to avoid 
  suffocating. 
  Shark Telepathy. The sahuagin can magically 
  command any shark within 120 feet of it, using a 
  limited telepathy.  
  ACTIONS
  Multiattack. The sahuagin makes two melee 
  attacks: one with its bite and one with its claws or 
  spear.  
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., 
  one target. Hit: 3 (1d4 + 1) piercing damage.  
  Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., 
  one target. Hit: 3 (1d4 + 1) slashing damage.  
  SEA HAG 
  Medium fey, chaotic evil 
  Armor Class:  14 (natural armor) 
  Hit Points:  65 (7d8) +21 
  Speed:   30ft., swim 40 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  16 (+3) 
  13 (+1) 
  16 (+3) 
  12 (+1) 
  12 (+1) 
  13 (+1) 
  Sense:  Darkvision 60ft., Perception 11 
  Languages:  Aquan, Common, Giant 
  Challenge:  2(450xp) 
  Amphibious.  The hag can breathe air and water. 
  Horrific Appearance. Any humanoid that starts
  its turn within 30 feet of the hag and can see the 
  hag's true form must make a DC 11 Wisdom 
  saving throw. On a failed save, the creature is 
  frightened for 1 minute. A creature can repeat the 
  saving throw at the end of each of its turns, with 
  disadvantage if the hag is within line of sight, 
  ending the effect on itself on a success. If a 
  creature's saving throw is successful or the effect 
  ends for it, the creature is immune to the hag's 
  Horrific Appearance for the next 24 hours. 
  Unless the target is surprised, or the revelation of 
  the hag's true form is sudden, the target can avert 
  its eyes and avoid making the initial saving throw. 
  Until the start of its next turn, a creature that 
  averts its eyes has disadvantage on attack rolls 
  against the hag. 
  ACTIONS
  Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: (2d6 + 3) slashing damage.  
  Death Glare. The hag targets one frightened 
  creature she can see within 30 ft. of her. If the 
  target can see the hag, it must succeed on a DC 11 
  Wisdom saving throw against this magic or drop 
  to 0 hit points.  
  Illusory Appearance. The hag covers herself and 
  anything she is wearing or carrying with a magical 
  illusion that makes her look like an ugly creature 
  of her general size and humanoid shape. The effect 
  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 no claws, but someone touching 
  her hand might feel the claws. Otherwise, a 
  creature must take an action to visually inspect 
  the illusion and succeed on a DC 16 Intelligence 
  (Investigation) check to discern that the hag is 
  disguised.
  
  Not for resale.  Permission granted to print or photocopy this document for personal use only. 
   
   
  A Lake King’s Wrath  10 
   
  
  Not for resale.  Permission granted to print or photocopy this document for personal use only. 
  A Lake King’s Wrath  11 
  Path to Nyrra’s Lair 
  
  Not for resale.  Permission granted to print or photocopy this document for personal use only. 
  A Lake King’s Wrath  12 
  Nyrra’s Lair 
  
  Not for resale.  Permission granted to print or photocopy this document for personal use only. 
  A Lake King’s Wrath  13 
  CREDITS
  Cartography Stock Art © Derek Ruiz / Elven Tower Cartography 
  Sailing Ship artwork by Manual Peter, Germany (https://www.deviantart.com/frequenzlos/art/sailing-ship-
  516580690) 
  THANKS
  Special thanks to my avid play testers: 
  Vanessa Tristant 
  Noah Tristant 
  Lilly Tristant 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/DMsGuild/Non-Publisher Titles/The Lake Kings Wrath.pdf