TEXT: 1
  
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  Unbridled might be the worst adventure 
  anthology of all time. We certainly hope so, or 
  what did we put in all this lack of effort for?  This 
  book is in extremely bad taste and there were too 
  many content warnings to comprehensively list. 
  You won’t find any sexual assault, but otherwise 
  the worst of all human/hag/unicorn life is here. 
  Sorry.
  
  3
  If you have any complaints about this 
  book, you are kindly advised to mail 
  them up your backside, because no-one 
  is coming back to this, we’re moving on 
  from this tragedy.
  Producer: Oliver Clegg
  Editors: Catherine Evans, Liz Gist, TK Johnson
  Writers: Catherine Evans, Alicia Furness, Jessica 
  Marcrum, Liz Gist, Joshua Barbeau, 
  Jonny Robertson, Kai Linder, Alison Huang, 
  Jacky Leung, Em Miller, A. Kelly Lane, Kat Kruger, 
  R. Morgan Slade, Richard Malena-Webber, Zeke 
  Gonzalez, Kayla Bayens, Matthew Whitby, 
  Brittney Hay, Oliver Clegg
  Cover Illustrator: Lluis Abadias
  Interior Illustrators: Kevin Miller, 
  David Markiwsky, Lluis Abadias, Xan Larson, 
  Liz Gist, Ignacio Santander-Alfonso
  Graphics, fonts and various assets licensed through 
  creative commons, Adobe Stock Services, Unity, 
  Artstation, Creative Market and others, individual 
  licenses available on request.
  Disclaimer: The Dungeon Master’s Guild  
  cannot be held liable for any trauma you might 
  suffer as a result of reading this book, nor any 
  horrors perpetuated on characters you possess 
  (now or in the future) related to hags, unicorns 
  and hags riding unicorns.  
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dun-
  geon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks 
  of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the 
  Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use 
  of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast. ©2018 
  Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 
  Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK
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  PAGE TITLE
  AUTHOR
  HAGSPLANATION
  5
  PROJECT H.A.G
  Oliver Clegg
  Robot Hag. Explosives. Gnome in a cage. 
  8
  THE FREAKIEST OF FRIDAYS
  Matthew Whitby
  Switcheroo. Magic wands. Hilarity ensues. 
  12
  FELINE FERVOR
  Jessica Marcrum
  Cats. Hagbaxi. Be nice to cats. Pet cats. Yes.
  16
  SUCH DEVOTED SISTERS
  Catherine Evans
  Taxidermy unicorn thirst trap. Feuding sisters.
  19
  PAVE PARADISE
  Zeke Gonzalez
  Prehistoric hag shenanigans. Centipeople.
  24
  PINK AND PURPLE
  Kai Linder
  Kitchen lazer cooking battle in the astral plane. 
  28
  WHAT DREAMS ARE MADE OF
  Liz Gist
  Sentient princess teratoma. Rapunzel gone 
  WRONG.
  31
  SECRETS IN THE GARDEN
  Alicia Furness
  Hidden hag cult. Rescue? Maybe. Who knows.
  35
  CRACKED
  Brittney Hay
  Wild magic. Adorable plants. Bad hunters. 
  38
  SUGAR, SPICE AND UNICORNS
  Jacky Leung
  Gingerbread unicorns of the apocalypse. 
  42
  COVEN OF THE DIVINE HORN
  R. Morgan Slade
  Get Happy Quick scheme. Lots of Hag gurus.
  47
  THE MAGNIFICENT REVENGE 
  OF AGNES WORMWIGGLE
  Jonny Robertson
  Build a frankenunicorn from parts. Dead fish. 
  52
  THE FOREST OF CLAWS AND 
  TEETH
  Kat Kruger
  Forest. Claws. Teeth. You get the picture. 
  57
  UNDER THE HORN
  Richard Malena-
  Webber
  Evil hag on trial. Unicorn lawyers. Courtroom 
  drama.
  60
  WITCHICORNCOP MYSTERIES 
  INC.
  Joshua Barbeau
  Hag solving mysteries like Nancy Drew but ugly.
  66
  FEYMARELY TIES
  Alison Huang
  Ruin a party. Find a missing child. Make sacrifices.
  70
  JAILBREAK AT MIDNIGHT
  Kayla Bayens
  Dreamscape wandering. Evil hag wants out. Keys.
  75
  ANARCHO-UNICORNISM
  Em Miller
  Virginal hags. Lots of wine. Succession 
  shenanigans.
  78
  SEA SAID SHE SAID
  A. Kelly Lane
  Underwater angst. Wheels. Stormy storm stuff. 
  82
  HAGPENDIX A: MONSTERS & NPCS
  Hags, Unicorns and Hags-Unicorn-Adjacent 
  creatures. 
  108
  APPENDIX B: HAG ITEMS AND WEIRD MAGIC 
  STUFF
  A collection of hag weird magic found in these 
  adventures and some others just for the lolz.
  120
  APPENDIX C: UNICORN RACE
  Be a Unicorn. Live as a Unicorn. Weep in Unicorn. 
  CONTENTS
  We got hags and unicorns and all kinds of whatever. 
  You want robot hags? We got em. Mutant unicorns? Fork yes. 
  Pink shit? Why the hell not, lets get all gay up in here. 
  
  5
  This hag is not optimized for characters of any particular 
  level. Heck, it isn’t optimized at all. It will probably just 
  disintegrate everyone you love or explode them into 
  rainbows. 
  ADVENTURE BACKGROUND
  A gnome inventor called Crankenstein with perfectly 
  good intentions but poor execution decided to build the 
  perfect community hub: an automaton which could heal, 
  provide advice, perform rituals and any other service his village 
  might need. He called it the Hypertechnical Automated 
  Golem, or Project H.A.G  Alas, the overeager gnome 
  forgot to program the robot with ethics, morality, 
  empathy or any of the other social skills it might need 
  to perform as desired. So, when he had finished, it 
  promptly locked him in a cage and took over his house, 
  dispensing cures and curses to the neighbourhood 
  with dire whimsy. 
  HOOK
  The characters receive an S.O.S message from Dr. Crankenstein, sent via an animal messenger 
  spell the gnome has spent weeks constructing in his tiny cage. It takes the form of a mechanised 
  rat, which circles squeaking “HELP, HELP, FOLLOW” until it is heeded, whence it races back to 
  the gnome’s hut. If it is not heeded, it circles back a little while later screaming “YOU ARE THE 
  WORST PEOPLE ALIVE.” It does not depart again.
  THE INVENTOR’S WORKSHOP
  Project H.A.G is invested in the local community. The workshop hut can be placed 
  anywhere convenient to you, in a city or a rural backdrop, and that is easily 
  accessible by foot. The residence is accessible via a front door, outside which 
  hangs a sign reading “Re-adjustments, Corrections and Insertable Remedies 
  Available - Enquire Within”.
  Outside, a little queue of unhappy commoners are waiting for refunds.
  Isidora, who asked for a way to clean her house faster, has become the 
  proud owner of a homicidal roomba, from which she is currently on the run.
  
  6
  Giselle, who bargained for a more convenient way to dye her 
  hair, was the victim of a simple translation error and all her 
  hair fell out. 
  Flavius wanted a dog that would win at pet shows, which it 
  proceeded to do by assassinating all the competition. 
  Despite their outrage at their treatment, none of these 
  individuals wants to be the first to step inside the hut . 
  BLEEP BLOOP - I AM A HAGBOT
  The H.A.G workshop is where PROJECT H.A.G plies her 
  craft. It used to belong to Dr. Crankenstein, but H.A.G has 
  made some adjustments. 
  This open plan hut is a riot of colour, whirring gears 
  and spurious mechanized phalanges. Gadgets whirl and 
  gewgaws spin, dazzling the senses and invoking mild nausea. 
  Popping up from behind a table of mechanized frogs, an 
  android in a witch’s hat greets you with a shrill “HOW MAY 
  I HELP?” 
  H.A.G is always happy to help, but there is a 50% chance in 
  any scenario that it will do so by committing murder. H.A.G 
  calculates this on a case-by-case basis. 
  Features of the Workshop
  The workshop is filled with oddities piled on top of each 
  other, the purposes of which are unclear until they have been 
  inspected. Each time a creature investigates an item, touches 
  something, or otherwise interacts with anything in the 
  workshop, it falls into one of the following categories.
  Toys: PROJECT H.A.G provides only the best in 
  extendables and insertables for all purposes. 
  Whatever you need a doodad for, H.A.G can 
  provide. It may or may not explode, of course. 
  H.A.G can provide any item in the Equipment list of 
  the Player’s Handbook, which functions in a bizarre and 
  entirely overcomplicated way. (ie. a boomerang powered 
  by tiny rockets that almost always send it entirely awry)
  Traps: Some items in the workshop are not safe 
  for consumption, amounting to little more than 
  temperamental explosives. Picking up any object comes 
  with a 50% chance that the object will explode, triggering 
  a roll on the Wild Magic Surge table (PHB, Classes) and 
  scorching the holder for 2 (1d4) fire damage.
  Gnome in a Box: H.A.G has trapped poor old Dr 
  Crankenstein in a metal cage in his own house. The 
  gnome uses the statistics for a mage with the following 
  considerations:
  • 
  The cage prevents him from using spells of any kind
  • 
  He only has one spell prepared: expeditious retreat
  Dr Crankenstein yells for help whenever anyone 
  enters, and begs to be released. PROJECT H.A.G 
  ignores him most of the time, aside from offering the 
  occasional shocking grasp to keep him quiet with a cry of 
  “NEGATIVE”. If he is released, Crankenstein sets about 
  trying to dismantle H.A.G, who responds by attempting to 
  disintegrate him in turn.
  H.A.G is eager to make deals and bargains, and overly 
  enthusiastic when it comes to throwing random devices at 
  people. See the table below for a list of example phrases 
  for it to scream at people whilst it throws them slightly 
  dangerous machines. H.A.G always throws the devices at 
  people with a tinny scream rather than handing them over.
  Battle Mode. If anyone tries to free the gnome, H.A.G 
  reacts with force. If push comes to shove, H.A.G devolves 
  
  7
  into their Unicorn-Mode-Mega-Form and rampages until 
  defeated. 
  The eyes of the automaton turn an ugly red, and alarms 
  begin to flash all over the workshop. INTRUDER ALERT, 
  the creature shrieks in robotic tones, UNAUTHORIZED 
  ITEM IN THE BAGGING AREA. It begins to whirr and 
  spin, gears mutating and folding into a weaponized form 
  replate with a bevy of mini-cannons, lazers, and other 
  mechanical death-dealers
  WEIRD MAGIC
  PROJECT H.A.G has access to a plethora of premium grade 
  junk to give to anyone who passes by. They do so with 
  gusto. You can use the table below to decide what comes 
  to hand for PROJECT H.A.G at any one moment, or 
  make your own. 
  d10
  Line
  Item Thrown
  1
  OVERHEATED FAN
  A small hand fan which 
  detonates in a fireball 
  when it is used, centered 
  on the fan-waver-person
  2
  GENERATING 
  COOKIES
  A box which you can 
  open to reveal a single 
  cookie.
  3
  SPAM
  It’s a can of spam. It does 
  not make for pleasant 
  eating.
  4
  YOU GOT MAIL
  +1 chainmail cursed so 
  that the wearer can never 
  take it off
  5
  VIRUS DETECTED
  A cake that if eaten casts 
  a Contagion spell [DC15] 
  on the eater
  6
  MIXING SOLUTION 
  TO FORMULA
  A cup of tea that is 
  treated as if it were a vial 
  of alchemist’s fire
  7
  ACCESSING 
  ETHERNET
  A potion of etherealness
  8
  REBOOTING
  An old boot containing a 
  poisonous snake
  9
  INSTALLING 
  MOUSE
  A cranium rat concealed 
  in a large fruit
  10
  UPLOADING TO 
  INTERNET
  A net which casts levitate 
  [DC10] on anyone 
  restrained by it
  CONCLUDING THE ADVENTURE
  The adventurers can buy, sell or interact with PROJECT 
  H.A.G however they like. H.A.G wants the gnome in the 
  box, and the gnome wants out. How and if the adventurers 
  choose to solve this dilemma is up to them. The sheer 
  amount of potential explosives in the room may cause some 
  chaos, and depending on how rude they are to H.A.G it 
  may or may not decide to disintegrate them. This story isn’t 
  winning any Nobel Prizes for innovation or anything, but 
  we’ll all just have to live with that. 
  
  8
  A hag in the body of a unicorn, and a unicorn in the body of 
  a hag. What could possibly go wrong?
  This dungeon is optimized for four 5th-level characters.
  ADVENTURE BACKGROUND
  Peilin Randlesprout is the worst. He’s the sort to believe that 
  just because he can use magic, he has a right, nay a destiny, 
  to show people the error of their ways. In truth, there are 
  no errors to be shown or any possible lesson to learn from 
  Peilin’s magic.
  His most recent abuse of magic has Peilin find two beings 
  that he believes are complete opposites, and using his Life-
  Enricher to have them swap bodies. He’s swapped dragons 
  and kobolds, goblins and giants, cats and dogs, all with 
  mostly gruesome results. He’s so convinced he’s offering 
  them an enlightening experience that he’ll swap their bodies 
  back once they proclaim to have seen the error of their ways. 
  No-one has done that yet.
  Recently, his path crossed with Aunt Pat, a hag, and Doriel, 
  a unicorn. Somehow, Peilin convinced himself that this 
  would be his chance to enrich their lives with a sudden and 
  chaotic change of perspective. Peilin truly is the worst.
  Aunt Pat and Doriel awoke the next day only to discover 
  they were no longer in their bodies. Unaware of the other, 
  they both came to the same conclusion: that trying to blend 
  in would be best, until they can discover what in the realms 
  happened to them. This is where the adventure begins… 
  HOOK
  This adventure is set around the small village of Colent, 
  tucked into the middle of a forest. It offers two different 
  starts, one where the characters encounter Doriel 
  attempting to be a hag, and the other with Aunt 
  Pat trying to deliver messages as a unicorn. 
  You’ve Got Mail
  Unicorns are frequently used as messengers of gods. Doriel 
  was known to be one of the quickest and most reliable 
  couriers of all. Aunt Pat is having serious issues adjusting. 
  She’s yet to fully grasp that being a courier means handing 
  out messages freely, without the need for a bargain or 
  trading of body parts. She’s leaving a path of confusion 
  across the village, with most locals baffled by how Doriel is 
  acting.
  Toil and Trouble
  Aunt Pat is part of a coven, joined by her two daughters; 
  Abatha and Nat. Doriel awoke in Aunt Pat’s body on the day 
  of a life extending ritual that the coven had been preparing 
  for weeks. This placed him in something of a predicament. 
  Thinking fast on his hooves, which were now toes, Doriel 
  explained how a core ingredient was required for the ritual. 
  One that Aunt Pat must venture out and gather alone. 
  Now there are sightings of a hag roaming the 
  forests outside the village, muttering to 
  herself as she carries out a bizarre search. 
  
  9
  The Freakiest of Fridays
  This adventure is split into two sections. In the first, the 
  party finds Doriel and Aunt Pat trying to blend in with 
  their new bodies. Choose either Stand and Deliver or the 
  One Hag Short of a Coven, either functions as the opening 
  encounter that will lead to the other. The second section 
  brings everything together for the confrontation with Peilin 
  Randlesprout. 
  PART 1: BODY SWAP
  The first part introduces the adventuring party to Doriel 
  and Aunt Pat as they attempt to pass as one another. They 
  are inadvertently causing chaos, but each can provide some 
  information about who might have caused their problem.
  STAND AND DELIVER
  Tucked away off the eastern side of the road is a modest 
  house, where an altercation appears to be unfolding. A pair 
  of men stand outside , one holding back the other, who 
  makes fierce pointing gestures to the unicorn that stands in 
  the road.
  Tucked away off the eastern side of the road is a modest 
  house, where an altercation appears to be unfolding. A 
  pair of men stand outside , one holding back the other, who 
  makes fierce pointing gestures to the unicorn that stands in 
  the road.
  Features of the Area
  Cobbled Road: The 15 feet wide road twists and turns off 
  into the distance, finely worn cobbles begin to emerge the 
  closer the road gets to the village. Intermittent stretches of 
  wooden fencing, each about 20 feet long, line the road. 
  Building: The house is two stories high with a pitched, 
  thatched roof. It consists of three cramped rooms; a kitchen, 
  a front room, and a bedroom upstairs, each with low-
  hanging support beams.The soft scent of baking pastries 
  drifts from behind the open doorway.
  Surrounding Forest: Behind the hamlet and cobbled road is 
  a vast forest. Wildlife like deer, boars, giant badgers, and elk, 
  can be spotted roaming freely as they graze. 
  Creatures: Krandal and Morten Hampsin (lawful neutral 
  male human commoners, MM) have been waiting for 
  a shipment of cooking supplies for Morten’s patisserie 
  business. Instead of the fruit they were expecting, Aunt Pat, 
  unicorn form (see Appendix A) has provided a collection of 
  5 (1d10) evil living fruit (use awakened shrubs, MM). 
  Aunt Pat fails to see the problem, which is why the three 
  began to argue. Morten is furious, whereas Krandal is 
  attempting to mediate the situation. A successful DC 13 
  Wisdom (Insight) check reveals that the unicorn isn’t quite 
  what it seems. 
  What Krandal and Morten Know: They have regularly 
  dealt with Doriel as a courier, and, they both are incredibly 
  concerned by this uncharacteristic behaviour. Krandal even 
  hints that it might not be Doriel who stands in front of them. 
  What Aunt Pat Knows: A successful DC 10 Charisma 
  (Persuasion) or DC 17 Charisma (Intimidation) check  is 
  enough for Aunt Pat to reveal that she is in fact a hag in a 
  unicorn’s body. If asked where her body is, Aunt Pat says 
  that today was supposed to be the day of a ritual with her 
  coven. Aunt Pat begins to curse out Abatha and Nat for not 
  solving things sooner. 
  The last strange thing Aunt Pat remembers, other than her 
  warts shifting, is cursing out a bizarrely dressed halfling that 
  dwelled too close to her hut. The halfling was clutching 
  some forked wand, before fleeing back towards the nearby 
  stone monolith circle. 
  
  10
  ONE HAG SHORT OF A COVEN
  The lush forest trees climb high into the sky, beams of 
  sunlight peeking through the leaves to set a tranquil scene. 
  Or, well, it would be tranquil if not for the frantic pacing 
  of a frumpy black-robed figure as they carve through the 
  knee-high shrubbery.
  Features of the Area
  Surrounding Forest: This deep into the forest, the 
  surrounding trees are enormous, each over 100 feet high 
  with trunks that are 20 feet wide. They block out the 
  sunlight, meaning that even during the day the forest floor is 
  only cast in dim light.
  Thorny Shrubbery: The entire forest floor is covered in 
  knee high thorny shrubbery, which is difficult terrain. Treat 
  the shrubbery as an object with AC 11, 15 hit points, and 
  immunity to bludgeoning and piercing damage. When a 
  creature comes into direct contact with thorny shrubbery for 
  the first time on a turn, the creature must succeed on a DC 
  10 Dexterity saving throw or take 2 (1d4) piercing damage. 
  If the creature fails the check by more than 5, the creature is 
  also knocked prone.
  Creature: Doriel, hag form (see Appendix A) is wildly 
  searching in the thorny shrubs, muttering as he catches 
  himself on the barbs. He stands roughly 100 feet from 
  the road, with all the thorny shrubbery between him and 
  the party. Upon discovering the adventuring party, he 
  immediately confesses everything and begs them for help 
  getting back into his body. 
  What Doriel Knows: Doriel is a unicorn, but woke up in 
  the body of a hag. The rest of the hag coven were preparing 
  for a ritual, but Doriel excused himself by saying he needed 
  to get another ingredient. This bought him time to try and 
  think up a solution to his problem, but so far he has been 
  unsuccessful. If asked about where his body might be, Doriel 
  recalls that today he had to deliver some fresh fruit to the 
  Hampins in their home on the outskirts of town. 
  The only odd thing Doriel can remember before his body 
  changed, was a halfling atop a cliff who pointed at Doriel as 
  he flew by. He can guide the adventurers to the cliff, as it is a 
  local landmark with a circle of stone monoliths. 
  PT 2: SETTING THINGS STRAIGHT
  Both Doriel and Aunt Pat mentioned the circle of stone 
  monoliths, that must be more than a coincidence, right? 
  It is time to set things straight and find out who could 
  possibly think swapping the bodies of a unicorn and a 
  hag was a wise idea. 
  A Meeting with Peilin Randlesprout 
  When the characters arrive at the clearing, read or 
  paraphrase the following:
  The sloped forest path gives way to a clearing where the 
  mud underfoot turns to stone, where uneven monoliths 
  create a circle that draws your eyes to the centre. A wooden 
  table and three chairs have been set out, and a halfling 
  sized figure stands atop the table trying to make their cloak 
  billow in the non-existent wind. 
  Features of the Area
  Cliffside: This area of the forest sits atop a small cliff, with 
  gently sloped paths leading up to it. At the very top the 
  surface is replaced with uneven rock, and the northern side 
  is a sheer cliffside with a 35 feet drop.
  Monolith Circle: Each stone monolith is five feet in 
  diameter, and ten feet high. They are evenly spaced 15 feet 
  apart in a circular formation. Their surface is unnaturally 
  slick, so any attempt to climb the monoliths is made at 
  disadvantage. 
  Creatures: Peilin Randlesprout (chaotic neutral male 
  halfling enchanter, VGtM) stands on the table equipped 
  with the Life-Enricher. He is flanked by two giant elk 
  (MM)  that he has charmed into following his bidding. The 
  number of giant elk should be adjusted according to the 
  party’s strength; 1 elk per 2 characters rounded down  is 
  recommended. 
  Peiling breaks into an obviously prepared speech about how 
  he gifted a new perspective to a unicorn and a hag. He stops 
  if he notices the adventuring party because he was only 
  expecting Doriel and Aunt Pat. Peilin is a coward at heart 
  but overestimates his power: he attacks unexpectedly with a 
  fireball then immediately flees. When pursued, he attempts 
  to get the heroes on his side through the use of charm person 
  or suggestion. Peilin uses the giant elk to stop the punchier 
  looking heroes from getting close to him. If he is reduced to 
  fewer than half his hit points, Peilin surrenders and grovels 
  endlessly. 
  Development: Both Doriel and Aunt Pat are quick to 
  demand that Peilin change them back, which he flatly 
  refuses until the pair admit their lives have been enriched, 
  and thank him for the experience. Nothing else will convince 
  Peilin to change them back. Characters can either persuade 
  Doriel and Aunt Pat to go through the motions of Peilin’s 
  request, or take the Life-Enricher from him by force.
  CONCLUDING THE ADVENTURE
  Through the use of the Life-Enricher, Aunt Pat and Doriel 
  can be returned to their own bodies. Before going their 
  separate ways, the pair comment on the irony that Peilin 
  managed to get them to see eye to eye only by making 
  himself a common enemy. Alternatively, Aunt Pat might try 
  and steal some of Doriel’s hair, or express desire to borrow 
  some unicorn blood, whatever floats your boat.
  
  11
  LLUIS ABADIAS
  The cover art for this book is the work of Lluis Abadias. 
  Lluis (you-is) is a freelance concept artist responsible for the 
  Retrovese aesthetic amongst other carefully crafted sins 
  including PROJECT H.A.G and the Primal Hag. If you want 
  an anthropomorphic hero, rampant kaiju or saucy mechs 
  then this is the guy.  
  You can find him on twitter @LluisAbadias
  
  12
  A misguided hagbaxi riding a caticorn has gone from 
  rescuing cats to stealing them from caring homes. Journey 
  to her large farm in the mountains where lost cats roam and 
  convince her there is good left in humanity. 
  This dungeon is suitable for 4-6 8th to 10th level characters 
  and is optimized for 5 characters with an average party level 
  (APL) of 8. 
  ADVENTURE BACKGROUND
  Once known as a friend to all animals in need, centuries 
  of witnessing humanity’s cruelty has rendered Grizmelda 
  Tattershanks bitter. Her former life as a druid long forgotten, 
  her name is whispered as a warning from tabaxi parents to 
  their children who slack on caring for the family’s pets. No 
  longer restricting herself to rescuing animals from abusive 
  or neglectful homes, Grizmelda steals any pet that suits her, 
  whisking them away on her faithful caticorn Sparkletufts to 
  her farm high in the mountains. While cats are her pet of 
  choice, she takes any small beast she perceives needing her 
  help, and has acquired quite a collection of rabbits, small 
  dogs, and guinea pigs.
  HOOK
  Jenny, a halfling girl, asks for help recovering her lost cat, 
  Jellybeans. She offers her whole allowance, 5 cp plus dinner 
  with her family for Jellybeans’ return. 
  Western Cay, an island known for its feral cat colonies, 
  suddenly finds itself with no  cats, and three dead 
  townsfolk, apparently killed by a wild animal. 
  Governor Demeter Jones requires an investigation 
  and is willing to pay 75 gp per person for results. 
  Famed tabaxi skeptic Professor Admetus offers an 
  exorbitant sum if anyone can prove beyond a doubt the 
  legendary hagbaxi Grizmelda Tattershanks exists. He offers 
  500 gp plus his treasured figurine of wondrous power (golden 
  lions) as a reward. 
  
  13
  FELINE FERVOR
  Legend has it that Grizmelda Tattershanks makes her home 
  high in the Mountains of the Moon. Anyone risking the 
  climb must have the strength of a tiger and the reflexes of a 
  kitten, or at least a decent set of climbing gear and a healthy 
  dose of optimism. 
  PART 1: LANDING ON YOUR FEET
  The forest surrounding the Mountains of the Moon is 
  steeped in magic and mystery. Tall, winding trees with sturdy 
  branches seem to have glowing eyes peering out through 
  the dark forest canopy. In the daytime, small animals frolic 
  in sunbeams, romping through tall plants with jagged green 
  leaves and small purple blossoms that smell faintly of mint. 
  Up, Up, Up
  The forest gives way to a sharp, steep incline. Overhead, 
  snow weighs down evergreen branches. Plants on the 
  ground are sparse and interspersed with jagged rocks. 
  The hike up the Mountains of the Moon is approximately 15 
  miles. Equipped with proper hiking and climbing gear, the 
  ascent takes ten hours, assuming there are no delays such 
  as falls or rests. Without proper equipment, the trip takes 
  fifteen hours, assuming no delays.  
  Features of the Area
  Atmosphere: Halfway up the mountain, the air is cold and 
  difficult to breathe. When they reach the halfway point, 
  characters must succeed on a DC 15 Constitution saving 
  throw or take one level of exhaustion. They must repeat the 
  saving throw every two hours they spend on the upper half 
  of the mountain, and the difficulty increases by 2 each time. 
  Plants: The grasses in the valley and sparsely on the 
  mountain can be identified as catnip by succeeding on a 
  DC 15 Intelligence (Nature) or Wisdom (Survival) check. 
  Tabaxi and anyone with a feline familiar make this check with 
  advantage. Catnip brewed into tea becomes catnip tea (see 
  Appendix B). 
  Wildlife: The mountains are home to packs of wild felines, 
  specifically twenty bobcats and lynxes (use giant badger 
  stats) and ten mountain lions. They do not attack unless 
  provoked by characters or directed by Grizmelda, and are 
  never encountered in groups larger than eight bobcats and 
  lynxes, or four lions.
  Wind: The wind is powerful on the mountains. After they 
  climb more than a fifth of the way up the mountain (two 
  hours of climbing, if they are properly equipped) characters 
  must succeed at a DC 12 DC Strength saving throw to keep 
  their footing or a DC 16 Strength saving throw if they lack 
  proper equipment. If characters are roped together, they 
  make this check is made as a group, with advantage. Failure 
  on this save results in falling 30 feet down the mountain, 
  taking 10 (3d6) bludgeoning damage.
  Three hours into the climb, Grizmelda becomes aware of 
  the characters’ presence. Characters must succeed on a 
  DC 16 Wisdom (Perception) check to notice five lions 
  following their trail. Grizelda uses her beast sense to see 
  through the eyes of one of the lions. 
  If the party have any Small or Tiny beasts with  them, 
  Grizmelda attempts to liberate the creatures while the party 
  rests. If no one rests, she commands five lions to attack the 
  party in order to cause a distraction. If caught mid-theft, 
  Grizmelda and Sparkletufts attack, but both flee together 
  when either Grizmelda is reduced to 40 hit points or 
  Sparkletufts to 30 hit points. 
  
  14
  Every hour, roll 1d10 to see what the adventurers find on 
  their climb. 
  1d10
  Encounter
  1
  A mother lynx (giant badger) nursing six 
  kittens, burrowed under a pine tree.
  2
  Four snowshoe hares (cat stats, replace 
  slashing with bludgeoning damage) 
  frolicing in the sunlight
  3
  A wrecked camp with decaying humanoid 
  corpses and three days’ dried rations for 
  five people.
  4
  Clawed hoofprints, accompanied by tiny 
  white and pink feathers
  5
  An evergreen tree with broken branches 
  and pink feathers
  6
  Six tabaxi archers hunting game
  7
  An abandoned hunting camp with a sack 
  of 15 sp, a broken bow, and an animal 
  crate
  8
  Three lions rolling in a field of catnip
  9
  Unsteady ground requiring a DC 18 
  Dexterity (Acrobatics) saving throw to 
  avoid falling 40 ft. down the mountain, 
  taking 14 (4d6) bludgeoning damage.
  10
  An abandoned lion cub (cat stats) 
  mewing for aid
  PART 2: A FIEND IN FELINE SHAPE
  After a lengthy climb, characters reach the peak. The cold 
  breeze stops as soon as they stand atop the summit, and 
  an uncanny, comforting warmth fills the air. The characters 
  stand on the boundary of Grizmelda’s farm. 
  Mystical Divinity of Unashamed Felinity
  Grizmelda’s farm is massive and full of prowling, yowling 
  felines. Scattered amongst them are large, fluffy kittens with 
  tiny rainbow horns growing from their foreheads, standing 
  on spindly legs ending in clawed hooves. In the distance, 
  several hundred feet away, stands a small farmhouse 
  with an unusually large stable. On the porch of the 
  farmhouse, Grizmelda sits on a rocking chair, an 
  ancient cat sleeping in her lap. Lying in the yard in 
  front of the house, a large pink cat with a rainbow 
  horn, Sparkletufts, purrs loudly. 
  Note: If Hook One was used, the cat in Grizmelda’s lap is 
  Jellybeans. If an adventurer’s pet was stolen, it is also present.
  Features of the Area
  Atmosphere: The area is warm and despite the high peak, 
  the atmosphere is easy to breathe.
  Cats: There are at least one hundred felines, from domestic 
  cats to lions, bathing, lounging, and playing as far as the 
  eye can see, plus a flock of kittencorns in the stable. They 
  are friendly to anyone who succeeds on a DC 10 Wisdom 
  (Animal Handling) check. Shifters and tabaxi make this 
  check with advantage. Otherwise, the felines ignore the 
  intrusion unless attacked by adventurers or commanded by 
  Grizmelda. 
  Feline Allergies: Adventurers must succeed on a DC 10 
  Constitution saving throw or discover they are allergic 
  to cats. They immediately suffer one level of exhaustion, 
  increasing by one level for each hour spent in the cats 
  presence, up to a maximum of Exhaustion Level 3. If they 
  touch or are touched by a cat, they immediately reach Level 
  Three Exhaustion if they have not already. Any allergic 
  character bitten or scratched by a cat takes additional 2 
  (1d4) necrotic damage in addition to any damage dealt by 
  the cat. After two hours spent in the presence of cats, their 
  eyes water so much they are blinded until treated by any 
  healing spell or potion, or until they take a short rest away 
  from cats. 
  Plants: Catnip is plentiful on the farm. 
  Sparkletufts
  Sparkletufts is a good-hearted caticorn who loves Grizmelda 
  more than anything, but over the last century has begun to 
  doubt she’s doing the right thing. The cats she rescues live 
  happily and are wonderful playmates for his foals, but he 
  feels deeply for the humans missing their pets. 
  If adventurers attack him, Grizmelda, a cat, or a foal, 
  Sparkletufts fights  on Grizmelda’s side. 
  Grizmelda
  Grizmelda is impressed that anyone could brave her 
  mountain and live, saying this entitles the adventurers to say 
  their piece. She gestures to a few cat-covered wicker chairs 
  on the porch, tells the party to have a seat, and offers them 
  each a cup of artisan catnip tea (see Appendix B). 
  Note: All Charisma (Persuasion) checks with Grizmelda 
  are made at advantage if characters have first spoken with 
  Sparkletufts and asked him for help. If adventurers killed any 
  cats, including lynxes, bobcats, and mountain lions, prior 
  to speaking with Grizmelda, they deduct 2  per feline victim 
  from the result of their roll. 
  Jenny & Jellybeans: If asked about Jenny’s cat Jellybeans, 
  Grizmelda gestures to the ancient 
  
  15
  cat sleeping in her lap. She doesn’t care a bit that Jenny 
  misses her cat, insisting the farm is a much better place for 
  Jellybeans. Adventurers wishing to rescue Jellybeans without 
  a fight must succeed on a DC 16 Charisma (Persuasion) 
  check or roleplay exceptionally well. 
  Western Cay: If asked about Western Cay, Grizmelda 
  honestly responds she murdered the town for profiting off 
  the labor of the cats without providing them adequate food 
  and shelter. She has no regrets and says the people who died 
  got in her way. Characters wishing to prove her wrong must 
  succeed on a DC 15 Intelligence (History) check to recall 
  Western Cay is renowned for caring deeply for the local 
  feline population, and its denizens are known for building 
  magnificent cat towers. Anyone who investigated Western 
  Cay prior to setting off to the Mountains of the Moon makes 
  this check with advantage. They must additionally succeed on 
  a DC 18 Charisma (Persuasion) check to convince her that 
  humans aren’t universally evil. 
  Professor Admetus: If asked to show herself in some way to 
  Professor Admetus, Grizmelda laughs heartily, referring to 
  him as a “very cruel little boy” who “should have learned 
  the first time.” She resolves to demonstrate exactly 
  who she is, darkly implying he won’t enjoy 
  the experience. Characters can convince 
  her to provide some other proof of 
  existence (flying by Professor Admetus’ 
  home peaceably, offering a ring he’ll 
  recognize, etc.) by succeeding on a DC 
  14 Charisma (Persuasion) check. 
  You Stole My ___!: Anyone who 
  wants Grizmelda to return their 
  stolen pet must convince her that 
  a life of dangerous adventuring is 
  preferable to a comfortable home on 
  a farm and either succeed on a DC 15 
  Charisma (Persuasion) check or roleplay 
  exceptionally well. 
  Whichever hook was used, and regardless 
  of the topics of conversation, if Grizmelda 
  is unconvinced by adventurers, she thanks 
  them for the chat and commands them 
  to leave. She offers them a bag of dried 
  artisan catnip tea to take home for their 
  trouble. If any character refuses to leave 
  or attacks any creature on the farm, she 
  attacks them, summoning Sparkletufts to aid 
  her.  Again, both Grizmelda and Sparklefufts flee 
  together when either Grizmelda is reduced to 40 
  hit points or Sparkletufts to 30 hit points using 
  Sparkletufts’ shadow friends ability to take 
  as many cats involved in the fight as 
  possible with them. 
  CONCLUDING THE ADVENTURE
  Adventurers who achieved the goal specified in whichever 
  hook was used receive the promised reward. Those who 
  failed but lived get to leave the mountains, possibly with 
  some nice tea. 
  If any characters befriended Sparkletufts, he entrusts them 
  with a caticorn foal (see Appendix A) to raise, saying the 
  little one needs to see the world before flying off on their 
  own. 
  If Grizmelda is dead, a bunch of cats and caticorns probably 
  died too, in which case everyone is probably a little sadder. If 
  the adventurers died, at least they died covered in cat fur and 
  rainbows. 
  “Hagbaxi” - Lluis Abadias (@LluisAbadias)
  
  16
  A pair of night hags fight over their mother’s inheritance: a polymorphed, 
  petrified, unicorn. Can the adventurers free the prisoner, or will they just give 
  him a change of scenery?  
  This adventure is optimized for 5 4th-level characters.
  Content warnings: abducti on & imprisonment, paralysis
  ADVENTURE BACKGROUND
  Ragged Soula was a powerful hag. So naturally, her daughters killed 
  her, cooked her and gnawed the power from her bones. The two sisters 
  subsequently parted ways after a dispute involving a halfling, a talisman, and 
  several gallons of swampwater. Drizzling Mertha kept their mother’s house 
  and most of her possessions; Black-Eye Bethel can accept most of her losses… 
  but she cannot stand to be deprived of Ademar. Ademar was their mother’s 
  unicorn, kept paralysed and in demi-human form after he tried (and failed) 
  to persuade Soula to break a curse. The details of the curse, and Ademar’s 
  capture, are long lost. What matters is that now Mertha has a frozen unicorn 
  in a case, and Bethel is about to manipulate some adventurers into stealing 
  him back. 
  HOOK
  Black-Eye Bethel has been watching the party from afar and has decided 
  they’re the right people for the job. She waits until they are in dire need, and 
  then approaches them with a bargain.  
  PART 1: BETHEL
  Black-Eye Bethel offers the characters a way out of a predicament, in 
  exchange for a small favour. 
  Generous Assistance
  Bethel (see Appendix A) appears to the characters in their hour of need: 
  when the odds are against them, and their chances of survival are slim. This 
  is best tied into your campaign, but for a ‘quick and dirty’ introduction, have 
  the party blunder into the path of some deadly beast while travelling: 
  something that could kill them in a heartbeat. A dire troll (MToF) or 
  remorhaz (MM) should do the trick. Go ahead and throw in a 
  tarrasque (MM) if your players are a bit too cocky.  
  
  17
  If you are running this adventure as part of a campaign, 
  Bethel visits the characters the night before some decisive 
  battle; in the ‘quick and dirty’ version, she appears during 
  the fight, safely out of harm’s way. She offers her assistance 
  in “pulling your fat out of the fire,” promising she can even 
  the odds and help the characters achieve victory. All she 
  asks is their help with a problem of her own. If pressed, she 
  tells them the problem is her sister. 
  If the characters refuse her help, Bethel hangs around, waits 
  until they are near defeat, then repeats her offer. She uses 
  her Weird Magic (see Appendix A) to assist them. For the 
  sake of this encounter, assume monsters automatically fail 
  saving throws against Bethel’s magic. 
  Repayment
  After the immediate danger is past, Bethel conjures a 
  campfire with a few rabbits cooking over it, and some 
  strong-smelling tea brewing. She explains her terms: 
  ● 
  Her sister, Drizzling Mertha, got something in 
  their mother’s inheritance that Bethel wants back. 
  Something Bethel played with as a child, and always 
  liked more than Mertha. 
  ● 
  It’s a full-sized unicorn, in humanoid form. “You’ll 
  know it when you see it. He’s six feet tall and pretty 
  as a forest fire.” 
  ● 
  She insists that Mertha is only keeping it to spite her 
  (absolutely true). 
  ● 
  She can provide detailed directions to Mertha’s 
  home (“which should also be mine. I’m the oldest. 
  Snot-nosed brat, she is”), but doesn’t know what 
  protections her sister may have put in place. 
  ● 
  She advises against negotiating with Mertha (“she’s 
  a surly old cow, not sweet like I am.”)
  PART 2: MERTHA
  How the characters go about retrieving Ademar the unicorn 
  is entirely up to them. Some suggestions are listed below. 
  Negotiate with Mertha. This is unlikely to go well. She 
  doesn’t want to part with Ademar, and whatever the 
  characters say she assumes they’re working for Bethel… she 
  really doesn’t want to give the unicorn to her sister. If the 
  characters attempt to bargain, she offers them terms such 
  as “ten first-born children,” “your capacity to love,” “your 
  greatest victory in battle.” She refuses to clarify what such 
  terms mean, but will honour any deal the characters agree 
  to. 
  Fight Mertha. Fighting Mertha is a viable solution, though a 
  challenging one: her lair is well-protected. 
  Steal the unicorn. See above. 
  MERTHA’S LAIR
  Mertha dwells in the middle of a foul-smelling swamp a few 
  days’ travel away. Her domain covers twenty square miles. 
  The swamp is putrid and miserable. Narrow tracks of semi-
  solid ground weave between pools of black, stagnant water 
  crowded with cat-tails and overhung by willow trees. Frogs 
  croak and birds cry, mournful and vaguely threatening. 
  Features of the Area
  Slow Going: The swamp is difficult terrain for creatures 
  without a fly or swim speed.
  Mertha’s Eyes and Ears: Mertha can ‘ride’ any Tiny living 
  creature of CR ¼ or lower within her domain, borrowing its 
  senses and directing its movement. She does this frequently: 
  unless the characters are invisible, use pass without trace, 
  or have some other means of completely concealing their 
  presence, Mertha becomes aware of their presence after 
  1d4-1 hours. After this point, she watches them through 
  birds, frogs, and the like. Characters with a passive 
  Perception of 14 or higher notice animals paying suspiciously 
  close attention: suspicious squirrels surveying them over 
  half-eaten nuts, and unblinking toads half-submerged in 
  murky water.
  The Drowned: The swamp used to be home to a population 
  of bullywugs, but they annoyed Ragged Soula, so she 
  drowned them. This required a baffling amount of effort, 
  and was possibly the most inefficient way to dispose of a 
  population of frog people, but Soula was powerful, not 
  blessed with common sense. The swamp is infested with 
  bloated, maggoty, zombies and skeletons of drowned 
  amphibians, who crawl up out of the waterways to attack. 
  Characters have a cumulative 25% chance per hour of 
  encountering 1d8+1d6 undead bullywugs. If the characters 
  take a short or long rest in the swamp, the undead find them 
  at the most inconvenient moment imaginable. 
  BREAKING A PROMISE
  If the characters accept Bethel’s help, then refuse to 
  retrieve the unicorn, she concedes immediately, and 
  leaves. Then she follows them around (stealthily) and 
  uses her Nightmare Haunting to slowly kill the party 
  member who seems most fragile. When that party 
  member is close to death, Bethel appears to them and 
  asks again for their help. If the characters attack her at 
  any point, she uses her Heartstone to become ethereal 
  and flee. 
  If the characters really don’t want to do what she asks, 
  that’s fine: they now have a night hag with a grudge 
  working to thwart their every endeavour. She will never 
  stop, get bored, or die of natural causes. . 
  
  18
  Undead bullywugs use the bullywug stat block, with the 
  following changes:
  • 
  Change creature type to Undead
  • 
  Add immunity to poison damage and the poisoned 
  condition
  • 
  Undead bullywugs cannot speak any languages
  • 
  Add Undead Fortitude. If damage reduces the undead 
  bullywug 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 undead bullywug drops to 1 hit point 
  Shifting Paths: If Mertha learns that the characters mean 
  to hurt her or steal Ademar, she causes the swamp paths 
  to twist and lead them out of her domain. Characters can 
  overcome this by re-entering and either avoiding Mertha’s 
  notice or succeeding on a DC 15 Wisdom (Survival) check to 
  avoid being led astray a second time. She uses the time she 
  gains this way to prepare for the characters’ arrival by riling 
  up the snakes in her pot and laying out a rug of smothering. 
  MERTHA’S HOME
  Mertha’s stone hut is small and round, with a crooked, 
  pointy roof. Smoke belches from a listing chimney, and 
  the many windows are so caked in grime that they’re 
  impossible to see into. 
  Drizzling Mertha does not like visitors. Not one bit. Her little 
  hut is practically a fortress. 
  The welcome mat: if Mertha is forewarned of the 
  characters’ arrival, she will set out a dirty rug of smothering as 
  a doormat. The words “wipe your feet” are stitched into it. 
  Doing so is unwise. 
  The front door: Mertha has several pet mimics, which she 
  inherited from her mother. The front door is one of these 
  mimics. If the characters hide and observe the hut for a 
  few hours, they’ll see Mertha come out to feed the door a 
  couple of thick, brown, snakes, and hear her chatting away 
  about ‘feeding time’ to another creature inside. 
  Ground floor: The part of the hut above ground is a 
  fifteen-foot radius circle. The ceiling is twelve feet high. 
  It’s cluttered with old clothing, rotting furniture, and 
  waterlogged needlework (not one single piece is finished). A 
  narrow, winding, set of stairs in the middle of the hut leads 
  up to the balcony. 
  Pot of snakes: Next to the fire is a large wooden barrel. 
  The lid is held down by a large iron weight, but it’s not 
  sealed shut. Characters who succeed on a DC 13 
  Wisdom (Perception) check hear things moving 
  around inside. It’s full of thick, brown flying 
  snakes. Mertha uses them to feed the mimics. 
  When the barrel is opened by someone other than Mertha, 
  four snakes launch themselves out and attack immediately. 
  There are many, many more in the barrel. 
  Stairs: The stairs are also a mimic.
  Balcony: The balcony is five feet wide, and is where Mertha 
  displays all of her most precious things: a mosaic made 
  entirely of children’s teeth, a glass case full of shadow 
  puppets (but nothing that casts a shadow), a three foot tall 
  jade urn that feels like flesh and smells like wet dog (it’s 
  cursed: once you own it, you feel compelled to display it as 
  prominently as possible, refusing to sell it)... an assortment 
  of trapped, paralysed woodland creatures such as sprites 
  and blink dogs, and Ademar. 
  Ademar: Ademar is impossible to miss. He assumed a 
  humanoid form when he originally visited Ragged Soula, 
  and is still trapped in it. He’s a muscular, wide-eyed, pretty 
  creature with pointed ears and shining rainbow hair and tail. 
  His legs end in hooves - partially hidden by more rainbow 
  fur - and a pearlescent horn spirals out of his forehead. He’s 
  been draped in a length of iridescent silk, for decency’s 
  sake. Ademar’s eyes move, but no other part of him, and 
  characters who can read his thoughts hear him pleading to 
  be set free. Ademar weighs 175 lbs (80kg) and is extremely 
  inconvenient to carry.  
  Drizzling Mertha
  When the characters arrive, Drizzling Mertha is up on her 
  balcony, dusting her precious treasures. As soon as one of 
  her defenses attacks the characters, she uses her heartstone 
  to slip into the ethereal plane. She returns if one of the 
  characters persuades her they wish to negotiate, or when 
  they try to move Ademar. In the latter case, she attacks 
  immediately. 
  See ‘negotiating with Mertha’ for roleplaying tips. 
  Mertha summons creatures to fight alongside her, and she 
  fights to kill. 
  CONCLUDING THE ADVENTURE
  The characters have a unicorn, and some options. 
  Return Ademar to Bethel: she is grateful, and their debt is 
  paid. She invites them to call on her for a future favour, “not 
  quite free of charge… but a price you’ll like this time.” 
  Cure him: restoring Ademar requires a remove curse spell 
  cast at fifth level. Characters will likely have to call in a 
  favour, pay steeply, or go on a quest (their next adventure!) 
  to procure the service. No good deed goes unpunished. 
  Sell him: unicorn parts are worth a bundle on the potions 
  market. 
  Keep him: he does make a very pretty decoration, and he 
  doesn’t need to eat or drink.  
  
  19
  Eon Valley is a beautiful, verdant 
  land inhabited by enormous 
  prehistoric animals, including a 
  herd of elasmortherium, the shaggy 
  unicorns. Granny Frogswallow, a 
  greedy primal hag, plans to destroy the 
  herd’s home to construct a jungle resort. 
  Can the heroes beat Granny Frogswallow’ at 
  her own game, or will they become grubs in 
  her stew?
  This adventure is optimized for 4 5th-level 
  characters.
  ADVENTURE BACKGROUND
  Eon Valley is a prehistoric valley beneath an unthinkably 
  vast fossilized ribcage. It is an ancient place of old magic and the 
  animals there are suffused with the arcane. Any Beast within 
  the Valley who has an Intelligence of 5 or lower has their 
  score increased to 6 for as long as they remain in the valley, 
  and all Beasts speak both Common & Primordial. Eon 
  Valley is ruled by the Pleistoqueen, the herd mother of 
  the wooly unicorns, otherwise known aselasmotherium 
  (rhinoceros MM 336). The current Pleistoqueen, Kaisa, 
  has grown weak in the past several months and become 
  reliant on her advisor Fanre Fairbrand, a beautiful human 
  woman who lived with the elasmotherium for several 
  years. In truth, Fanre is the primal hag (Appendix A) Granny 
  Frogswallow. Granny Frogswallow has slithered her way into 
  the Pleistoqueen’s good graces and tricked Kaisa into signing 
  over property rights to Eon Valley. Granny Frogswallow 
  will soon enact a plan to evict the elasmotherium 
  and construct a lucrative jungle resort.
  
  20
  HOOK
  The party is hired by Duscha (LG elasmotherium oracle 
  (Appendix A)), the current Pleistoprincess and Kaisa’s 
  daughter. Kaisa is concerned about her mother’s sudden 
  decline in health and suspects that Fanre is up to something. 
  She offers the party a primordial blade (Appendix B) and 
  mantle of instinct (Appendix B) in exchange for discovering 
  Fanre’s plans and putting a stop to them.
  PART 1: THE SERENE SURFACE
  Duscha (the current Pleistoprincess and Kaisa’s daughter) 
  has used her Innate Spellcasting to scry on Fanre and knows 
  that when the hag  sneaks away from the herd, she swims 
  into the waters of Lake Placid. However, Duscha has been 
  unable to see what Fanre is up to while she is in the lake. 
  Duscha leads the party to the shore of Lake Placid, instructs 
  them to enter its waters, and encourages them to uncover 
  Fanre’s secrets while she stands lookout nearby.
  LAKE PLACID
  The sun shines through the colossal ribcage which covers 
  the entirety of Eon Valley and glitters on the eerily still 
  surface of Lake Placid. Winged dinosaurs wheel in lazy 
  loops overhead, chattering in high-pitched voices, and 
  enormous heavily-plated creatures crawl slowly across 
  the beach, occasionally rumbling to one another in slow, 
  careful tones. Submerged aquatic vegetation rustles 
  beneath the gentle waves lapping against the sandy beach.
  Winged Dinosaurs: A character who succeeds on a DC 
  12 Wisdom (Nature) check identifies these creatures as 
  quetzalcoatlus, a toothless group of flying dinosaurs called 
  pterosaurs. 1d8 of these creatures fly over the surface of 
  Lake Placid, looking for fish and gossiping idly. A character 
  with a Passive Wisdom (Perception) of 14 or higher 
  overhears them discussing a recent rash of stolen eggs.
  Arcane Waters: Even when disturbed, the surface of Lake 
  Placid remains completely still. A character who succeeds 
  on a DC 12 Intelligence (Arcana) check discovers that Lake 
  Placid hides all creatures within from Divination magic as 
  if by the nondetection spell. This explains why Dascha was 
  unable to scry on Fanre when she swam beneath the lake’s 
  waters.
  Plated Beach Trawlers: A character who succeeds on a DC 
  12 Wisdom (Nature) check identifies these creatures as giant 
  trilobites (use giant crab statistics, MM 324), an enormous 
  variant of an extinct marine arthropod. 2d6 of these 
  creatures are scouring the beach for tiny creatures to 
  eat. 
  Submerged Grass: A character who succeeds 
  on a DC 14 Wisdom (Nature or Medicine) check 
  recognizes that this is chokeweed, a slimy and 
  unpleasant plant that grants the benefits of water breathing 
  for 1 hour when eaten.
  Development: Once the heroes eat the chokeweed or 
  otherwise brainstorm a method to enter and explore Lake 
  Placid, they may proceed to the Saltwater Search. Be 
  generous when allowing players to brainstorm interesting 
  ways to survive underwater: storing air in the shell of a dead 
  trilobite, constructing makeshift diving bells with their bags, 
  or breathing through a tall reed can all be excellent ways to 
  search underwater.
  SALTWATER SEARCH
  Beneath the calm surface, Lake Placid teems with life. 
  Enormous arthropods with strange claws and appendages 
  swim rapidly through the water, chasing and eating one 
  another in an orgy of violence. The rocky floor of the lake 
  bears bubbling fissures, colorful sponges, and more of the 
  heavily-plated creatures from the beach.
  Aquatic Arthropods: A character who succeeds on a DC 12 
  Wisdom (Nature) check identifies the swimming creatures 
  as anomalocarids (reef shark MM 336), an early relative of 
  the first arthropods. 4 of these creatures power through the 
  water nearby with undulating appendages, devouring small 
  hard-bodied creatures. They will attack any Small or smaller 
  characters who do not Hide. A character with a passive 
  perception score of 16 or higher overhear them discussing 
  (in Common) a woman who transforms into an enormous, 
  terrifying fish and lives in a cave hidden below the lakebed. 
  The commotion of battle attracts a 
  
  21
  eurypterid (giant scorpion MM 327 except with water 
  breathing and a swim speed of 30 ft.) from nearby, which 
  reaches the battle when only 1 anomalocaris remains.
  Asking for Directions: A character who engages residents 
  of Lake Placid in conversation and succeeds on a DC 14 
  Charisma (Persuasion or Intimidation) check is told where 
  the cave entrance is. A character whose check succeeds 
  by 5 or more is warned to beware the cave’s guardian: the 
  sarcosuchrus Gutripper (see Flesh Crocodile Emperor section 
  below).
  Hidden Cave Entrance: A character who searches lakebed 
  or the bubbling fissures for any abnormalities and succeeds 
  on a DC 16 Intelligence (Investigation) check discovers a 
  well-disguised tunnel that leads beneath the rocky lakebed. 
  A check that succeeds by 5 or more notices a large, reptilian 
  scute caught on an outcrop of rock near the entrance.
  PART 2: BENEATH THE LAKEBED
  After following this tunnel downwards into the dark, the 
  party reaches a small air-filled grotto.
  VILE GROTTO
  Through the water’s surface, a small grotto is visible due 
  to 2 large purple lights that move around the chamber in 
  erratic, geometric patterns. The sound of dripping water 
  echoes through the cave and the tunnel’s walls shake as 
  something enormous in the grotto shifts and lets out a 
  deep and ominous rumbling sound. Several mutilated & 
  decomposing dinosaur corpses lie around the room.
  Corpses: A character that succeeds on a DC 12 Wisdom 
  (Medicine) check identifies that the decomposing corpses 
  are the victims of a vicious animal attack. A check that 
  succeeds by 5 or more discovers an enormous crocodilian 
  tooth embedded in the spine of one corpse.
  Purple Lights: A character that succeeds on a DC 14 
  Wisdom (Perception or Nature) check can see that the 
  lights are meganeura (blood hawk MM 319), a gigantic 
  form of dragonfly that are somehow casting unnatural 
  light. A character who succeeds on a DC 15 Intelligence 
  (Arcana) check recognizes the purple illumination is due 
  to a permanent form of the light spell. If the meganeura are 
  killed, their illumination is extinguished.
  Flesh Emperor Crocodile: The sound is the growl of 
  Gutripper, a Sarcosuchus imperator or flesh emperor 
  crocodile, which uses the statistics of a giant crocodile MM 
  324 except with the following changes:
  • Gutripper has an intelligence score of 16 (+3)
  • Senses tremorsense 60 ft., passive Perception 10
  • 
  Languages Abyssal, Common, Primordial
  Gutripper guards the entrance to Granny Frogswallow’s 
  underwater lair. However, as with any servants of capitalist 
  “entrepreneurs,” Gutripper has developed a greed which 
  nearly outstrips that of his master. He sits on a hoard of shiny 
  rocks and 20 gp & 60 sp. Should the party attempt to talk 
  their way into the lair, Gutripper will allow the party entry if 
  they contribute 5 gp per person or a single magic item to his 
  hoard.
  Lair Entrance: Behind Gutripper is a stone door bearing 
  a series of sigils drawn in dried gore and smeared giant 
  caterpillars. A character who succeeds on a DC 14 
  Intelligence (Investigation or Arcana) check recognizes that 
  hidden among these sigils is an Explosive Rune via the glyph 
  of warding spell (spell save DC 14), which will go off if the 
  door is opened without speaking the password, which is 
  “gold.” The sigils are a riddle in Primordial whose answer is 
  the password.
  I love to hold and bite it,
  But it is not a carrot,
  It is a precious metal,
  Of pure 24 karat.
  PART 3: SOMETHING ROTTEN
  After the party deals with Gutripper and the trapped 
  entrance to her lair, they enter Granny Frogswallow’s lair, 
  discover her plans, and are confronted by the hag.
  FROGSWALLOW’S FILTH HOLE
  This hidden lair is where Granny Frogswallow has cultivated 
  her plans to build her jungle resort and make millions from 
  the destructive tourist industry. This filthy hole is also 
  where she creates her disturbing weird objects, which carry 
  powerful spell effects (see primal hag, Appendix A).
  The walls of this chamber are covered in sheets of filthy 
  parchment bearing strange diagrams and the dried husks 
  of small animals hang from the ceiling. A cauldron bubbles 
  in the center of the room, next to which rests an ancient 
  wingback chair draped with blood-matted elasmotherium 
  hides. An enormous centipede uncoils from the far side of 
  the room and speaks in Common: “Granny Frogswallow, 
  have you returned? How can Skitterlump serve you, 
  mistress?”
  Skitterlump: Skitterlump 
  (LE giant centipede) is an 
  arthropleura, an ancient relative 
  of the centipede known for their 
  thick-plated armor. Skitterlump 
  is nearly nine years old, which is 
  ancient for his species and he is 
  completely blind. He assumes 
  
  22
  that the party is Granny Frogswallow and will answer their 
  questions and help them if a character succeeds on a DC 12 
  Charisma (Deception or Persuasion) check.
  Diagrams: A character who speaks Primordial and spends 5 
  minutes examining the diagrams discover that they are plans 
  to bulldoze the elasmotherium grazing grounds and build 
  a lucrative jungle resort. Granny Frogswallow’s notes in the 
  margins gleefully recount how she has poisoned the mind 
  and body of Kaisa, the current Pleistoqueen, and tricked her 
  into signing over the property rights to Eon Valley. 
  Cauldron Experiments: A character who searches the 
  bubbling cauldron discovers Granny Frogswallow’s latest 
  weird magic creation: the spellfyre egg (Appendix B).
  Development: Granny Frogswallow can sense when 
  unfamiliar creatures enter her lair and furiously races home 
  when she senses the party intrude. After 15 minutes, or 
  whenever you feel is appropriate, Dascha uses sending to 
  send one of the characters the following message:
  “I just saw Fanre swim into Lake Placid! She’s moving very 
  quickly and looks angry. Hide or get out of there, quickly!”
  The party has 1 minute to prepare themselves for Granny 
  Frogswallow to arrive. She uses her Shapechange ability 
  to swim as a dunkleosteus (see Appendix A) through 
  Lake Placid and into the Grotto, after which she uses 
  Shapechange to revert to her beautiful human form, ready 
  to trick then dispatch the invaders. While fighting in her lair, 
  Granny Frogswallow may give Skitterlump a command on 
  her turn which he will follow on his next turn. Gutripper is 
  too large to enter her lair, but if any characters exit the lair 
  while she is alive, he will attack them on her behalf.
  CONCLUDING THE ADVENTURE
  When characters defeat Granny Frogswallow, a character 
  who searches her corpse discovers any of the Weird Magic 
  items she did not use as well as the arcane contract wherein 
  Kaisa signed the property rights of Eon Valley over to the 
  hag. If this contract is destroyed, then it is nullified.
  Once the characters destroy the contract, Duscha is satisfied 
  and believes that her mother will be able to recover. She 
  will give the party the promised rewards: the primordial 
  blade (Appendix B) and mantle of instinct (Appendix B) and 
  also invites them to dine with the elasmotherium herd that 
  evening.
  
  23
  KEVIN MILLER
  The interior art for the Unicorn Lawyer, Witchicorncop, 
  Gingerbread Unciron and Princress Swefn the Teratoma 
  are the work of Kevin Miller, a freelance artist and token 
  creator who has worked on several projects including 
  Killer Kobolds from Outer Space and Mastershark: Cook 
  or Die. If you need token sets, busts or draconic/kobold 
  like art, you should hit him up.            
   You can find him on twitter @KevDng
  
  24
  A dreamy adventure where an accidentally fused hagicorn 
  takes the party into the Astral Plane for a cooking battle to 
  decide the fate of their two souls. Using lasers.
  This adventure is optimized for four 11-16th level characters.
  ADVENTURE BACKGROUND
  Once upon a time there was a magical pink unicorn and a 
  purple-skinned night hag who dreamt of defeating each 
  other. And so, In their astral dreams, Princess Rainberry 
  Silverwind of The Seven Heavens of Mount Celestia and 
  Granny Gasp fought with brilliant light, tearing at each other 
  until they sundered the boundaries of who they were, and 
  somehow became one. This new being, the hagicorn (they/
  them), knew this wasn’t who they were. Rainberry wanted 
  escape from this wrongness while Granny Gasp wanted 
  dominion of their form. The hagicorn found they could not 
  attack their component parts directly, but icons of their 
  dream-essence continued to war, firing pure psychic energy 
  at each other. So they pulled in proxies to fight for them, 
  feeding what power they could to these icons. Even in their 
  proxy war, the two parts of the hagicorn proved perfectly 
  matched: neither could gain any real advantage over their 
  enemy. 
  Eventually, the hagicorn realised that without 
  another strategy, they would drain their power 
  and condemn themselves to this nightmarish 
  existence . For the first time, the hagicorn agreed 
  with themself. They needed adventurers to resolve the 
  matter, creatures full of potential for both great good and 
  terrible evil. 
  HOOK
  The hagicorn approaches the party as they rest to ask for 
  their help in resolving their problem, offering magical 
  rewards and a boon or bane from the victor.
  In Part 1, the hagicorn appears to the characters and offers 
  them their quest.
  In Part 2, the characters fight through the Astral Plane 
  astride the titanic hagicorn.
  In Part 3, the characters arrive at the laser cooking 
  battleground and join the fray. 
  
  25
  PART 1: OF HAGICORNS... 
  As the characters are preparing to take a long rest, the 
  hagicorn suddenly appears in their midst. This can happen 
  anywhere. Read aloud:
  As you settle, you notice an unreal creature in your midst. 
  Their equine body has shiny, iron-coloured fur and from 
  it rises a humanoid torso, crooked and bent with arms like 
  winter trees. A black crystal pulses in their chest and a silver 
  mane sparkles gold and pink in nonexistent wind. Their 
  face is feminine and decrepit. Eyes like deep, black, pits 
  stare from beneath a long, spiralling golden horn, and their 
  voice is joyous song and struggling wheeze.
  The characters can question the hagicorn, who shares 
  information from the Adventure Background. They’re a 
  creature in conflict however, and neither Rainberry nor 
  Mother Gasp allows the other to promote their own goals 
  for more than a moment. The characters can determine 
  that Rainberry believes the hagicorn an abomination that 
  must be split to their original forms, promising a blessing 
  as reward, while Mother Gasp sees the form as a powerful 
  opportunity and wants Rainberry suppressed, giving her 
  sole control, and promises a curse upon a single 
  enemy as a reward.
  When the characters take the hagicorn’s hands, 
  it casts astral projection and takes them into 
  the Astral Plane. They immediately receive the 
  benefits of a long rest. Read the following:
  The hagicorn envelops you and something tugs away 
  from between your shoulder blades. Around you is an 
  endless silver sea, dark streaks twisting bizarrely into an 
  imperceivable distance. Your lungs fill with heavy air and 
  you see that you stand on the back  of the hagicorn, now 
  titanic in proportions. Beneath their cantering hooves is 
  nothing.  
  “The astral sea, dreamhome. We must travel swiftly, we 
  will certainly try to attack you.”
  PART 2: AND DREAMS...
  Parts 2 and 3 of this adventure take place in the 
  Astral Plane, a place of dreams. This region of the 
  Astral abides by the following rules:
  • 
  Characters can move freely in three 
  dimensions. Move speed is equal to 3 x their 
  Intelligence score.
  • 
  No time passes, so resting has no effect
  • If a character dies, they wake unharmed 
  where the hagicorn appeared to 
  them, finding the other characters 
  unconscious
  • 
  On initiative count 20 in combat, roll a d6. On a result 
  of 5 or 6, a Psychic Wind buffets the characters, who 
  must succeed on a DC 15 Intelligence save or suffer a 
  random effect from the Psychic Wind Mental Effects 
  table (DMG, Creating a Multiverse).
  The now massive hagicorn transports the characters on 
  their hundred-foot long back, galloping to their icons’ 
  battleground. While travelling, the party is attacked by 
  creatures manifested by the hagicorn to try and stop 
  themselves from bringing aid. These can appear in any order.
  Encounter 1 - Blink Crocodiles
  Three blink crocodiles (Appendix A) attack the party, 
  attempting to separate and gang up on a good-aligned 
  character. If the party struggles, the hagicorn advises 
  the characters, in song, to throw their mane hair at the 
  crocodiles. A mane hair can be plucked as an action, and 
  counts as a magic javelin that deals 2d10 radiant damage. A 
  crocodile hit with it is magically tethered to the hagicorn and 
  can’t use its Necrotic Blink feature until the end of its next 
  turn. 
  Treasure. Slain crocodiles disintegrate, leaving two crocodile 
  eyes (Appendix B) floating in their space. 
  
  26
  Encounter 2 - Rainbow Elementals
  Two rainbow elementals (Appendix A) attack 
  the party, prioritising evil-aligned characters. 
  If the party struggles, the hagicorn shrieks at 
  the characters to stab the elementals with 
  splinters of its nails. They hold their hand 
  back so the characters can reach it. A shred 
  of fingernail can be ripped off as an action, 
  and counts as a magical shortsword that deals 
  2d10 necrotic damage and curses rainbow 
  elementals hit by it. The next time you or an 
  ally of yours damages the rainbow elemental 
  with an attack or spell, the creature has 
  vulnerability to all of that damage, and then 
  the curse ends.
  Treasure. Each destroyed elemental leaves a 
  prismatic shard (Appendix B) in its space.
  After completing both encounters, the hagicorn arrives at 
  the battleground. Go to Part 3.
  PART 3: AND BIG LASER BEAMS
  “There”. Floating far beneath you are a golden horn and a 
  black heartstone gem on opposite sides of a battleground. 
  Intense beams of pink and purple light blast from the 
  icons to clash violently in the centre, turning the angry 
  ether magenta. Behind each icon is a large cauldron, and 
  facing each other across the beams are two kitchens run 
  by small beasts who frost cakes, broil mud, and dice odd 
  ingredients. Creatures monstrous and holy clash, attacking 
  and defending the kitchens and cauldrons, locked in a 
  stalemate.
  The hagicorn explains that each icon represents its entity’s 
  self-desire. Their minions prepare special meals to feed 
  the cauldrons, empowering that icon. Should an icon be 
  destroyed by the other’s laser, the winning entity’s desires 
  will become true. The party must enter the battle and sway 
  it as they see fit. The hagicorn stays 200 feet above the 
  battlefield, unable to approach closer or affect the outcome 
  of the battle.
  The Cooking Laser Battleground
  This three-dimensional battleground (see Map) has many 
  moving parts and ways to resolve the laser conflict. Detailed 
  here are special rules and features for this battle.
  Lasers. Lasers are 10-foot-wide cylinders of light fired 
  constantly by each icon. The clash point is a 25-foot-
  radius laser sphere created where the two lasers meet. 
  Lasers pierce any physical object and are immune to spells. 
  Creatures that touch any laser take (99) 18d10 psychic 
  damage.
  Icons. Icons are Huge incorporeal objects that cannot be 
  moved by any means. If touched by the clash point, an icon 
  starts shattering, and explodes on initiative count 0 of the 
  next round. It’s possible for both icons to be destroyed.
  Cauldrons. Behind each icon is a Large silver cauldron with 
  AC 17, 200 hit points, resistance to bludgeoning, piercing, 
  and slashing damage from nonmagical weapons, and 
  immunity to fire, psychic, and poison damage.  
  Feeding a cauldron affects the strength of its laser, moving 
  
  27
  the clash point forward (away from that icon) or backward 
  (toward that icon) depending on what it’s been fed:
  ● 
  Own meal: 15 feet forwards
  ● 
  Enemy meal: 15 feet backwards
  ● 
  Own creature: 10 feet forwards
  ● 
  Enemy creature: 10 feet backwards
  ● 
  Player character: 40 feet forward
  If a cauldron is destroyed, its laser moves backwards 10 feet 
  each round on initiative counts 15 and 5.
  Kitchens. On initiative count 10 a kitchen produces a 
  prepared meal for its respective cauldron. Characters can 
  use an action or other inventive means to help cook. The 
  kitchen produces an extra meal for each character that has 
  helped cook since it last produced a meal. If no cooks are 
  alive, no meals are produced without intervention. 
  Characters can pick up or drop a meal as a free action, 
  requiring both hands. NPCs must use an action to pick up a 
  meal. If a creature takes damage while carrying a meal, they 
  must succeed on a Dexterity saving throw with a DC of 12 or 
  half the damage taken, whichever is higher. On a failure they 
  drop the meal and ruin it.
  Cooks. Small beasts that prepare meals at each kitchen; 
  toads, snakes, and rats for Granny Gasp, and rabbits, 
  hedgehogs, and doves for Rainberry. Each kitchen has 100 
  cooks. Each cook has 1 hit point, AC 10, and fails all saves. If 
  a damaging spell’s area includes a kitchen, 11 (2d10) cooks 
  are killed. 
  A character at a kitchen can use an action to cook a 
  delightfully or vile meal. At the start of their next turn, if 
  they have been within 5 feet of a kitchen since they took 
  the cooking action, they make a DC 12 Wisdom check 
  with cook’s utensils. On a success they produce a meal. 
  If they succeed on the check by 5 or more, they create an 
  exceptional meal that moves a cauldron’s laser by 20 feet. 
  On a failure, no meal is produced.
  Runners. Evasive creatures who deliver completed meals to 
  their icon’s cauldron. Three quicklings (VGtM) speed meals 
  to Rainberry’s cauldron, while three imps (MM) invisibly 
  sneak to Granny Gasp’s cauldron.
  Warriors. These creatures are the main combatants, 
  attacking the opposing side and defending their own. 
  Rainberry’s offense is three redcaps (VGtM), and her 
  defense is two korreds (VGtM) and a deva (MM). Granny 
  Gasp’s offense is two draegloths (VGtM) and a hired 
  orthon (MToF), and her defense is three grell (MM). 
  Warriors ignore characters until they do something that aids 
  one or both sides. 
  End Conditions. The battle ends when one or both icons 
  are destroyed. When it ends, all creatures other than 
  the characters are banished. Any party members who 
  are killed wake as if from a bad dream.
  CONCLUDING THE ADVENTURE
  The conclusion depends on how the laser battle ended.
  Granny Gasp’s Icon Destroyed. 
  The heartstone icon explodes with light and the hagicorn 
  splits back into a unicorn (MM 294) and a night hag 
  (MM). Granny Gasp swears vengeance and teleports away. 
  Rainberry thanks the party for returning her to her true form, 
  and bestows upon each character a Blessing of Protection 
  (Appendix B). She then departs for home, exhausted.
  The characters awake back on the Material Plane feeling 
  refreshed. On the ground before them is a robe of 
  scintillating colors (DMG).
  Rainberry’s Icon Destroyed. 
  The unicorn horn icon implodes into darkness as Granny 
  Gasp takes full control of the hagicorn. Read:
  “This power is mine,” cackles the hagicorn, stretching. “Thank 
  you my beloved maggots. Such dear friends you have been, 
  rewarded you must be. Granny has much to do, so speak the 
  name of your enemy and wake. You deserve a little something 
  extra.”
  Whoever the characters name, the hagicorn dutifully afflicts 
  with the night hag’s Nightmare Haunting feature every 
  night. The characters awake back on the Material Plane 
  lying in twisted positions. On the ground before them are 
  a robe of eyes (DMG, Treasure) and broom of flying (DMG, 
  Treasure).
  Both Icons Destroyed.
  Destroying both icons causes the hagicorn’s inner conflicts 
  to resolve. The hagicorn becomes one perfect fusion, 
  ascending to aberrant godhood. It shudders and sighs with 
  relief. Read:
  “Unexpected, but I am whole.” The hagicorn speaks with one 
  steady voice that threatens to burst your hearts. “Old desires 
  reconciled,” the new thing muses. “Now I am more than this 
  reality, I have much to contemplate. You’ve done well. My 
  thanks. Farewell.”
  The characters jolt awake back on the material plane, 
  dripping blood from their ears and eyes. On the ground 
  before them is a deck of many things (DMG, Treasure).
  And that, my friends, is how you ended up in an astral laser 
  cooking battle. I’m so sorry.
  
  28
  It’s a tale as old as time: a brave party rescues a princess 
  from a tower. But not all is as it seems, and the adventurers 
  will need to seek the aid of the princess’ captor in order to 
  survive to sunrise.
  This dungeon is optimized for five 5th-level characters.
  ADVENTURE BACKGROUND
  For the most part, the town of Farthing is normal: its 
  residents live their lives, neither particularly downtrodden 
  nor especially prosperous. Each month, though, the night 
  hag Grey Ginny terrorises the townsfolk. During the 
  night of the new moon, she rides her nightmare unicorn 
  (see Appendix A) through the streets, spreading wicked 
  nightmares and feeding off the fear they cause. 
  As she feeds, her weird magic twists fragments of these 
  nightmares into a teratoma (see Appendix A) within 
  Ginny’s tower. After decades of feeding and growth, this 
  amalgamation of flesh has gained sentience and seeks to 
  leave Ginny’s tower in order to see the world. All it needs 
  is a willing host… or unwilling, if it comes to it. Using the 
  collective knowledge its fragments of dreams have given it, 
  the teratoma has devised a plan to lure a potential host 
  to its lair. 
  Afterall, every good hero wants to rescue a 
  princess from a tower, right?
  HOOK
  The adventure begins at the base of Ginny’s tower. While 
  passing through Farthing, they received a mysterious letter 
  from ‘Princess Swefn,’ (sweh-vn) telling them of her plight 
  as a captive of the hag Grey Ginny and begging them to 
  rescue her while the hag is away in Farthing that night. The 
  letter included a hasty map of the surrounding forest.
  WHAT DREAMS ARE MADE OF
  The teratoma intends to lure the party to the tower while 
  Grey Ginny is distracted in her monthly feeding. It attaches 
  itself to a party member and seeks to take control. In order 
  to free themself of the teratoma, the adventurers must seek 
  out Grey Ginny’s aid, interrupting her ritual of nightmares.
  PART 1: HIGH IN HER TOWER
  Passing over the trek through the forest, the party begins 
  by arriving at the tower, which they must gain entry to in 
  order to rescue Princess Swefn. Once inside, the teratoma 
  is quick to make its move and gain itself a host. 
  Grey Ginny’s Tower
  Having travelled for two hours through the forest, the party 
  arrives at the base of Grey Ginny’s tower as night falls, 
  guided by the map included with Princess Swefn’s letter. 
  In their approach, they could hear hoofbeats and a bone-
  chilling cackle as Grey Ginny left for Farthing. . 
  
  29
  The stone tower stands before you, just where the map said 
  it would be. From just outside its clearing, you can still hear 
  the hag riding away. As it fades, it is replaced by gentle 
  singing. 
  Entry to the tower is deceptively easy: if they call up to the 
  princess, the teratoma answers by waving a single delicate 
  hand out the window - this is all it shows of itself until the 
  party is fully inside the tower. It graciously thanks the party 
  for coming to its aid and promises that the king will offer 
  great rewards for the princess’ rescue.
  Once it is sure that the party is willing to help, it extends a 
  rope of hair from the window and suggests that the party 
  climb. A successful DC 12 Strength (Athletics) check 
  allows the characters to climb up the hair. As the characters 
  climb, they notice that the hair is made up of numerous 
  different colored and textured strands. This is due to the 
  teratoma being formed by a variety of bits of dreamers.
  Features of the Area
  The Tower: Grey Ginny’s tower is fifty feet high and made of 
  ivy-covered stone. While most windows have been bricked 
  up, a single window from the highest room is open, with 
  light coming from inside. There is no visible entrance. If 
  anyone attempts to climb or break down the walls, they are 
  attacked by 1d6 vine blights. 
  The Voice: The voice belongs to the teratoma and sounds 
  like that of a young woman. A successful DC 13 Intelligence 
  (Performance) or Intelligence (History) check informs the 
  characters that the song is a familiar one about longing to 
  explore the world.
  Roleplaying the teratoma: The teratoma is intelligent and 
  manipulative, focused on achieving its goal (getting free 
  of the tower to see the world). Its favoured methods of 
  manipulation are flattery and sweetness, but it is also bratty 
  and selfish, quick to try and encourage pity or sympathy in 
  others if it isn’t getting its way. 
  Inside the Tower
  The first character through the window sees that the twenty 
  feet-by-twenty feet room is crowded with furniture made 
  of gnarled wood. While candles are lit, there is no fire in the 
  fireplace, giving the room a distinct chill. The teratoma is 
  bundled in blankets near the window, only a single hand and 
  a pair of blue eyes visible. 
  From inside the bundle, the teratoma continues the act 
  of Princess Swefn until the last party member is inside: it 
  wants to assess its options. It engages in conversation with 
  the party, sounding both distraught and grateful. A 
  successful DC 15 Wisdom (Insight) check reveals that 
  it sounds like the voice isn’t coming from where one 
  would expect the princess’ head would be. If the 
  roll is above DC 20, the character notices there are other 
  sounds of breathing coming from under the blankets.
  Given the choice, the teratoma chooses the most attractive 
  of the party (chosen at DM’s discretion), favouring anyone 
  who seems particularly worldly or fashionable. If no such 
  fashion-conscious choice is available, it favours bards, 
  paladins or fighters. It tries to draw its choice closer, asking 
  them to help it to its feet. In the midst of the conversation 
  - when it seems most appropriate, or at the first hint of 
  suspicion from the party - it lunges at the character of its 
  choice. The character must make a DC 17 Dexterity saving 
  throw (at disadvantage, as they count as surprised) or be 
  grappled by the teratoma. Read or paraphrase the following:
  The blankets fall away to reveal a truly horrifying sight: a 
  child-size lump of pale flesh streaked with pulsating veins. 
  Several misshapen appendages protrude from its mass, 
  eyes staring out at you from all directions. Lipless mouths 
  of shiny, white teeth grin in eager anticipation.
  The teratoma starts to meld together with its host the 
  moment it touches bare skin. Ropes of flesh wrap around 
  the creature’s limbs, as it pulls itself onto their back over 
  the course of one round. Afterwards, a successful DC 14 
  Wisdom (Medicine) check reveals that the teratoma and 
  the host are bound together as if they are one and the same. 
  Once they are bound, the teratoma can only be removed 
  through its own choice or by killing it, which also kills the 
  host (see the amalgamation ability in its stat block).
  If its first attempt is unsuccessful, the teratoma casts hold 
  person on the nearest character and tries again. It continues 
  its attempts until it is successful, or reaches half hit points.
  If at any point the teratoma is brought to half hit points, if 
  still unsuccessful in its bonding attempts, it pleads for mercy 
  and sobs openly. Should the party prove reluctant to help 
  the teratoma, it uses detect thoughts to try to figure out the 
  best way to manipulate the characters, including offering 
  them treasure or power; it has neither.
  Once it has attached itself to a character or surrendered, it 
  explains that it longs to explore the world. It knows that it 
  came from Grey Ginny’s weird magic, growing ever larger 
  each time she feeds from the fear caused by her nightmares 
  as she rides through Farthing. While it has implored Grey 
  Ginny to let it see the world, she has always insisted it do so 
  of its own merit.
  If the party refuses to accept their new companion, it offers 
  an alternative: it has seen the nightmare unicorn that Grey 
  Ginny rides each month, and thinks that would make an 
  even better host.
  On the off chance that the teratoma’s new host is happy with 
  their new circumstances, the teratoma will insist on seeking 
  out Grey Ginny in order to say goodbye. 
  
  30
  PART 2: GREY GINNY
  Assuming the teratoma’s host hasn’t simply accepted their 
  new fate, the next step is to track down Grey Ginny and 
  her mount. Once found, they can either try to convince 
  Grey Ginny to remove the teratoma or slay her to take her 
  unicorn.
  In the Streets of Farthing
  Farthing is quiet when the party reaches its streets, the 
  residents all shut away in hiding from the night hag. The 
  only sound is the echo of hooves on cobblestones and the 
  occasional, gleeful cackle of Grey Ginny. 
  Features of the Area
  Farthing: The town has ~2000 residents and ~600 houses. 
  Everyone is hiding in their homes from Grey Ginny, and 
  remain so until she is either defeated or has retreated back 
  to her tower, come morning. With no lights on in any of 
  the houses and no moon out, the town counts as heavily 
  obscured for those without darkvision.
  Moving Target: Grey Ginny keeps moving throughout the 
  night, riding her mount through the streets. Her voice carries 
  for 200 feet, while the sound of the unicorn’s hooves carry 
  for 100 feet. A successful DC 15 Wisdom (Perception) 
  check reveals the direction the sounds are coming from.
  Minions of Terror: Grey Ginny isn’t the only thing to 
  terrorise the streets: there are flocks of vargouille (VGtM) 
  flying through Farthing as well. For every 100 feet that the 
  party moves without a successful group DC 12 Dexterity 
  (Stealth) check, they attract 1d6 vargouille. Every two 
  rounds, there is a 20% chance that the sounds of fighting 
  attracts another 1d4 vargouille. If combat lasts more than 
  three rounds, Grey Ginny arrives to see what the commotion 
  is about, but does not engage unless attacked.
  Facing Grey Ginny
  Grey Ginny is a tall, lanky hag, hunched over with incredibly 
  long, black hair that covers her nude, grey body. When 
  she speaks, multiple rows of teeth are visible. Her mount 
  is a unicorn of mottled grey the colour of the moon, with a 
  flaming blue mane and a single, razor-sharp horn of steel 
  black. 
  Regardless of who finds who first, Grey Ginny initially 
  expresses confusion that there are people fearless enough 
  to be out on the streets. She soon notices the teratoma and 
  begins to cackle with delight that the creature has finally 
  gotten itself out of the tower. 
  Grey Ginny offers the teratoma’s host a deal: 
  she removes the teratoma in exchange for a year 
  and a day of service. Taking this offer grants the 
  character the Magic Initiate feat for the Warlock 
  spell list. What Grey Ginny expects from their servitude is 
  left up to the DM’s discretion.
  If the character refuses, she barks a laugh and wishes them 
  well, attempting to ride off. If the party attacks, she and her 
  mount both fight until Grey Ginny reaches thirty hit points, 
  at which point she casts planeshift to escape, leaving her 
  mount behind. 
  Should the nightmare unicorn reach zero hit points in battle, 
  roll death saving throws for three rounds. Make it clear to 
  the party that it is not yet dead.
  CONCLUDING THE ADVENTURE
  The adventure ends when the party resolves their teratoma 
  problem. 
  If the character accepts Grey Ginny’s deal, she beckons a 
  random villager out of their home and orders the teratoma 
  to move to its new host, promising it that they will find 
  somewhere new to menace now it’s found its freedom.
  If the nightmare unicorn survives the battle, the teratoma 
  expresses keen delight and asks to be brought closer so 
  that it can leave its current host and meld with the creature. 
  Once transferred, the teratoma expresses its deep gratitude. 
  It leaves the party with one of its eyes, which acts as a 
  sending stone (DMG) for the purpose of communicating with 
  it, should they need its assistance in future.
  If the nightmare unicorn was killed in the battle, the host 
  is stuck with the teratoma until they can find an alternative 
  host it deems worthy. But at least it’s no longer growing.
  EFFECTS OF THE TERATOMA
  Even if it hasn’t yet taken a host, the teratoma insists on 
  traveling with the party away from the tower and needs 
  a host in order to do so. Still being fed by Grey Ginny’s 
  nightmare gorging, the teratoma starts out weighing 40 
  pounds, and increases 5 pounds per hour until dawn. 
  For the sake of this adventure, the encumbrance rules 
  described in the PHB apply. 
  The mechanical impacts of serving as host to the 
  teratoma include suffering -10 to any Charisma check. 
  If the host’s strength is below 18, their speed also 
  drops by 5 feet, on top of any encumbrance-related 
  restrictions. 
  
  31
  A local town has been losing youth to a strange group who 
  have taken up residence on an abandoned farm outside of 
  town. What secrets does the group have that hold such sway 
  over impressionable youth?
  This adventure is intended for characters of level 5 or 6.
  ADVENTURE BACKGROUND
  The small town of Blainesburg is known for its strict 
  adherence to tradition. The residents strongly believe that 
  they have weathered economic and social ups and downs 
  that have plagued the area by remaining steadfast in their 
  beliefs and traditions. Until now, Blainesburg has remained 
  untouched by upheaval, but something has changed. The 
  youth of Blainesburg have been leaving in droves; silently 
  packing up their things, and disappearing into the night. 
  Six months ago, a trio of hags and their unicorn familiars 
  moved into an abandoned farmstead, and nearby youth 
  were attracted to their free spirit attitude, communal 
  living arrangements, and the promise of a better, more 
  authentic future. From the outside, the community has 
  all the trappings of a cult. The three hags are charming, 
  vibrant leaders who easily attract the awe of other people. 
  The community speaks of building a better future, and 
  abandoning those old world values that prevented people 
  from reaching their full potential. Perhaps most suspicious 
  is the large greenhouse that visitors are not allowed to 
  enter, and the mysterious ceremony that occurs there. 
  People who undergo the ceremony claim to be 
  changed, and some even speak of the ability to use 
  magic to alter the world. 
  The three hags are Auntie Halfbottom (she/they, green hag 
  (MM)), Nanny Poolie (they/them, night hag, (MM)), and 
  Grandmother Flammish (she/her, bheur hag, (VGtM)). 
  They appear as human women, despite being hags. Each hag 
  uses her relevant stat block with the following exception: 
  they are all chaotic good. Combined, the hags form a coven. 
  The coven and their unicorn familiars have moved into the 
  area after being chased out of their previous residence for 
  ‘corrupting’ the youth. In actuality, the hags are simply giving 
  space for queer youth in their late teens to find themselves 
  and make a home. The hags offer the youth magical power, 
  and grant it to them during the ceremony. If the youth 
  choose, they are also able to change their appearance and 
  bodies, with several of them taking on unicorn-like features 
  including horns, rainbow hair, and/or unnaturally coloured 
  eyes. 
  HOOK
  The Blainesburg town watch has undertaken an 
  investigation and found the youths living on a small, 
  abandoned farmstead a couple hours’ walk from town. 
  The mayor of Blainesburg, Jaxen Thrankle (he/him, human 
  noble, MM, lawful neutral), is certain that the youths have 
  been indoctrinated into a cult, especially since his son, 
  Halfred (he/him, human noble, MM, chaotic good) left for 
  the farmstead with his best friend, Kassen (he/him, half-elf 
  commoner, MM, chaotic good). 
  The mayor has hired the party to ensure the speedy 
  return of his son and the other youths of Blainesburg. 
  
  32
  The adventurers are informed that the farm is guarded by 
  dangerous magic  and that there is a large greenhouse that 
  Jaxen is certain holds something evil. 
  To keep this adventure tight, assume that the characters 
  have already met and discussed the situation with the 
  mayor. Drop the players right into the action by opening 
  with the farm investigation. The adventurers are now  armed 
  with the information that Jaxen gave them. They will need to 
  make their way on to the farmstead to investigate and find 
  Halfred. 
  PART 1: INVESTIGATE THE FARM
  Characters find themselves on the outskirts of the 
  farmstead. It is surrounded by a tall fence, with small holes 
  cut into it about 4 feet off the ground, 20 meters apart, 
  which can be used by farmstead patrols to observe things 
  outside of the compound. A successful DC 12 Intelligence 
  (Investigation) or Wisdom (Perception) check reveals that 
  beyond the fence, two people are patrolling with three 
  angry, barking dogs (blink dogs (MM)).  
  ACCESS THE FARM
  The fence is overgrown with weeds and grapevines, and 
  the sun beats down intensely, with no trees around the 
  perimeter to grant protection from the sun. Long grass 
  allows characters to hide more easily. In order to get into the 
  farmstead, the characters must either sneak over the fence, 
  or make their way around to the main gate and convince the 
  residents to let them in.
  If the characters choose to sneak onto the farm, they must 
  succeed on a group DC 16 Dexterity (Stealth) check in order 
  to climb the fence without being seen. If they reach the 
  other side, they should repeat the check any time they move 
  through open space or between buildings. If caught, an NPC 
  from a nearby building summons Anastasia (below). If the 
  characters approach through the gate, they are greeted by 
  a young human (Anastasia, she/her, human druid, MM, 
  lawful good) in a friendly manner and welcomed to the 
  community. However, she cannot allow them to enter unless 
  they abandon their weapons, and commit to drinking the 
  ‘welcome tea.’ The tea is a vibrant purple colour and 
  smells like orchids, but is otherwise regular tea. 
  Characters who attempt to smuggle weapons or fake 
  drinking the tea must succeed on a DC 17 Charisma 
  (Deception) or Dexterity (Sleight of Hand) check. If the 
  check fails, Anastasia reminds the party that she cannot 
  let them in if they don’t agree to follow the rules. If 
  they agree to the rules, she lets them through. If the 
  characters act aggressively, Anastasia denies them 
  access, and the party will have to find a way to 
  sneak in with a successful DC 16 group Dexterity 
  (Stealth) check. 
  TOUR THE FARMSTEAD
  As the party tours the farmstead, they can visit a number 
  of different buildings and meet several residents. Use the 
  locations below to fill out the farmstead as the characters 
  explore.
  Tents:
  The residents live here. Each tent holds four cots. There are 
  about 50 people living at the farmstead in total
  Hannala (she/her, human commoner, MM, lawful good). 
  Left Blainesburg because her parents were pressuring her 
  to leave school and marry the boy next door. She knows 
  that Halfred and Kassen are on the farm, but is hesitant to 
  divulge where they are. 
  Barn: 
  The barn is where people practice for the ceremony. When 
  the characters arrive, five youths are engaged in strange, 
  ritualistic dancing, while a unicorn creates a rainbow light 
  show from her mouth. 
  Gurtax (they/them, half-orc apprentice hag (see Appendix 
  A), lawful good). They are overseeing the preparation for 
  the ritual. If approached, they will answer questions about 
  how undergoing the ritual allowed them to find family, 
  connect with their true selves, and create a life they wanted 
  to live. On a successful DC 16 Charisma (Persuasion) 
  check, Gurtax will explain that the ceremony involves the 
  hags imbuing the teens with some of their magical powers 
  through ritual chanting and dance.
  
  33
  Farmhouse:
  The three hag leaders teach magic lessons to apprentice 
  hags here after the ceremony. Each room has been turned 
  into a small classroom. Characters might find instructions 
  for brewing the welcome tea, books filled with strange 
  runes, or diagrams of the inside of the greenhouse that 
  depict a large, red pentagram. 
  Dante (he/him gnome commoner (MM) neutral). Derek is 
  responsible for tidying the farmhouse while he waits to be 
  selected for the ceremony. He happily tells the party that 
  everyone contributes to the farm to the best of their ability 
  and according to their skillset. He is full of self doubt, but 
  believes that the hags can teach him to love himself, so that 
  one day he will be ready to be selected for the ceremony. 
  Campfire:
  A gathering place for the residents to meet each night and 
  discuss philosophy, values, ethics and the future. A group 
  of young people and 3 unicorns are sitting around the 
  campfire. A young woman gives a lecture about “shaping 
  the world to fit your essence.” The youth are drinking a pink 
  tea that smells strongly of lilies while the unicorns observe.
  Athena (she/her, human apprentice hag, chaotic good) was 
  one of the first to undergo the ceremony with the leaders. 
  She believes strongly in helping the new arrivals meet their 
  potential by preparing for and undergoing the ceremony. 
  She has vibrant rainbow hair as a result of the ceremony, 
  which matches the manes and tails of the unicorns at the 
  farmstead. 
  Pond:
  Residents swim and fish here, but it is also the site where 
  the youth participate in a ritual cleansing before undergoing 
  the ceremony. When the characters arrive, they can see 
  from a distance that four youths are participating in the 
  ritual cleansing. Characters who interrupt the cleansing are 
  shooed away, but can watch secretly from the long grasses 
  around the pond with a successful DC 16 Dexterity (Stealth) 
  check. Any attempts to engage the participants in discussion 
  is shut down. The characters are told they are interrupting 
  an important spiritual moment. Characters seeking out 
  information about the ceremony can get information from 
  Gurtax (The Barn) or Athena (the Campfire). Halfred and 
  Kassen are participating in the cleansing in order to prepare 
  for the ritual. Characters who watch the cleansing secretly 
  witness the four teens submerging themselves under water, 
  while reciting the following chant “I emerge as my full self in 
  the presence of the love of my family.”
  If the characters wait, they can approach Halfred and Kassen 
  after the cleansing. Halfred is eager to share his experience, 
  and will explain that he left home in order to be with his love 
  Kassen, and that they hope to build a home here at the farm 
  with the coven. 
  PART 2: THE GARDEN HOLDS THE 
  SECRETS
  Once the characters have investigated the farm, they should 
  be drawn to investigate the greenhouse. The greenhouse is 
  where the ceremony takes place, and the characters should 
  interrupt the ceremony of Halfred and Kassen during their 
  investigation.  
  THE RAINBOW GUARD
  Around the greenhouse are a number of unicorns. Some 
  are grazing, some are standing alert. A successful DC 14 
  Wisdom (Perception) check reveals that the unicorns are 
  causally guarding the greenhouse, their rainbow manes and 
  tails blowing gloriously in the subtle wind. 
  Characters can either attempt to sneak past the unicorns 
  with a successful DC 20 Dexterity (Stealth) check, or 
  distract them from their post. The unicorns are most drawn 
  to rainbows, queerness, and kittens. If the characters include 
  any of these features in their interactions with the unicorns, 
  they gain advantage to attempt a successful DC 16 Charisma 
  (Performance or Persuasion) to distract the unicorns and 
  draw them away from the greenhouse. 
  Characters who act aggressively against the unicorns draw 
  the ire of any one who sees, who summon Anastasia to 
  accompany the characters as they leave the party. If the 
  characters continue to use violence or aggression to enter 
  the greenhouse, move to The Truth Revealed, and follow 
  the directions for combat.
  
  34
  THE CEREMONY
  When the characters successfully pass the unicorn guard 
  and reach the greenhouse, read or paraphrase the following: 
  Peering into the windows, you can see that the greenhouse 
  is filled with lush tropical plants, bursting with flowers 
  in every colour of the rainbow. Three elderly women, 
  stand in the middle of this tropical paradise, surrounded 
  by a handful of youth. In front of the women are three 
  teenagers, each wearing a crown of flowers. The women 
  hold hands and begin to chant, and an arcane rainbow arc 
  begins to sprout from them and move towards the teens. 
  If the characters want to gather more information, they can 
  wait and watch, or interrupt the ceremony.
   If they wait and watch, the rainbow reaches the teens, 
  engulfing and then dissipating in a flash. The teens now 
  have the stats of an Apprentice Hag (Appendix A). Some, 
  but not necessarily all, of the teens will also have new 
  appearances. Some have brightly coloured hair, tattoos, or 
  even unicorn horns. If asked, they explain that they have 
  chosen to make themselves visible in a world that wants to 
  keep them silenced. The ceremony turns into a party, and 
  the characters can easily sneak in and gather information. If 
  the characters interrupt, the ceremony comes to a halt. The 
  three older women immediately take up defensive positions, 
  shooing the youth behind them.  
  TRUTH, REVEALED
  The hags make no moves against the characters unless 
  someone takes aggressive actions against the youth or if a 
  character uses violence directly against a hag. If pulled into 
  a fight, the hags’ primary concern is protecting the youth. 
  They will fight until all the youth have escaped until safety, 
  and then flee after them. Otherwise, they will fight to the 
  death protecting the teens. They will absolutely use their 
  coven powers in this case (use the normal coven rules and 
  spells in combat). Additionally, 3 apprentice hags join the 
  combat if it looks like the hags are struggling to hold back 
  the characters. The teens are eager to defend the women 
  who have given them a home. 
  Two of the teens undergoing the ceremony are Halfred and 
  Kassen, easily recognized if the characters saw them at the 
  pond or by the sketch provided by his father. If the youth get 
  involved in a conversation or a struggle, Halfred will take the 
  lead. 
  Characters who engage the hags in conversation can learn:
  • 
  the hags are trying to make a home for the teens
  • 
  they believe that everyone should experience love and 
  validation for who they are
  • 
  they have no interest in violence, only love
  On a successful DC 16 Charisma (Persuasion) check, the 
  teens will reveal:
  • 
  they chose to live with the hags
  • 
  they want to undergo the ceremony in order to become 
  as magical as they feel. They want to bring their bodies 
  in line with their minds, and/or step fully into the power 
  that has been denied to them by their communities
  The hags promise that the ceremony does not harm the 
  youth. Instead, they become apprentice hags, who have 
  access to coven magics, can speak with the unicorns, and 
  have the ability for further study with the hags to grow their 
  power. 
  CONCLUDING THE ADVENTURE
  If the ceremony hasn’t been completed, and the characters 
  have backed down, they are invited to watch as Halfred and 
  Kassen become apprentice hags. 
  If the ceremony is complete, or the characters accept the 
  invitation to witness it, the coven throws a giant party when 
  it is complete. During the party, the unicorns make cool light 
  shows with their mouths, and the apprentice hags use their 
  new magics to create music everyone can dance to. 
  Queer characters might be tempted or invited to join the 
  coven.
  If the characters decline, try to stop the ceremony, or 
  indicate that they are returning to the mayor to report 
  their findings, the coven allows them to leave, but then 
  disappears in the night before anyone can return, fearing 
  retribution from the town. 
  If the characters return to the mayor, he thanks them for 
  their service, and pays the party 100gp. If the characters 
  told the truth about what they found, Jaxen believes that the 
  children must be liberated by force, and announces that he 
  will make arrangements to storm the farmstead. He offers 
  the party an additional 100gp if they assist him in this task. 
  Jaxen can be convinced that this a terrible idea only with a 
  successful DC 18 Charisma (Persuasion) check. 
  If the characters cannot stop, or choose to assist the mayor, 
  they learn that the coven and their followers have moved on. 
  A letter is left at the abandoned farmstead, explaining that 
  the teens will only return home if their families can learn to 
  accept them for who they are. 
  
  35
  A group of hunters hire the adventurers to reclaim their 
  prize, a unicorn they snared in the woods. Appearances can 
  be deceiving though. Did the old hag capture the unicorn 
  for nefarious purposes, or are the hunters attempting to 
  secure the unicorn for themselves?
  Thisadventure is optimized for 5 7th-level characters.
  ADVENTURE BACKGROUND
  Agatha Crumb (she/her CG Appendix A) is an eccentric 
  old lady who lives alone in the forest on the outskirts of 
  a small village. She used to live with her two other sisters 
  until misfortune befell them; Eugina’s soul was trapped 
  in a magical mirror after she was transfixed by her own 
  beauty and Maxinne died from a case of the hag pox. The 
  villagers generally leave Agatha alone unless they require 
  her medicinal knowledge in helping them heal the sick and 
  injured. 
  Recently a group of hunters managed to trap a unicorn in 
  the forest. Agatha heard the frightened creature’s screams 
  and rushed to its aid, scaring off the hunters. She brought 
  the injured beast to her hut, and has been attempting 
  to nurse it back to health. The hunters went back to the 
  village defeated but not deterred. They are determined to 
  recapture the unicorn because of the tales told about their 
  magical properties and how much they are worth.  
  HOOK
  The characters are enlisted to help when they stop 
  for the night in a village, and hear rumors of the 
  unicorn captured by the “evil” hag in the woods.  
  
  36
  PART 1: JUST PASSING THROUGH 
  In-between adventures, the characters are approached by a 
  group of hunters (thug) in the tavern/inn where they have 
  stopped for the night. 
  We’ll Make It Worth Your While 
  While settling down for the evening, the characters are 
  approached by a group of 4 hunters from the village, lead by 
  a half-orc woman named Cera (she/her LG, veteran). Any 
  character who has a passive Perception above 12 notices this 
  group size them up as they entered and sat down at a nearby 
  table, quickly looking away if any of the characters caught 
  their eye. 
  What The Hunters Know
  • 
  They were in the forests near the village when they 
  noticed that one of their traps had been sprung. They 
  investigated and found a unicorn.
  • 
  The unicorn was injured; a broken leg and a crack on its 
  horn.
  • 
  Before they could capture it, Agatha attacked and 
  scared them off by making vines sprout from the ground 
  and attempt to swallow them whole (Agatha’s entangle 
  spell).
  • 
  One of them hid close by and watched Agatha take the 
  unicorn, leading it off towards her hut further in the 
  forest
  • 
  They assume that Agatha means to use the unicorn’s 
  power for herself, though they confess they do not know 
  how.
  • 
  Agatha is known to the village as a witch and very 
  eccentric though her healing remedies are very sought 
  after by the local populus 
  • 
  They want the characters to head into the forest and 
  reclaim the unicorn unharmed and alive. In return they 
  will pay the characters 100 gp.
  The hunters seem very eager to reclaim their prize but any 
  character that succeeds on a DC 18 Wisdom (Insight) check 
  notice that they are not being entirely forthcoming with all 
  the information. If pressed, the hunters blather on about 
  the magical properties of unicorns and how it could be 
  beneficial to the village. In truth, the hunters want to sell the 
  unicorn to the highest bidder. If pressed further, the hunters 
  agree to split the profits from selling the unicorn with the 
  characters.
  PART 2: THE HAG IN THE HUT 
  Agatha’s hut is not hard to find. The characters can 
  get directions from anyone in the village and the 
  hunters are more than happy to point them in the 
  right direction. While the forest is not normally a dangerous 
  place, the Weird Magic (see the Cracked Horn below) 
  has warped certain aspects of the forest. You can roll on the 
  random encounter table below or choose 1-2 encounters as 
  the characters make their way to Agatha’s hut. 
  Random Encounter Table
  1d4
  Encounter
  1
  Invisible Stampede
  2
  Modron
  3
  Explosion Zone
  4
  Potted Plant
  Invisible Stampede. Characters with a passive Perception 
  of 10 or higher hear stampeding animals getting closer but 
  nothing appears. They must make a DC 18 Dexterity saving 
  throw or take 2d10 bludgeoning damage, half on a save. 
  Characters who fail by more than 5 also are knocked prone.
  Modron. The characters come across a metallic figure (LN 
  modron, MM) confused and lost in the forest. They do 
  not know how they got to be here, and after a minute of 
  conversing with characters, they vanish.
  Explosion Zone. The characters come to an area of the 
  forest that is burnt and charred beyond recognition. Foliage 
  has been scorched from the earth, and there is a faint 
  metallic smell in the air. Characters that succeed on a DC 16 
  Intelligence (Arcana) check know that this was created by a 
  fireball blast. 
  Potted Plant. Along the way, characters who succeed 
  on a DC 15 Wisdom (Perception) check hear barking and 
  growling. Upon further investigation they find the source of 
  this noise is a peculiarly placed potted plant at the base of a 
  dead tree.  
  Agatha’s Hut
  Agatha’s hut is a small shelter nestled under a grove of 
  trees. Moss grows up the stone facade, towards a thatched 
  roof. An ancient oak tree sprouts from the left side of the 
  dwelling and rises into the canopy above. A small curl of 
  smoke can be seen escaping from the chimney stack. There 
  is a well groomed lawn and small vegetable patch to the 
  right side of the hut.
  When the characters reach Agatha’s hut, they can 
  accomplish their task in a variety of ways:
  Persuade Agatha. Agatha is a stubborn old lady, though 
  with her sisters gone, her powers are not what they once 
  were. If the characters approach in a nonviolent manner, 
  Agatha politely listens to their request. Any mention of 
  handing the unicorn over to the village or the hunters is met 
  with a firm refusal. She continues to be adamant that the 
  unicorn needs more time to heal. They can persuade her 
  
  37
  to let the unicorn go with a DC 25 Charisma (Deception 
  check) but even then she’s skeptical of their intentions and 
  insists on letting her accompany them to see the unicorn off 
  safely.
  Fight Agatha. If the characters engage Agatha she fights 
  to the death, defending the unicorn who is in her care and 
  though she is weaker without her sisters, she is not entirely 
  defenseless. 
  Steal the Unicorn. This is also a viable option but the 
  unicorn is injured and unwilling to leave and fights the 
  characters should they try to take it by force or trickery.
  Features of the Area
  The Hut: Agatha’s home is a one story, 15 foot diameter 
  circular stone structure, with a 12 feet domed ceiling. The 
  oak tree has been carved out to house a small fireplace 
  that has a cauldron with something bubbling away, and 
  several branches have various articles of clothing hanging 
  from them. The hut is otherwise sparsely furnished with a 
  bed, table and chairs. In the rafters are all manner of drying 
  herbs. Jars are stacked neatly on shelves, filled with cures of 
  Agatha’s own creation.
  Bristlebrush: While Agatha maintains that she lives alone, 
  she often keeps the company of a vine blight named 
  Bristlebrush (Appendix A). Unless Agatha is attacked, 
  Bristlebrush keeps watch from the rafters, indistinguishable 
  from the herbs and plants around them due to its False 
  Appearance feature. Characters who look around the hut 
  see that Agatha has laid out two sets of china, and there are 
  two steaming mugs sitting on the table.
  The Unicorn: Agatha makes no attempt to hide the unicorn 
  who is laying on the bed. The unicorn is clearly injured, a 
  bandaged hindleg and crack running down it’s otherwise 
  pristine iridescent horn. 
  The Cracked Horn: While Agatha was able to heal the 
  unicorn’s physical injuries, she has been unable to do 
  anything for the horn. A strange magical energy seems to be 
  emitting from the cracked horn. It is clear that it is causing 
  the unicorn a lot of pain. Every so often a crackle of energy 
  seems to emerge from the crack saturating the area with 
  Weird Magic. If a spell higher than 1st is cast within the 
  hut or 20 feet around the horn, the creature who cast the 
  spell must roll on the Wild Magic Surge Table (PHB) and 
  resolve the roll. 
  If a fight breaks out, the unicorn starts combat with these 
  modifications.
  • 
  It begins combat with only 50 HP
  • 
  Because of its broken leg, it can only move at half speed 
  and cannot use its Charge feature
  CONCLUDING THE ADVENTURE
  The characters have a few ways of concluding the adventure:
  The Hunters: The characters can return the unicorn and 
  collect their reward.
  Profit: The characters know how valuable a unicorn can be 
  and they could sell it, without the hunters. 
  Freedom: If the characters defeat or persuade Agatha to let 
  the unicorn go, the characters could simply set the unicorn 
  free. 
  Heal: While Agatha might not have been able to cure the 
  unicorn, it’s clearly beyond her capabilities, the adventurers 
  could attempt to in a future session by extending the 
  adventure beyond this module.
  Alternative Ending
  After resolving the encounter with Agatha and the unicorn, 
  the characters could, on the way back to the village, or right 
  after stepping out of the hut, come face to face with Cera 
  and the other hunters who have gotten up the courage to 
  come confront Agatha with half a dozen villagers (scouts) 
  who have tagged along to see the conflict for themselves. 
  WEIRD MAGIC
  To make the hut seem more chaotic you may choose to 
  have several Wild Magic Surges already have gone off 
  in Agatha’s Hut. Perhaps both Agatha and the unicorn 
  are invisible, or the hut is in shambles because it looked 
  like a large explosion detonated inside. Choose things 
  that might add a sense of confusion or hilarity to what 
  the characters experience upon seeing the hut for the 
  first time.
  
  38
  Granny Matilda is in the middle of finalizing her ultimate 
  culinary masterpiece for the annual bake-off but it’s missing 
  some important ingredients. Be a dear and help granny out, 
  or else. 
  This adventure is designed for 4-5 8th to 10th level 
  characters and is optimized for 5 characters with an average 
  party level (APL) of 9. 
  ADVENTURE BACKGROUND
  Granny Matilda is a powerful hag that resides in the 
  outskirts of the village of Belmy. The village hosts the annual 
  Great Belmy Bake-Off featuring local entries, as well as 
  participants from neighboring regions.  Matilda has spent 
  centuries perfecting her magical culinary arts, earning her 
  the nickname “the Gastrocrone of Belmy”. Every year she 
  creates a new arcane pastry, each recipe better the last. 
  However, Matilda was disqualified in last year’s Bake-Off 
  and seeks revenge on the townsfolk. She needs special 
  ingredients to finalize her plans but time is running out. 
  Desperate, she outsources tasks to any ignorant adventurers 
  making their way to the town for the Bake-Off. Once 
  completed, she arrives in style atop her life-sized 
  gingerbread creations into the Bake-Off to get her 
  just desserts. 
  HOOK
  Several locals mention the Great Belmy Bake-Off and give 
  directions to reach the remote village. The promise of 
  the best confectionary splendors of the area entices your 
  curiosity, if not your bellies. When you arrive, a crystalline 
  bird brings a box containing baked sweets and a letter from 
  a “Granny Matilda”. The letter asks for your immediate 
  assistance on a delicate matter regarding the impending 
  Bake Off, along with directions to her grotto in the outskirts 
  of the village.  
  The annual Great Belmy Bake-Off is in full swing. The 
  village is decorated and the scent of cakes, pastries, and 
  confections could be smelled from miles away. 
  If the characters heeded Granny Matilda’s letter, it takes an 
  hour of travel to the outskirts of Belmy, where they arrive at 
  a large cave made of decorated gingerbread and assorted 
  candies. 
  PART 1: GINGERBREAD GROTTO 
  The party meets with Granny Matilda, a powerful 
  gastrocrone (Appendix A), in the middle of preparing 
  her culinary entry for the Bake Off. Each character within 
  10 feet of the grotto must make a DC 14 Wisdom saving 
  throw or take a bite of the delectable decor. Any character 
  that has eaten a piece of the grotto or the sweets from the 
  
  39
  letter has disadvantage on Charisma and Wisdom ability 
  checks against Granny Matilda for the next 24 hours.   
  Roleplaying Granny Matilda
  Granny Matilda behaves like a sweet, old woman who 
  takes pride in her culinary skills that she has cultivated for 
  centuries. While she enjoys making baked goods, she also 
  enjoys outshining her competition each year at the Bake-
  Off with grand magical presentations. She does whatever 
  it takes to see her creation come to life, literally. What she 
  doesn’t tell the party is she was disqualified last year after 
  her confectionary ate one of her competitors and she wants 
  revenge.   
  Development
  Once introductions are complete and the party accepts 
  to aid the crone, Granny Matilda gives the locations for 
  three ingredients: the pollen of a Sugar Flower, the extract 
  of a Spice Beetle, and the leaves of the Glitter Herb. The 
  gastrocrone promises to award the party a basket of baked 
  goods (Appendix B) along with 2,500 gp worth of jewels 
  and gemstones. 
  POCKET FLOWERS
  A forest grove filled with brightly colored flowers greets 
  you. You hear the buzzing of bees and other insects busy 
  collecting the precious pollen.  
  Features of the Area
  Canopy: The tree canopy rises 50 feet from the ground, 
  blocking out most of the sunlight.
  Light: Due to the dense canopy, the area is considered dimly 
  lit. 
  Grove: The grove is 50 feet wide and the area is considered 
  difficult terrain due to the density of the flower patches.  
  Insects: A dozen swarms of insects (wasps) (MM 338) 
  populate the grove and attack if provoked or when the party 
  starts harvesting the pollen from the Sugar Flowers. 
  After three successful DC 14 Intelligence (Nature) or 
  Wisdom (Survival) checks, the party harvests enough 
  pollen from the Sugar Flowers. For each failed check, two 
  additional swarms of wasps appear and attack the party. 
  Tactics
  The characters are treated as being under the insect plague 
  spell until the swarm of wasps is reduced by half. When 
  there are three or fewer swarms, they disperse and leave 
  the party alone. Alternatively, if the party leaves the grove, 
  the wasps do not pursue and return to pollinating the grove. 
  SPICY BEETLE
  You find the hollowed-out remains of an ancient tree, its 
  trunk is nearly as tall as a giant.
  Features in the Area
  Tree Trunk: The tree trunk is 15 feet tall, 15 feet wide, and 
  100 feet long. The inside of the trunk is dark and considered 
  heavily obscured. 
  Spice Mushrooms: The mushrooms inside are toxic, except 
  to the Spice Beetle (frost salamander MTOF). Creatures 
  starting their turn inside the tree trunk must make a DC 14 
  Constitution saving throw or be poisoned for 1 minute. 
  Spice Beetle: The Spice Beetle attacks the party once they 
  are 60 feet inside of the tree trunk.
  A successful DC 14 Wisdom (Survival) check allows 
  the party to harvest the Spice Beetle. On a failed check, 
  the extract is unknowingly contaminated and may affect 
  Matilda’s final confections.       
  
  40
  PART 2: EXPEDITION TO WITCH 
  MOUNTAIN 
  The party has to climb the treacherous Witch Mountain and 
  brave the elements while also surviving the experience. 
  THE SHINIEST HERB
  The climb up Witch Mountain is unsurprisingly 
  treacherous. You eventually spot the glittering bushes 
  rooted on a steep and narrow ledge.
  Features of the Area
  Ledge: The ledge is considered difficult terrain. At the 
  start of each character’s turn, they must succeed a DC 15 
  Strength or Dexterity saving throw to remain on the ledge. 
  On a failed save, the character tumbles 40 feet below, 
  taking 14 (4d6) bludgeoning damage. 
  Glitter Herb: The Glitter Herb is actually a corpse flower 
  (MTOF) and attacks the party when approached. 
  Mocking Winds: At the start of each round, a strange wind 
  blows filled with vile mockery. Each creature, except the 
  Glitter Herb and its zombies (MM), must make a DC 14 
  Wisdom saving throw or have disadvantage on the next 
  attack roll it makes before the end of its next turn. 
  Once defeated, a successful DC 14 Intelligence (Nature) or 
  Wisdom (Survival) check allows the characters to harvest 
  the Glitter Herb. On a failed check, the herb has rotted and 
  may cause a different result for Matilda’s confections.   
  PART 3: RIDE OF THE UNICORNS 
  OF THE APOCALYPSE
  Once the party has gathered the ingredients requested by 
  Granny Matilda, she graciously thanks the party and quickly 
  adds the components to her confectionary mix. She tells 
  the characters to return to Belmy and and arrives later with a 
  procession of animal-shaped cookies, flying candied apples, 
  and floating strings of taffy. 
  The Great Belmy Bake-Off
  The village of Belmy is festive and lively as the Bake-Off 
  commences. Contestants and onlookers crowd the village 
  square, eagerly waiting for who is declared Best Baker. 
  Features of the Area
  Belmy Bake-Off: The village square is 60 feet by 60 
  feet with three main streets 20 feet wide on the 
  North, East, and South directions. 
  Crowds: All of the contestants and crowds are 
  commoners (MM 345). 
  Granny Matilda arrives with four gingerbread unicorns 
  of the apocalypse (Appendix A) and demands that she 
  be named the Bake-Off’s Best Baker. She claims she was 
  unjustly disqualified and seeks reparations. The party may 
  attempt to parley with the gastrocrone, a successful DC 14 
  Charisma (Persuasion) check makes her reconsider her 
  vengeance if she is given a fair chance in the Bake-Off again. 
  If the party fails to persuade Granny Matilda, she attacks the 
  townsfolk.  
  Tactics
  Granny Matilda is mounted on the gingerbread unicorn of 
  the apocalypse Death at the start of combat and sends the 
  other gingerbread unicorns to attack the townspeople while 
  she focuses her attention on the party. The gingerbread 
  unicorns defend themselves against the party while 
  attempting to fulfill their objectives. The gastrocrone uses 
  its Foodmorph ability on the party’s martial character to 
  take them out of the fight. Granny Matilda relies on physical 
  attacks to dispatch enemy spellcasters. The gingerbread 
  unicorn of the apocalypse Dread stays close to Granny 
  Matilda to mitigate melee combatants targeting her. 
  If the party gave Granny Matilda any damaged or corrupted 
  ingredient, the gingerbread unicorns of the apocalypse lose 
  their Magic Resistance and Magic Weapon features. 
  CONCLUDING THE ADVENTURE
  If the party persuades Granny Matilda to not exact her 
  revenge, she wins the Bake-Off and happily shares her baked 
  goods with the entire town. She awards the party the bounty 
  promised and a gingerbread cookie of vitality for each of 
  them.  
  If Granny Matilda is defeated by the party, the town thanks 
  the characters for their efforts but regrettably, cancel the 
  Bake-Off. The group may return to the grotto to find the 
  basket of baked goods and 2,500 gp worth of jewels and 
  gemstones originally promised.  
  
  41
  WEIRD MAGIC
  RITUAL:
  BAKER'S 
  DOZEN
  With this ritual, the hag creates doughy replicas of a living humanoid creature. The hag 
  must have a piece of flesh, hair, bone or other organic material from the creature they 
  intend to copy. The hag must remain in their ritual circle for 1 hour whilst they chant 
  and and tramples the organic remains into a large batch of dough on the floor. When 
  the ritual is complete, twelve clones (as per the spell) of the chosen creature arise from 
  the dough, and obey the hag’s commands. The clones are pale and doughlike to look 
  at, and resemble the copied creature only in a crude way. The clones are immune to 
  nonmagical weapon damage. Exposure to water, such as by rainfall or the effects of a 
  create water spell, causes the clones to fall apart at the end of their turn. The clones can 
  find their progenitor flawlessly and track them across the same plane of existence. 
  U
  N 
  B 
  R 
  I 
  D 
  L 
  E 
  D
  
  42
  A coven of Hagurus run a snake-oil self-help temple 
  designed to trick hapless adventurers into corrupting a 
  unicorn for their own nefarious ends.
  This adventure is not optimized for characters of any 
  particular level. Honestly it will more than likely piss off 
  your min-maxers and will most definitely infuriate anyone 
  who thinks that yelling at a unicorn until it grants them 
  wishes is a good idea. 
  ADVENTURE BACKGROUND
  A trio of Hagurus (Xenophon, Jodhpur, and Hackamore) 
  have formed a coven, captured a unicorn, and built a 
  cult-like spiritual enlightenment temple pledging to cure 
  physical, emotional, or spiritual wounds quickly and 
  effectively to unlock dormant inner strength, ability and 
  purpose hidden deep within through a snake oil pitch of 
  meditating one’s inner demons away with the help of a 
  sacred unicorn: the majestic Martingale.
  Like many quick-fix self-help schemes before them, 
  the Coven of the Divine Horn is not a path to true 
  enlightenment, or even a road to long term 
  personal growth and healing. Should weary 
  adventurers take part in the Hagurus’ ritual, 
  they will only serve the goals of Xenophon, 
  Jodhpur, and Hackamore: to corrupt 
  their captive unicorn Martingale into a 
  powerful, subservient Nightmare, allowing 
  them to control and twist Martingale’s 
  powerful magics to serve their desire to seek and 
  capture more unicorns and franchise their Divine Horn 
  self-help temples across the continent until each Haguru 
  commands their own corrupted beast of untold power.
  Martingale’s corruption is progressing, but the Hagurus 
  grow impatient and agree to send followers to venture 
  beyond the temple grounds to seek out and tempt 
  adventurers who desire the chance to unlock their hidden 
  potential at any cost.
  HOOK
  A Divine Horn Cultist (see Appendix A) approaches 
  the adventurers with an initial greeting, inferring heavily 
  that they can sense a capacity for great potential within 
  members of the party. Should the adventurers wish to travel 
  to the Temple of the Divine Horn, they can surely unlock 
  inner potential through their meditation rituals. 
  When the adventurers press the Cultist for more 
  information:
  - 
  “Unlocking inner potential” implies a permanent 
  increase to a core stat. A successful DC 14 Wisdom 
  (Insight) check reveals the Cultist believes what 
  they are saying, and go so far as to insist that they 
  feel better since discovering the temple, so much 
  so that they pledged to become representatives to 
  help others find their best selves.
  - 
  The meditation ritual is a group prayer meant to 
  identify inner demons and release that negative 
  energy safely, allowing 
  
  43
  space for positive self-improvement.
  - 
  The temple is run by the great Hagurus Xenophon, 
  Hackamore, and Jodhpur, who lead the prayers and 
  are the only ones allowed to tend to the majestic 
  unicorn that facilitates the filtering of negative 
  energy to allow for positive inner growth.
  - 
  The unicorn is sacred, and can only be viewed by 
  those who have proven themselves ready to receive 
  their divine blessings.
  If the adventurers are overly suspicious or make a scene, the 
  Cultist will immediately change tactics and insist that they 
  need the adventurer’s help to expose which of the Hagurus 
  means their sacred unicorn harm. 
  When the adventurers press the Cultist for more 
  information:
  - 
  The Hagurus have trusted this Cultist with 
  information that the unicorn is unwell, and to find 
  adventurers of character with the capacity for great 
  personal growth to meet with the Hagurus and 
  discuss the possibility of assisting to discover a cure. 
  A successful DC 14 Wisdom (Insight) check reveals 
  that the Cultist believes this to be the absolute 
  truth.
  - 
  Discretion is absolutely necessary. The temple itself 
  is well hidden for the protection of the rare unicorn 
  they worship and care for.
  - 
  If asked why the Cultist didn’t lead with the plea 
  to help their unicorn, the Cultist will say that they 
  were expressly told to ensure that any prospective 
  help show interest in the benefits of the temple, 
  as the Hagurus do not have wealth to pay for aid, 
  but would be willing to facilitate divine blessing 
  bestowed from the unicorn once cured.
  Alternatively, the adventurers may simply stumble across the 
  Temple of the Divine Horn in their travels and meet with the 
  Hagurus within for a chance to unlock their inner potential.
  THE COVEN OF THE DIVINE HORN
  The Temple of the Divine Horn has several rooms and 
  chambers outlined below. Divine Horn Cultists welcome 
  those willing to devote themselves to a life of personal and 
  spiritual enlightenment through the Ritual of the Divine 
  Horn.
  The Temple of the Divine Horn 
  The temple is circular in construction, with one oversized 
  front entrance. Within the temple itself is an outer ring that 
  houses living quarters for worshippers, and an Inner 
  Sanctum where the divine ritual takes place. 
  The forest parts to reveal a secluded clearing with a large 
  circular stone temple at its center. The temple grounds are 
  overgrown and overdue for proper tending despite several 
  worshippers strolling through unkempt grass.
  Features of the Area
  Divine Horn Cultists (x8): Referring to themselves as 
  worshippers, these cultists greet newcomers openly, asking 
  if they are here to rid themselves of their inner darkness 
  through worship of the Divine Horn. 
  Unicorn-shaped awakened plants (x6): These curated 
  bushes line the southern path toward the temple, swaying 
  with a magical breeze, appearing to blow the front legs 
  of the rearing unicorn silhouette. A successful DC 18 
  Wisdom (Nature) check reveals these curated shrubs to be 
  Awakened Plants, which will not attack unless attacked 
  first. They will crane their heads to “look” toward any 
  creature within 20 feet that swears, expresses sarcasm, or 
  utters threats near them.
  A successful DC 14 Wisdom (Nature) check reveals that 
  small animals and critters seem to be gathering in the trees at 
  the edge of the forest, looking at the temple, sounding cries 
  of alarm as the adventurers enter the clearing. A successful 
  DC 18 Wisdom (Animal Handling) check reveals the 
  animals’ cries of alarm are not directed at the adventurers, 
  but are in fact directed toward the temple.
  The Divine Horn Cultists wear rainbow-fabric robes with a 
  brass circlet supporting a long brass spiraling horn onto their 
  forehead, and welcome newcomers with a direct question:
  Divine blessings to you, disheartened ones. Divine connection 
  to the great potential within you lies within. Seek our holy 
  Hagurus within, Xenophon, Hackamore, and Jodhpur to take 
  your first stride toward your new life basked in the light of 
  Martingale. May we escort you inside?
  When adventurers ask a Cultist about the Divine Ritual:
  I have partaken in the Divine Ritual faithfully and soon, once 
  Martingale sees I am worthy, I will be blessed with their divine 
  gift.
  When adventurers press a Cultist for more information:
  Speak not to me, but to our divine priests within. Delay your 
  journey no further.
  If the adventurers express frustration, anger, sadness, or 
  sarcasm:
  Stay your thoughts of darkness in this sacred place until the 
  ritual. Martingale will cure you of your pain, and free your 
  deepest glorious potential to the surface.
  If the adventurers directly provoke or attack a cultist, every 
  cultist present casts calm emotions until the fight is stalled, 
  smile proudly and say:
  
  44
  You are clearly led by the light of the divine. Your presence is 
  destined. You hold such darkness within you. Martingale will 
  break your chains, and in their absence incredible potential will 
  shine through beyond your wildest dreams.
  If the adventurers force a brawl, Xenophon, Hackamore, 
  and Jodhpur will exit the temple and join the fight with the 
  goal of subduing the party. If the adventurers reach zero hit 
  points, they are spared and stabilized by the cultists and 
  brought within the temple, stripped of their weapons (which 
  will be held in the Coven’s Abode), and revived in the Outer 
  Chambers. The priests attempt to convince the party that 
  there is no ill will between them and the temple, and that if 
  they will freely allow it, the temple seeks only to help purify 
  them of their darkest pain, and if they can show themselves 
  worthy to Martingale, receive divine blessings in place of 
  their healed deep-rooted pain through the Divine Ritual. 
  The priests will allow the party to leave, but will not return 
  their weapons directly unless they undergo the ritual for the 
  safety of the remaining worshippers.
  The Hagurus: Xenophon, Hackamore, and Jodhpur
  The Coven of the Divine Horn consists of three Hagurus 
  working toward a common goal: trap enough dark energy 
  into a unicorn to corrupt it into a creature that they can 
  control, and utilize its Wish spell to become more powerful 
  than they could possibly imagine. The Hagurus appear to 
  be elven priests wearing flowing rainbow robes, but that is 
  an illusion that hides a spindly, decrepit appearance with 
  rotten nails, moldy hair, and clouded eyes. Adventurers are 
  promised access to dormant inner strength hidden below 
  pain and suffering, and that by participating in the Divine 
  Ritual, that suffering can be magically cleansed and once 
  Martingale deems them worthy, the unicorn will unlock their 
  potential. In truth, Martingale will never grant the wishes 
  of a creature who harms it or inflicts dark energy onto it 
  through the Divine Ritual. 
  Each of the three Hagurus pledge loyalty to the coven while 
  paranoid about the possibility of betrayal. Each Haguru 
  has their own personal agenda, and if the balance of power 
  were to tip heavily in one Haguru’s favour, the other two are 
  quick to force equilibrium. This uneasy truce is felt by their 
  followers, none of whom would dare question the Hagurus 
  for fear of being ejected from the temple before earning 
  their moment to receive divine gifts from their beloved 
  Martingale. 
  Xenophon schemes toward forcing Martingale to grant 
  their wish for immortality. If Martingale grants the wish, 
  Xenophon can no longer die of natural causes but can still 
  be injured, feel pain, and to Xenophon’s great surprise, 
  be killed outright should their body be sufficiently 
  destroyed.
  Hackamore plans to force Martingale to grant 
  a wish for Martingale to be bound to them. 
  If Hackamore’s wish is granted, Martingale 
  permanently transforms Hackamore into a bridal harness.
  Jodhpur hopes to use Martingale to grant a wish to become 
  a unicorn, believing it to be a clever way to gain access to 
  Martingale’s power, unaware that most unicorns do not 
  possess the level of power that Martingale wields. 
  Each of the three Hagurus will make attempts to broach 
  the topic of overthrowing the other two in the name 
  of protecting Martingale’s best interests, should the 
  adventurers decide to work with any of the hagurus, and 
  scheme to separate the Hagurus from each other to improve 
  the odds of a successful betrayal. Notably, whenever two 
  Hagurus are together, they scheme against the third in 
  a constantly revolving circle of distrust, and will openly 
  include the adventurers in their schemes to guarantee their 
  wish is the one granted first.
  THE OUTER CHAMBERS
  One continuous, curved hall on the outskirts of the temple 
  houses several small rooms where worshippers make their 
  beds overnight. Sound does not carry between rooms, and 
  there are thin windows in each room barely wide enough for 
  a tiny-sized creature to squeeze through. A hard twin-sized 
  bed is the only furniture inside each dorm room. 
  Features of the Area
  Outer Dorms: There are simple rooms along the outer hall 
  of the temple, each with a wooden door literally shaped 
  like a rearing unicorn silhouette, spaced such that there is 
  one feature at nearly every hour position relative to a clock. 
  Position 11’s locked room (DC 20 Dexterity (Sleight of 
  Hand) check reveals a staircase down to the Coven’s Abode. 
  Position 6 holds the temple entrance. The rest are dorm 
  rooms with beds for worshippers and travellers to rest. 
  Inner Sanctum Entrance: Large steel-reinforced double 
  doors protect the inner sanctum entrance located 
  immediately across the hall opposite the main temple 
  entrance after entering the Outer Chambers. A successful 
  DC 125 Strength check pries the hinges loose.(Editor - this 
  DC was a mistake, but we left it in because LOL) A successful 
  DC 18 Dexterity (Sleight of Hand) check reveals a Rune Trap 
  that would trigger an explosion of force, dealing 3D8 Force 
  damage on a failed save. The lock is arcane in nature, and 
  can be locked or unlocked if any two of the Hagurus touch 
  the lock at the same time, or through the use of dispel magic 
  or other similar magic.
  THE COVEN’S ABODE
  The Coven’s Abode holds the sleeping and working areas 
  of Xenophon, Hackamore, and Jodhpur, maintained 
  underneath the inner sanctum. A thick stone ceiling bears 
  all the weight of the temple area above, with no danger of 
  collapse. 
  
  45
  An overwhelming potpourri invades your nostrils: 
  lavender, cinnamon, and peppermint. A large open cave 
  appears before you with three distinct living spaces, and 
  a series of twelve blue glowing runes affixed in a circular 
  pattern in the center of the ceiling. 
  Features of the Area
  Xenophon’s Abode: Stacks of parchment with detailed 
  notes on Martingale’s worsening condition are piled 
  throughout, with calculations that Martingale will become 
  fully corrupted after two more Divine Rituals. The scent of 
  cinnamon is strongest here, due to scrawling their notes with 
  a cinnamon stick quill.
  Hackamore’s Abode: The scent of peppermint is strongest 
  here. Fabric and sewing materials to create worship attire 
  litter the area around the bed, with several completed, 
  rainbow-stitched cloaks piled and ready to be worn. These 
  cloaks are infused with magic that allow Hackamore to 
  detect the movements of any cloak within 100 feet at 
  all times, but cannot identify the wearer. Peppermint 
  candy crumbs lay scattered around Hackamore’s bed and 
  workspace. 
  Jodhpur’s Abode: Food fit for a horse is kept and 
  maintained here, along with bales of fresh hay, barely saving 
  room for a poorly constructed bed and crude mattress. 
  There are also crates of white powder and paint. The 
  clear effort appears to be spent on ensuring Martingale’s 
  necessities are properly maintained and stored. Clumps 
  of lavender shoved into pillowcases overpower the 
  area with the calming scent.
  The Ceiling Runes: A successful DC 14 Wisdom 
  (Perception) check reveals these 12 blue ceiling runes 
  glow with enough light to bathe the entire room with low 
  blue light where no other light source exists. These runes 
  continue through the ceiling into the Inner Sanctum, and 
  are the same runes that appear in the moat surrounding 
  Martingale. Several of the runes each maintain different 
  effects: 
   
  Rune positions 12, 3, 6, and 9 together maintain a spell 
  that will raise or lower Martingale’s Pedestal down into 
  the Coven’s Abode, or up into the Inner Sanctum. 
  These runes are activated by the voices of the three hags 
  speaking the word “raise” or “lower” in Sylvan in unison. 
  Destroying any of these runes will cause the platform to 
  descend. A creature close enough to smell any of these 
  runes will discover a strong lavender scent. A successful 
  DC 16 Intelligence (Arcana) check reveals these runes 
  are controlling the direction of an object nearby. A 
  successful DC 19 Intelligence (Arcana) check confirms 
  the ceiling area within the rune circle is that object, which 
  is the platform Martingale rests on within the wall of 
  force. These runes can be deactivated or reactivated on a 
  whim should Jodhpur touch them, as they are who originally 
  set the runes.
  Rune positions 1, 4, 7, and 10 together maintain a Wall 
  of Force around the pedestal within the Inner Sanctum. 
  Destroying any of these runes will dispel the wall. A creature 
  close enough to smell any of these runes will discover a 
  strong peppermint scent. A successful DC 16 Intelligence 
  (Arcana) check reveals these runes maintain a persistent 
  magic construct nearby. A successful DC 19 Intelligence 
  (Arcana) check confirms they maintain a wall of force. These 
  runes can be deactivated or reactivated on a whim should 
  Hackamore touch them, as they are who originally set the 
  runes.
  Rune positions 2, 5, 8, and 11 together maintain the Moat 
  Trap within the Inner Sanctum. Destroying any one of these 
  runes will dispel the magic and disable the trap. A creature 
  close enough to smell any of these runes will discover a 
  strong cinnamon scent. A successful DC 16 Intelligence 
  (Arcana) check reveals these runes maintain a persistent 
  magic construct nearby. A successful DC 19 Intelligence 
  (Arcana) check confirms they directly affect the moat above. 
  These runes can be deactivated or reactivated on a whim 
  should Xenophon touch them, as they are who originally set 
  the runes.
  These runes can be dispelled through magic or destroyed 
  by force (DC 15 Strength check) but explode and deal 
  3d6 force damage within 10 feet for every rune destroyed. 
  A successful DC 18 Dexterity saving throw results in half 
  damage taken.
  
  46
  THE INNER SANCTUM
  The Inner Sanctum is where Martingale resides, and the 
  Ritual of the Divine Horn takes place. Worshippers are not 
  to enter the Inner Sanctum without a member of the coven 
  present. Xenophon and Hackamore can be found here 
  during daylight hours, loudly arguing with each other about 
  which of them is the most enlightened.
  The temple’s most central chamber is lined with exquisite 
  wall paintings depicting unicorns frolicking carefree 
  through majestic meadows. A five foot wide moat 
  surrounds the center pedestal. An opaque wall encircles the 
  centre of the room at the centre of the moat, obscuring the 
  silhouette of a unicorn.
  Features of the Area
  Martingale’s Pedestal: 20 foot wide inside the moat, 
  covered in hay and uneaten vegetables. Any attempt to cross 
  the moat and reach the pedestal will be thwarted by a Wall 
  of Force.
  Wall of Force: The Wall of Force, which reaches up to the 10 
  foot ceiling and is flush with the edge of the pedestal, leaves 
  no ledge to stand on. While the ritual is being performed, 
  the Wall of Force becomes transparent, otherwise the wall is 
  opaque.
  The Moat Trap: Crystal blue water is littered with offerings 
  of gold and gems. As long as all four of the Moat Trap’s runes 
  are active, the surface of the water acts as a one-way barrier. 
  Any physical object or creature, once submerged, cannot 
  break through the surface of the water from underwater. 
  A successful DC 20 Investigation (Intelligence) check or 
  successful DC 25 Perception (Wisdom) check reveals one 
  single strand of rainbow thread trapped below the surface of 
  the water, unable to float to the surface.
  MARTINGALE, THE UNICORN
  Martingale is a rare and majestic unicorn, captured by the 
  Haguru coven desperate to control Martingale’s powerful 
  ability to grant wishes. As a beast pure of heart, Martingale 
  naturally calms and quells creatures with their mere 
  presence. With Martingale’s strength dampened by the 
  Mystical Chains, dark energy becomes too great for them to 
  dissipate, and the excess energy hangs near Martingale with 
  nowhere to go. In time, with enough dark energy, Martingale 
  will succumb to the darkness and corrupt into a terrible 
  Nightmare.
  Behind the opaque Wall of Force at the center of the 
  Inner Sanctum is Martingale. Martingale has been 
  painted to appear pure white, masking large, 
  dark, veiny splotches across their hide, noticed 
  only by a successful DC 20 Wisdom (Perception) 
  check. If Martingale undergoes two more rituals 
  after the adventurers arrive, the unicorn will transform into 
  a Nightmare (see appendix A: Martingale, the Nightmare) 
  and will obey the command of the Hagurus. If Martingale 
  becomes a Nightmare and the Wall of Force is still active, 
  Martingale will immediately break their chains and dig away 
  at the pedestal itself to escape the Wall of Force, breaking 
  through in two rounds and falling into the Coven’s Abode.
  Martingale is bound by a set of Mystical Chains which 
  prevent the unicorn from speaking, standing, or using any 
  abilities. A successful DC 20 Dexterity (Slight of Hand) 
  check will open the lock, or a successful DC 25 Strength 
  check will destroy the chains. If danger persists, Martingale 
  will fight against the coven and worshippers if able-bodied, 
  prioritizing its own escape.
  THE DIVINE RITUAL 
  Twice daily, at approximately 11am and 11pm, the coven leads 
  all worshippers in the Ritual of the Divine Horn. Participants 
  sit facing Martingale and choose one phrase to speak aloud 
  about something they despise about themselves, then 
  rephrase that phrase to speak it as though Martingale is the 
  subject instead. For example, “I hate my lack of confidence” 
  becomes “I hate your lack of confidence” when directed at 
  Martingale. Over the course of one minute as these phrases 
  are chanted repeatedly, an increasing number of dark, veiny 
  splotches appear across patches of Martingale’s hide. Once 
  complete, the worshippers believe that Martingale’s magic 
  has cleansed their auras of negativity, but that feeling is only 
  due to a placebo effect. 
  Martingale will know if anyone is pretending or refusing to 
  contribute to the ritual, and will see them as kind-hearted. 
  Once free and safe from harm, if an adventurer is deemed 
  kind-hearted by Martingale, the unicorn will gently tap the 
  adventurer’s forehead with their horn, and unbeknownst 
  to them, the next time they speak the words “I wish”, at the 
  DM’s discretion, Martingale’s parting magic will grant their 
  wish to the best intended spirit of the request. This gift is 
  considered a separate ability from Martingale’s wish spell, 
  and can be granted to each adventurer should they all be 
  deemed kind-hearted. 
  CONCLUDING THE ADVENTURE
  If the adventurers free Martingale, Martingale seeks to 
  escape to safety but fights by the party’s side if necessary 
  until the coven and worshippers either escape or are killed. 
  Once the danger has passed, Martingale offers Unicorn 
  Mane to any kind-hearted adventurers (see Appendix B: 
  items) as thanks for their freedom. Once thanks are given, 
  Martingale will cast teleport, disappearing to a hidden grove 
  nearly a mile away to live in peace.
  If Martingale is killed, the coven will flee, using their 
  worshippers as a distraction, and hold a grudge against the 
  adventurers, vowing to get their revenge.
  
  47
  Revenge is best served with dead fish.
  This adventure is designed for 4 players of 4th level, but can be scaled to accommodate any level.  This adventure is 
  designed to be run alongside the Tomb of Annihilation module, but can also be run as a standalone adventure. 
  ADVENTURE BACKGROUND
  Agnes Wormwiggle is stuck in an awful situation. The sea hag (Appendix A) lives close to Port Nyanzaru and every weekend the 
  sounds of the dinosaur races carries across the water, filling her cave with cheers, celebration, and all around happiness. 
  It’s horrible. 
  If an adventuring party helps her out, she will reward them with new magical spells, bizarre magical trinkets, and forbidden 
  teleportation circle glyphs.
  
  48
  HOOK
  A blob fish on a market table calls out to you, “Hey you! 
  Wanna learn some forbidden teleportation circles or other 
  weird magics? Head South West from Port Nyanzaru until 
  you see a tidal pool with a giant tuna in it. The fish will 
  give you more directions. Trust me. I’ll make it worth your 
  while.” 
   Agnes Wormwiggle communicates using speak via dead fish 
  to attract the attention of the party. Port Nyanzaru is a great 
  starting place for this adventure, but any fish market along 
  the Sword Coast will do.
  When the party makes it to the beach, they will find a 
  tidal pool frothing with activity. A swarm of lampreys are 
  feeding on a giant dead tuna. When they get close, the same 
  disembodied voice speaks out: 
  “Hey great, you made it. If you’re interested in the truly 
  weird stuff, here’s what you gotta do. Grab a lamprey. 
  They’re hungry so they may be a bit ‘grabby.’ Stick one 
  of those suckers on your neck and then swim down a 
  ways. The first underwater cave you see is mine. I’ll have 
  a kettle waiting. Oh, and get in the water quick once you 
  attach those things. They’ll be breathing for you and 
  they’re not great with air.”
  Agnes is building a unicorn to beat dino riders and destroy 
  the spirits of everyone who comes to celebrate the races. 
  PART 1: AGNES & THE PLAN
  After gathering the party at her lair, Agnes lays out her plan 
  to ruin the races.
  AGNES’ LAIR
  The lair is carved from bedrock. After swimming through 
  some seaweed and algae, it surfaces into a large cold cavern. 
  It smells of beach decay and rotting fish. The floor is covered 
  with algae, strands of seaweed, and other ocean flora 
  hanging from the ceiling. Trinkets and oddities are strewn 
  about the floor in a chaotic mess. 
  Standing at the back of the cave, holding a dead fish in her 
  hand, is Agnes Wormwiggle. A half toothy smile spreads 
  across her face as a dented tin kettle boils over nearby.
  Features of the Area
  Feature: Dim Light.
  Feature: The cave is round, 80 feet in diameter; the 
  ceiling is domed 20 feet high. 
  Agnes wants to build the greatest unicorn the 
  world has ever seen (Appendix C). It’s all about 
  winning and crushing dreams, so that no one will ever 
  want to race dinosaurs again. Agnes can get the unicorn; 
  she needs accomplices’ to collect parts that she can fuse 
  together, with her partial reanimation spell. She will 
  recommend the grossest and most unsettling options first, 
  If players are having a tough time finding motivation to help 
  Agnes out, here are some potential hooks to encourage the 
  players to help Agnes:
  • 
  A warlock has been breeding demon/dinosaur hybrids 
  to win races.
  • 
  The races are pre-determined. The riders and bookies 
  are all in on it. They’re collecting commissions on 
  winning and losing bets.
  • 
  Some of the Merchant Princes use the races as cover in 
  order to smuggle contraband into Port Nyanzaru.
  Unicorn Building Rules
  The unicorn stat block (Appendix A) is used as the base for 
  the upgraded unicorn. Upgrades and modifications are up 
  to the players. A list of statistical modifiers and changes are 
  provided below, along with a list of possible sources where 
  players can find them. 
  Follow any ideas the players come up with. All of these 
  items listed below can be found in Port Nyanzaru or 
  the surrounding jungle of Chult. This is a customizable 
  adventure that can be a heist, shopping adventure, 
  exploration, or social gala. A unicorn has 4 “slots” for 
  upgrades. All the slots do not have to be used for the 
  unicorn to function. Any upgrades added for flavour or 
  aesthetic do not occupy a slot. 
  Decorate the unicorn with reckless abandon.
  Suggested upgrades to the unicorn are listed here, but feel 
  
  49
  free to modify or add your own.
  Upgrades
  Armour Plating: +4 AC -20 feet to movement speed. 
  Armour is a key to surviving impacts. 
  Potential Sources: Bones from a dinosaur skeleton, armour 
  crafted by black smiths, or stone building materials.
  Speed Boost: +20 feet to movement speed. The fastest 
  creature wins in the races.
  Potential Sources: Wheels or mechanical legs built by a tinkerer, 
  more unicorn legs, or wings from any flying creature. 
  Extra Arms: 1 Reaction action per limb, disadvantage on all 
  Dexterity checks. You just have to find a creature willing to 
  part with one.
  Potential Sources: Regenerating arms from a troll, vines off a 
  assassin vine (ToA pg. 213), mantrap (ToA pg. 227), or any 
  skeleton (MM pg 272.) or zombie (MM pg. 316) arms, spare 
  arms from a mannequin warehouse.
  Vitality: +50 hit points. The tougher creature, the longer 
  they survive. 
  Potential Sources: The heart of any large dinosaur, a health 
  potion injection system, a feed bag with enchanted oats from the 
  Feywild.
  Tail Ability: As a reaction, creatures behind the unicorn and 
  within 10 feet must succeed on a DC 14 Constitution save or 
  be blinded until the end of the unicorn’s next turn.
  Potential Sources: The shell of a flail snail (ToA pg. 220), an 
  exhaust chimney from a smelter, or an abdomen from a spider 
  that could shoot webbing.
  Agnes needs an important component for the ritual - 
  “reanimation juice”. This fluid is a byproduct of necromantic 
  experiments. Agnes knows a necromancer and has arranged 
  for Dr. Dantonelli Dantov (NG male otter necromancer 
  VGtM pg. 217) to arrive in Port Nyanzaru.
  PART 2: DR. DANTOV 
  The party heads out to gather materials. They need the key 
  ingredient, renamiation juice, but run into some trouble at 
  the Thundering Lizard with an otter.
  The Thundering Lizard, Port Nyanzaru
  The Thundering Lizard is empty during the day. It’s 
  known for its night and fight scenes. The floor is 
  THIS UNICORN SEEMS OVERPOWERED!
  Hags don’t play fair. 
  covered with sawdust, and the smell of stale ale and mildew 
  waft through the tavern. The walls and tables have cracks and 
  grooves, while all the stools are off balance.
  Features of the Area
  Feature: Saw dust on the floor, tavern furniture durable 
  enough to survive a fight.
  Feature: If the encounter happens at night, the tavern will be 
  crowded and count as difficult terrain.
  Dantov has been working for the Council of Waterdeep 
  to come up with a solution to the Death Curse. His recent 
  experiment with soul transference, where he swapped souls 
  with an otter, resulted in Dr. Dantov’s body jumping into the 
  ocean and being eaten by a shark. 
  Dr. Dantov uses the statblock for a necromancer, with the 
  following changes:
  • 
  His size is small
  • 
  He has a swim speed of 30 feet.
  • 
  He can hold his breath for up to 20 minutes
  Dantov wears a white lab coat, spectacles, and black rubber 
  gloves. He greets the party with a wave and says that he was 
  told to meet a group matching the party’s description at 
  the Thundering Lizard. Port Nyanzaru has a problem with 
  undead roaming in from the jungle. Dr. Dantov is wary about 
  being connected with any undead incidents in the city. If the 
  group can assure Dr. Dantov that they will keep his identity a 
  secret, and keep him from being investigated by city guards 
  while in town, he will thank them and hand over a canister of 
  reanimation juice. If the group impressed Dr. Dantov, he says 
  he’ll owe them a favour. 
  When you return, Agnes has a unicorn  laying in a circle of 
  glowing sigils on the ground. Her eyes glow a brilliant blue 
  as excess mana rolls down her face like she was crying. She 
  turns to you and says, “We’re ready.”
  As the party arranges the gathered materials around the 
  unicorn, and places the reanimation juice nearby, the circle 
  begins to pulse with energy as tendrils of arcane plasma arc 
  between Agnes and the unicorn. The unicorn begins to lift off 
  the floor with the other materials. The canister of reanimation 
  juice cracks and the golden liquid extends out like a gnarled 
  finger. The unicorn is rolled around in the air as the different 
  parts attach themselves. They stretch, break, and contort 
  themselves to fit onto the barrel of the body. The hairs on 
  everyone’s body begin to stand on end as Anges murmurs an 
  incantation in Sylvan. With a brilliant flash of light, the new 
  steed stands ready.
  
  50
  PART 3: THE RACE 
  The unicorn is built and ready to race.
  Port Nyanzaru
  Blue skies stretch over Port Nyanzaru. Everyone has 
  prepared for the races, as thousands of spectators come to 
  watch and celebrate. It is a perfect day for a race.
  Agnes uses her Illusory Appearance to disguise herself 
  and the unicorn as a rider and its dinosaur. The players 
  are welcome to join in as racers (ToA pg. 32). Agnes will 
  give them each grung eye goggles to protect them from her 
  Horrific Appearance and Death Glare. 
  Agnes’ tactics are: Start the race and drop her illusions while 
  she frightens riders, dinosaurs, and sends crowds fleeing. 
  Any dinosaur that is frightened, and in range, she will use 
  her Death Glare. She will gleefully cackle and shriek her 
  way around the course frightening everyone, while riding 
  the unicorn’s back like a surfboard. The players may provide 
  security for Agnes, drawing off any city guards (guards MM 
  pg. 347) or interfering with other racers and dinosaurs. If 
  the players choose to follow the rules of the race, they can 
  legally enter Agnes.
  If victory is achieved, Agnes bolts for the docks, where 
  she jumps her unicorn off the end of the pier, disappears 
  beneath the water, and teleports home.
  CONCLUDING THE ADVENTURE
  If Agnes won, she waits for the adventuring party in her 
  cave. She is delighted by all the terror filled screams and 
  sounds of dinosaur corpses hitting cobble stones. The spirit 
  of competition has been crushed in Port Nyanzaru. The 
  experience is enough to cancel the races for years. Most 
  importantly, parents will tell stories of a sea hag coming 
  to take misbehaving children back to her cave on a horrific 
  unicorn, to be eaten for dinner.
  Agnes stands in her cave with a wretched look of glee. 
  “That was horrible. It was absolutely the best awful 
  experience I’ve ever had. Now, let’s talk payment.” 
  If Agnes fails to ruin the races for everyone, she will wait 
  in her cave for the group to return. When they arrive, she 
  attacks.
  The players have their choice of rewards. If they impressed 
  Agnes, she will offer the unicorn as a prize. She may also 
  offer any of the obscure spells she knows, speak via dead 
  fish, partial reanimation, as well as the ritual rite of stolen 
  life (ToA pg. 73), which she won off Nanny Pu’pu in a card 
  game. She can also offer sigils for circles of teleportation 
  to forbidden and dangerous lands. These could be to a 
  forgotten farm house in Thay, a hidden room inside the 
  pyramid of a sphinx, or an abandoned building inside Omu. 
  She also offers a cloak of billowing, a dread helm, and a 
  mystery key. She can offer 300 gold pieces as a reward, 
  but will hesitate to do so. To her, it is a reward without 
  imagination.
  
  51
  WEIRD MAGIC
  RITUAL:
  SPEAK 
  DEAD FISH
  With this ritual the hag is able to send a message to anyone they are familiar with, as long the target is on the same plane. 
  When cast, which takes only a few moment, the hag becomes aware of any dead fish within 100 feet of their target. If there 
  are no dead fish nearby the target, the spell fails. As long the hag holds a fish in their hand, they may talk freely with the target 
  using the dead fish near the target as a relay. The fish being used as a mouthpiece can communicate in any language the hag 
  knows. The target need not be holding the dead fish to respond as the fish relays any responses back to the hag for her. When 
  the hag is talking through the fish, its jaw will move, but it will not be in synch with the message. The hag can end this effect at 
  any time. 
  The hag may implant a message into a dead fish within 1000 feet of her that she is aware of. The hag must speak any such 
  message, no more than 50 words, and then set the terms that will trigger the words. This effect will replay the message 
  repeatedly as long as the trigger continues to be met. If the dead fish loses its jaw for any reason, the spell will fail. 
  VIA
  WEIRD MAGIC
  RITUAL:
  PARTIAL 
  REANIMATION
  This ritual takes the hag 10 minutes to perform and requires 500 gold pieces worth of Reanimation Juice, which the 
  ritual consumes, in addition to the body parts the hag wishes to attach. This ritual is able to replace lost limbs, or 
  add extra limbs with any materials at the caster’s disposal. Materials will modify themselves to become a functional 
  prosthetic limb. A mop will develop an elbow joint, and the head will knot itself together into fingers. A piece of 
  rock will crack and stretch out to form a leg. The materials will adjust to whichever size is needed. The limbs are 
  not considered magical weapons. The limbs can be destroyed with dispel magic check, or if they are exposed to 
  the antimagic field spell. Adding extra limbs causes an imbalance in the kinesthetics of the creature, and will have 
  disadvantage on all Dexterity skill checks.  The DM has sole discretion over any additional effects from the limb. 
  (e.g. Spider legs granting spider climb.)  
  
  52
  After Chance, a halfling hamlet, suffers from strange nightmares followed 
  by a string of disappearances, the community puts out a bounty for the 
  head of boogie monster thought to dwell in the nearby forest. 
  The adventuring party has their work cut out for them when 
  they face a gloam hag and her nightmare unicorn out to 
  terrorize the superstitious community members.
  This dungeon is optimized for 5 8th-level 
  characters.
  ADVENTURE 
  BACKGROUND
  The hamlet of Chance was founded by a 
  group of superstitious halflings whose 
  wagon wheel broke on a tree rut while 
  setting out on an adventure. They 
  chanced upon a black rabbit paw and 
  considered it an omen. Little did they 
  know that the token belonged to a gloam 
  hag who had set up a lair in the area.
  HOOK
  While traveling, the adventuring party 
  finds bounty posters nailed to trees on the 
  outer edges of a dark and twisted forest: 
  The hamlet of Chance seeks to reward any 
  adventurer who apprehends or otherwise 
  dispatches the terror that lurks in the woods. For 
  further details, interested parties should speak to 
  elder Alton Appleblossom. The adventuring party 
  can gather more information regarding the posted 
  bounty in the hamlet of Chance before heading into the 
  forest on their quest.
  
  53
  PART 1: TAKING A CHANCE
  The hamlet sits against the forest and its residents take note 
  of the characters as they arrive.
  THE HAMLET
  Chance is a hamlet with a population of about 100 halflings.
  A cluster of small, stone houses with brightly colored 
  thatched roofs and wooden doors stands adjacent and 
  in stark contrast to the dark and twisted woods. The 
  picturesque halfling hamlet is nestled by a serene lake.
  Features of the Area
  Ceilings: The interior of houses and shops are five feet high.
  Doors: All doors are made of wood with iron handles, 
  hinges. They do not have built-in locks.
  Light: By day, the area is naturally lit. By night, there are 
  many lanterns that are hung outside doorways.
  If the characters arrive by day, residents greet them from 
  their gardens and direct them to the councillor. Otherwise, 
  the Meeting Hall can easily be found at the heart of the 
  hamlet. Any halfling in a 60 feet radius of the hamlet 
  center is overcome with a feeling of courage and cannot be 
  frightened while within 60 feet of the Meeting Hall. With a 
  successful DC 15 Intelligence (Arcana) check, any character 
  determines that the area is under magical enchantment.
  Development
  Alton Appleblossom greets the party. If this occurs at night, 
  he appears outside his residence behind the Meeting Hall in 
  his night robe and sleeping cap. He informs the characters 
  that several community members have gone missing in the 
  past several months and he wants to put an end to whatever 
  terror lurks in the forest. As a reward he offers the hamlet’s 
  most prized possession: a lucky rabbit paw, in addition to a 
  handsome sum of 2,000 gp.
  If interested, he regales any character with the history of 
  Chance, which was founded three generations ago. He also 
  notes the hallow spell was cast on the very ground they stand 
  upon. As a result, halflings can’t be frightened while in a 60 
  foot area surrounding Meeting Hall.
  Any character who succeeds on a DC 15 Intelligence 
  (Investigation) check determines the following:
  New houses have been built close to the forest
  The missing community members all lived outside the 
  hallowed grounds of Chance
  Some buildings have unique features, but none are identical:
  • 
  A horseshoe nailed above a doorway
  • 
  Thirteen copper pieces stacked in the corner of a 
  vegetable patch
  • 
  A songbird in an upsidedown cage
  Interviewing the community members easily reveals that 
  none of the residents who live inside the hallowed grounds 
  of Chance, including Alton Appleblossom, suffer from 
  nightmares. Additionally, if asked about the building 
  features, any resident can inform them that halflings 
  have many superstitions which are often particular to an 
  individual or family. In fact, before the party leaves, they are 
  gifted with flowers to place in their caps or hair to protect 
  against evil faeries.
  PART 2: THINGS THAT GO BUMP 
  The forest is easily entered from the hamlet.
  NIGHTMARE FOREST
  Filled with twisted trees and undergrowth, the area is an 
  eerie departure from Chance’s colorful homesteads.
  Brambles and gnarled trees with tangled roots intertwine 
  to weave a treacherous path. Overhead, the canopy of 
  branches blocks out all natural light.
  Features of the Area
  Light: The forest is dark unless stated otherwise. Characters 
  must have darkvision or a light source to see.
  Ceiling: The canopy is 10 feet high unless otherwise 
  indicated.
  Terrain: Plants grow thick and twisted here, making the 
  region difficult terrain. 
  Monster: Boggles (VGtM) roam the forest under cover 
  of shadows. These minions of the gloam hag excrete oil 
  patches in order to ambush travelers. A character must 
  succeed on a DC 15 Intelligence (Investigation) check to 
  notice the oil. The boggles prank the party by making eerie 
  noises and attempting to steal items from them. They make 
  
  54
  use of dimensional rifts to move quickly from 30 
  feet away and pilfer surface items like the flowers the 
  halflings gifted to the characters. If the party chooses 
  to engage in combat, a horde of 30 boggles attempts 
  to escape as quickly as possible, leaving behind various 
  pools of sticky and slippery boggle oil (see boggle stat 
  block).
  Development
  In the center of the forest is the hag’s lair. A successful 
  DC 13 Wisdom (Survival) check detects halfling tracks 
  leading in that direction. Moving through this area of 
  difficult terrain, it takes the characters about two hours 
  to reach it.
  As the adventuring party moves closer to the nightmare 
  lair, the chances of a random encounter increases. 
  Check for random encounters once per 15 minutes 
  during the day or once per five minutes at night. 
  Roll a d20 and if the result is 18 or higher, a random 
  encounter occurs. 
  d8
  Encounter
  1
  2d4 vine blights (day) or 1 banshee 
  (night)
  2
  Tortured faces magically appear in trees
  3
  3d6 swarms of bats
  4
  Shadows seem to sometimes move on 
  their own as though alive.
  5
  2d4 specters
  6
  Characters see hallucinations of their 
  worst fears. Any attempt to interact 
  with a hallucinatory image causes it to 
  disappear.
  7
  1d12 + 4 shadows
  8
  1d4 ghasts with 1d10 ghouls
  Each encounter pushes the characters closer to 
  the center of the forest. Whether a character is 
  successfully tracking the missing halflings or not, after 
  about an hour of travel, the adventuring party hears 
  indecipherable whispers coming from the direction of 
  the hag’s lair.
  NIGHTMARE LAIR
  The party eventually finds themselves in a grove. 
  A large, gnarled tree stands in the center of the 
  forest. An absolute, chilling silence fills the air. 
  It is immense in size, with a base measuring 
  50 feet in diameter and a crown soaring 
  to a height of over 200 feet. Many small 
  chambers are hidden between the exposed 
  
  55
  roots.
  Features of the Area
  Ceilings: Most of the chambers and passages have steeply 
  sloping ceilings.
  Light: Most areas in the lair are dimly lit by oil lamps in wall 
  sconces.
  Roots: In 12 of the hidden chambers between the exposed 
  tree roots are missing halflings, still alive.
  Monster: The nightmare unicorn whinnies from inside the 
  tree, attempting to lure the characters into the lair. There a 
  gloam hag by the name of Horrible Helga Witherbane uses 
  magic to torment and strike fear into the hearts of the party 
  before attacking.
  Roleplaying Horrible Helga Witherbane
  Horrible Helga delights in twisting the fears of humanoids 
  into their worst nightmares. She has been harboring ill-will 
  toward the community of Chance since they stole her lucky 
  black rabbit paw. Convinced that her weal has turned to woe 
  as a result, she has been tormenting the halflings for the past 
  hundred years. Up until recently she was content to exact 
  her slow revenge but after new dwellings were built so close 
  to her forest, she escalated matters and began luring them 
  into her lair where she keeps the halflings alive to torture 
  them with nightmares.
  Personality trait: I am very superstitious, and I see omens in 
  every event and action around me.
  Ideal: Loneliness is the path to madness. That is why I have 
  minions to keep me company.
  Bond: The ones who stole from me will pay for their 
  offense.
  Flaw: I am too eager for gossip.
  Development
  A hag always has an escape plan. If the adventurers attempt 
  to turn her home into her grave, she uses a mix of her 
  spellcasting, weird magic, deceit, and the assistance of her 
  nightmare unicorn to get away. She has a dozen halflings 
  captive in the root chambers and uses them as a bargaining 
  tool as well.
  Her lair is cluttered with halfling trinkets, and other 
  curiosities that have a supernatural origin but aren’t 
  inherently magical. Among these items is a thick, dusty 
  tome, every page filled with tiny, barely legible writing. With 
  a successful DC 13 Intelligence (Investigation) check, any 
  character can carefully study the book to reveal it to be a 
  written transcript of every nightmare that took place over 
  the course of the nearby hamlet’s history.
  CONCLUDING THE ADVENTURE
  The hag has been plotting her retaliation against the 
  halflings who settled on her land for three generations. With 
  such a long life over which to exact her vengeance, she has 
  revelled in their nightmares. There are several ways to end 
  the adventure.
  Characters may choose to dispatch her and her nightmare 
  unicorn, in which case they receive the promised reward 
  from Alton Appleblossom.
  If the adventuring party negotiates between the hags and 
  halflings, an accord may be made in which she keeps her 
  land and the hamlet moves to the other side of the lake.
  It is also possible for more outlandish outcomes to occur. 
  The community of Chance might see their luck turning 
  around again and an opportunity to start dark tourism in the 
  area by bringing paying customers to the nightmare forest 
  for real scares.
  You have to wonder what exactly what someone like 
  Horrible Helga would keep from the hafllings she’s eaten. 
  I suppose she has a lot of half-eaten sandwiches stashed 
  away in a corner somewhere. 
  
  56
  MAGIC
  U
  N 
  B 
  R 
  I 
  D 
  L 
  E 
  D
  WEATHERING
  RIGHT
  RITUAL:
  WEIRD MAGIC
  With this ritual, the hag changes the weather over a settlement up to a mile wide to suit 
  her whims. This change in weather stops abruptly at the edge of the village. Within this 
  area, the hag can alter the temperature, clouds, rain or any other aspect of the weather. 
  This ritual draws on magic from the elemental planes, and requires the hag to etch four 
  grounding symbols in primordial (in terran, ignan, auran and aquan depending on the 
  changes she wishes to encourage) at various points across the village – disrupting all 
  of the symbols ends this effect. If this effect remains in place for a year and a day, the 
  village begins to become coterminous with one of the elemental planes, allowing the 
  hag to travel between the two with impunity and call on its denizens.  
  
  57
  In the Unicorn Justice System, the Herd is represented by two 
  separate but equally important groups: The Justiciers, who 
  investigate crime, and the Solarium, who prosecute the offenders. 
  This is one of their stories.
  This mini-adventure is optimized for five 9th-level 
  characters.
  ADVENTURE BACKGROUND
  To maintain order, unicorn-kind established a defensive 
  code: any who slay a unicorn must be tried and executed by 
  the horn of a Justicier, champion of the Herd.
  Four days ago, a group of unicorns marched through 
  Twilight Bog to the lair of the hag Dread Titchwillow. The 
  unicorns arrested the hag and escorted her to a nearby 
  gathering of the Herd. In his interrogation, Justicier Armand 
  outlined the following facts:
  Fact 1. A merchant caravan discovered a unicorn’s remains 
  in a stream near Twilight Bog. The horn had been removed 
  and sigils reminiscent of hag rituals had been carved into the 
  flanks. 
  Fact 2. The unicorn’s calm countenance suggests the use of 
  powerful enchantments.
  Fact 3. The flow of water quickly stripped away the magical 
  aura of any such enchantments. 
  Fact 4. Dread Titchwillow is the dominant hag in the region. 
  Justicier Armand claims this is enough evidence to convict 
  and will soon present the case to the Solarium. With her 
  power fading, Dread Titchwillow conjures a brief message 
  to a trusted minion, begging her to seek help. 
  ADVENTURE HOOKS
  Adventurers may have many reasons to travel near Twilight 
  Bog. 
  • 
  The heroes might simply be traveling along the well-
  maintained road passing just south of the swamp. 
  • 
  The bog is filled with medicinal fungi and herbs which 
  any healer would gladly purchase from anyone daring 
  the hostile environment. 
  • 
  The heroes might also seek Dread Titchwillow herself, 
  as she loves meddling in the region’s affairs. 
  As the heroes investigate Twilight Bog, they receive their 
  quest and are polymorphed into unicorns. Next, they 
  infiltrate the Herd and defend the hag from the Solarium’s 
  judgement. Finally, the heroes must defeat the furious 
  Justicier Armand before receiving their reward. 
  PART 1: DIRECT EXAMINATION 
  An awakened swamp crane invites the heroes into the bog 
  before revealing a plan to save Dread Titchwillow. 
  GATHERING EVIDENCE
  As the heroes approach Twilight Bog, a swamp crane 
  emerges from the thick canopy and circles the party. 
  A sudden piercing cry comes from a crane soaring 
  overhead. “Help! Help! I’m being held captive! Please follow 
  this bird and save me from the wicked swamp hag!” The 
  crane swoops low and looks each hero in the eye before 
  flying back into the bog.
  
  58
  The crane leads the heroes to a small wicker hut deep within 
  the marshy wilds. The remnants of an incomplete ritual spell 
  surround a cold campfire. As the heroes explore the area, 
  the swamp crane sheepishly introduces herself and relates 
  the events described in the Adventure Summary. Shallowtail 
  uses the stats for an eagle (MM) but with an Intelligence of 
  14 and the ability to speak Common and Sylvan. 
  Shallowtail swears that Dread Titchwillow was engaged in 
  a ritual that required total focus each night since the new 
  moon, almost one week ago, and could not have been 
  responsible for the unicorn’s murder. With Shallowtail’s 
  assistance, any hero who succeeds at a DC 14 Intelligence 
  (Arcana or Investigation) check can verify the hag’s magical 
  alibi.  
  Development: Once the heroes question Shallowtail, the 
  swamp crane begs them to save her friend. Shallowtail lands 
  near a small pool and reaches in with her beak, pulling out a 
  number of small vials and rolling them towards the heroes.
  “Dread Titchwillow might take pleasure in a bit of cruelty 
  here and there, but killing a unicorn? Ridiculous. You 
  help the innocent in need, right? Drink these and you’ll be 
  rewarded once the hag returns!”
  The potions of dread polymorph are the unique 
  creations of Dread Titchwillow and her powerful 
  curses. Each vial is filled with a milky, violet substance 
  that tastes like sour cherries. 
  While Shallowtail can’t be specific about any 
  rewards, she knows that Dread Titchwillow possesses 
  resources far beyond what can be seen in her gloomy 
  hut. The hag knows many secrets, including all the 
  treasure lost beneath the swampy pools.  
  PART 2: CROSS EXAMINATION 
  The heroes infiltrate the Herd, and must attempt their 
  best legal argument as they face off against Justicier 
  Armand in front of the entire Herd. 
  FACING THE SOLARIUM
  Far from any roads, more than fifty unicorns graze 
  peacefully in a large meadow beyond Twilight Bog. 
  Dread Titchwillow sits under guard in the center of 
  the field. Four sentries stand perfectly still, providing 
  small shadows that the mortified hag uses to hide 
  from the sun. 
  The unicorns of the Herd chat pleasantly with 
  the newly-arrived heroes until a trumpeting call 
  blares from the center of the meadow. The 
  unicorns quickly canter over to see the 
  spectacle, forming a wide circle around the 
  hag. 
  “Presenting the most honorable Solarium!” 
  Three noble unicorns parade through the Herd, horns 
  shining in the sun. Behind them trots a confident unicorn 
  with a matted coat covered in ritual bloodstains. 
  “The time has come to pass final judgment.” 
  The Herd neighs mournfully at the Justicier’s words, but 
  quiets under the heavy gazes of the Solarium. At their 
  direction, Armand outlines the case for the Herd in a fervent 
  tone. As he finishes, one Solar calls out to the Herd, asking 
  “Does anyone wish to speak in defense of the accused?”
  MAKING A CASE
  If the heroes remain silent, Armand immediately executes 
  Dread Titchwillow, impaling her on his horn. Any attempt to 
  save her enrages the entire Herd. 
  If the heroes present a defense as unicorns, Armand 
  deflects their arguments as naive or shortsighted. The 
  heroes will need to introduce reasonable doubt with the 
  Solarium. 
  
  59
  • 
  The first Solar can be swayed with a successful DC 
  15 Intelligence (Arcana or Investigation) check 
  establishing the hag’s alibi. 
  • 
  The second Solar can be swayed with a successful DC 
  15 Charisma (Persuasion) check appealing to their 
  sense of justice.
  • 
  The last Solar can be swayed with a successful DC 15 
  Wisdom check calling out the evils of execution in the 
  face of reasonable doubt.
  If all three Solars are convinced, they declare Dread 
  Titchwillow innocent. Armand fumes but does not dare to 
  go against the will of the Solarium. 
  If the heroes fail in their defense or declare they are not 
  unicorns, the entire Herd bursts into open debate. The 
  crowd begins to argue as they debate the philosophical 
  worth of a death sentence until Armand lets out a telepathic 
  shout that silences the Herd. 
  “I will not watch as the Solarium allows evil to trot free! 
  Mark my words, hag. Justice is coming for you.”
  While Armand and his guards gallop away from the Herd, 
  the Solarium declares that the case is shrouded in doubt 
  and Dread Titchwillow must go free. 
  Development. Dread Titchwillow reveals that she hasn’t 
  slept for days and her powers have been weakened by the 
  sun. She needs to return to Twilight Bog to rest and find 
  appropriate rewards for the heroes. Dread Titchwillow’s 
  dark energy seeps into whichever hero offers her a ride out 
  of the Solarium. From now on, their melee weapon attacks 
  deal one extra point of necrotic damage and when they cast 
  a spell that deals damage, they may choose to have their 
  spells deal necrotic damage when cast.
  PART 3: CLOSING ARGUMENTS
  Armand tracks the heroes into Twilight Bog and attacks 
  before Dread Titchwillow can rest and regain her powers. 
  Final Sentencing
  As Dread Titchwillow leads the heroes through the dense 
  bog, three unicorns step out from behind the trees. Justicier 
  Armand is a unicorn with the following change to his innate 
  spellcasting feature:
  Innate Spellcasting. Armand’s innate spellcasting ability is 
  Charisma (spell save DC 16). Armand can innately cast the 
  following spells, requiring no components:
  At will: detect evil and good, druidcraft, pass without trace
  1/day each: crusader’s mantle, dispel evil and good, searing 
  smite
  He and his minions whinny as they draw nearer. “You can’t 
  escape justice, hag. Time for you and your minions to die.”
  Feature: The remains of an ancient ritual site rest among 
  the rotting bog. The crumbling foundations provide solid 
  footing, while the surrounding marsh acts as difficult terrain 
  for medium or smaller creatures.
  Tactics. Armand quickly casts crusader’s mantle before 
  moving into melee range, allowing his minions to Charge 
  throughout the combat. After using teleport to arrive at 
  the swamp, the unicorns have no means of escape and 
  fight against the heroes to the death. Dread Titchwillow is 
  weakened from her captivity, but assists the heroes with her 
  Marsh Strike and at-will spells. 
  Adjustments. For heroes below 9th level or a party with 
  fewer than five characters, remove one of Armand’s minions 
  or have them teleport away when reduced to half their hit 
  points.  
  CONCLUDING THE ADVENTURE
  Dread Titchwillow cackles, waving her arms and harnessing 
  her lair’s power. The murky water roils with worms and 
  vines that pull Armand and his minions down into the mud. 
  Within minutes, the unicorns are gone and the land is still. 
  “As if anyone could find one of my victims.”
  Reward. Dread Titchwillow unearths some of the many 
  treasures buried in the swamp. Use Treasure Hoard: 
  Challenge 5–10 (DMG, Treasure), rerolling any result below 
  50. She also offers a unique item of her own creation, a 
  set of three obsidian knives. The wielder may cast conjure 
  animals by stabbing one into a surface and snapping the 
  blade in half. 
   
  
  60
  The Witchicorncop is a strange creature: part Hag, part 
  Unicorn, all Cop. When a series of mysteries plague the 
  rural town of Phandalin, the Witchicorncop leaps into 
  action, recruiting a band of adventurers to solve them at 
  her behest!
  This adventure is optimized for five 4th-level characters.
  ADVENTURE BACKGROUND
  There once was a hag by the name of Zilla who loved 
  mysteries. So much did she love them that she used her 
  Weird Magic to create confounding ones none could 
  solve. Witches are usually evil, and Zilla was no exception, 
  but Unicorns are always good. As such, when Zilla was 
  bitten by a wereunicorn, the lycanthropy overrode her 
  original personality, and the Witchicorncop was born!
  HOOK
  The adventure begins when a talking rabbit summons 
  the characters into the Neverwinter Wood. If the party is 
  not already adventuring in or around Phandalin, you can 
  motivate them to travel there with the following hooks.
  
  61
  RUMORS OF GREATNESS
  In recent years, several adventuring parties have made their 
  start in Phandalin. Rumor has it that Phandalin is a place 
  where fate favors those who seek adventure.
  HOMESICK HUSBAND
  A traveling human merchant named Theodore “Ted” 
  Garrenfort has been on the road for months. Normally, he 
  receives regular letters from his betrothed, Henrick, back 
  in Phandalin, but lately those letters have stopped. Ted 
  is worried his husband-to-be has fallen into the arms of 
  another, and asks the party to go chase off any would-be 
  suitors, offering to pay them 20 gold pieces each up-front 
  for the trouble.
  PART 1: THE MYSTERY OF THE 
  TALKING RABBIT
  While venturing near Phandalin, the party is approached 
  by an ordinary looking rabbit. The rabbit says, in Common, 
  that the party looks like a capable bunch, precisely what the 
  Witchicorncop needs, and beseeches them to follow it into 
  Neverwinter Wood to meet her. If questioned, the rabbit 
  says there’s no time for trivialities, and the Witchicorncop 
  will amply reward them for their swift action, before rushing 
  into the wood as if it were a character in a Lewis Caroll 
  novel.
  HORNED AND DANGEROUS
  The rabbit leads the party deep into the woods to a 
  secluded clearing filled with the ruins of an old keep. A 
  stream cuts through the clearing, with a bridge crossing it. 
  When the party crosses the bridge, read or paraphrase the 
  following.
  After crossing the bridge you see movement up ahead as a 
  unicorn steps into view. 
  “There,” the talking rabbit proclaims, “you must subdue 
  that unicorn, but don’t kill it! The Witchicorncop will be 
  very angry if you kill it!” 
  The unicorn’s eyes lock with yours, and it charges - horn 
  first!
  The creature is not entirely what it appears to be… In 
  actuality, it is a panicked rabbit trapped in a foreign body! 
  In this form it uses the statistics of a unicorn (MM), with the 
  following changes:
  • 
  It has 82 hit points
  • It has an Intelligence  score of 2 (-4)
  • It cannot speak
  • 
  It cannot use its Innate Spellcasting, 
  Healing Touch, or Legendary Actions. 
  Features of the Area
  Lighting: The area is brightly lit during the day, and dimly lit 
  at night.
  River: The river is shallow enough to walk across, but the 
  riverbed is difficult terrain.
  Ruins: The ruins are made of stone, and old, but any pieces 
  still standing are stable. The doors are all unlocked and 
  made of brittle wood. The rubble is difficult terrain.
  Forest: Moving through the trees is difficult terrain that also 
  provides cover.
  Development: If the characters defeat the unicorn without 
  killing it, the rabbit leaps on top of it and performs some 
  very Weird Magic to swap its consciousness, Freaky Friday 
  style, with the subdued beast - in fact, it is returning each of 
  their minds to the proper body they belong to. The rabbit 
  does a dance, throws confetti into the air, says “Tada!”, 
  and finishes off by giving the creature a kick. The rabbit, no 
  longer able to speak, flees into the woods in a panic, as the 
  unicorn wakes up and transforms into the Witchicorncop 
  (appendix A). If the party killed the unicorn, the rabbit is 
  very unimpressed and tells them to leave and come back 
  for their reward after it has had time to perform a raise dead 
  ritual.
  Roleplaying the Withicorncop: The characters likely have 
  many questions about what the heck they just witnessed. 
  The Witchicorncop is enigmatic and intentionally 
  obfuscating with her answers, thrilled at the possibility that 
  the mystery of their encounter with her will confound them 
  for many days to come. Despite being frustratingly annoying 
  when it comes to mysteries, she is generally super friendly to 
  anyone with a healthy appreciation for them.
  Treasure: The Witchicorncop thanks the heroes, and 
  rewards each of them with a random item drawn from her 
  bag of holding (DMG, Treasure). Have each player roll once 
  on the Random Magic Item Table B (DMG, Treasure). If 
  the characters killed the unicorn, have the player who dealt 
  the killing blow instead roll on the Trinkets table (PHB, 
  Equipment). She then says there is more treasure where that 
  came from if the characters are willing to work for it.
  PART 2: GHOST IN THE MIRROR
  The Witchicorncop tells the characters she is a wereunicorn. 
  She explains how she was created (see Adventure 
  Background), and asks the characters for help in tracking 
  down the wereunicorn who bit her to have a unicorn tea 
  party that the adventurers are, of course, invited to. She 
  believes this other wereunicorn resides in Phandalin, and 
  asks them to investigate further.
  
  62
  THE WEREUNICORN IN THE TOWER
  Most people in Phandalin would deny rumors of a were-
  anything hiding among them, but with sufficient sleuthing, 
  the party is able to uncover the truth.  The result of an 
  Intelligence (Investigation) check determines what 
  information they obtain:
  DC 10: Freda, a weaver who frequents Stonehill Inn, 
  claims she once saw unicorn eating from the hay put out 
  for the horses of inn patrons.
  DC 15: Elsa, a gossiping barmaid, claims a friend of the 
  Stonehills has been staying in their inn’s honeymoon 
  suite rent-free for a few months now, and rarely comes 
  out of her room. If anyone has something to hide, it’s 
  probably her.
  DC 20: Toblen Stonehill, the innkeeper, admits the 
  honeymoon suite is rented by a woman named Hilda 
  who first came to Stonehill Inn the night of a full moon 
  seeking refuge and privacy. He figures she’s in some kind 
  of trouble, but hasn’t wanted to pry.
  DC 25: Toblen’s young son Pip says the previous 
  occupant of the honeymoon suite was a man named 
  Henrick, who vanished shortly after checking in to the 
  hotel. He thinks the inn is haunted, but nobody will 
  believe him. Perhaps there’s some connection?
  Hilda is a wereunicorn (appendix A). The honeymoon suite 
  is an elevated luxurious room built on top of the roof of the 
  rest of the inn. Characters wishing to go up must convince 
  the innkeeper or his wife Trileena to slip them a key with 
  a successful DC 13 Charisma (Persuasion) check.
  Features of the Area
  Bed: A large, comfortable bed stands in the north-west 
  corner of the room.
  Mirror: A 4-foot-tall mirror hangs on the wall above a low 
  desk in the corner of the room. It has a gold frame and looks 
  quite expensive.
  Stairwell: The wooden stairwell descends all the way to 
  the first floor. At the bottom are two locked wooden doors, 
  requiring a successfulDC 15 Dexterity check with thieves’ 
  tools to pick, or a successful DC 15 Strength check to 
  break, which exit to the taproom and outside, respectively.
  Windows: A large window adorns each wall, covered by 
  drapes. A window can be opened or closed as an action. If a 
  creature should fall from the west window, they would fall 5 
  feet onto the roof of the inn; from any other, they fall 30 feet 
  to the ground below.
  Development: Hilda admits to being a wereunicorn, but 
  that is not why she hides. She claims to be haunted by 
  a ghost in the mirror who won’t let her leave. The truth, 
  however, is a bit more complicated. The “ghost” is Henrick, 
  and he is not dead but stuck inside a mirror of life trapping 
  (DMG, Treasure). The Stonehills bought it, unaware of what 
  it was, from an equally oblivious merchant, and Henrick 
  became its first victim. The command words, etched 
  into its frame, can be discovered with a successful DC 13 
  Wisdom (Perception) check. Henrick can be released from 
  the mirror by speaking the command words or shattering 
  it (AC 11, 10 hit points, and vulnerability to bludgeoning 
  damage). Freeing Henrick from the mirror also releases 
  Hilda from the belief that she is being trapped here by a 
  ghost. Alternatively, the characters can convince Hilda she 
  is free to leave without releasing Henrick by succeeding on 
  a DC 18 Charisma (Deception or Persuasion) check. If the 
  characters should fail both checks, their only recourse to 
  free Henrick is to shatter the mirror.
  
  63
  Treasure: For her freedom, Hilda rewards the characters 
  with 10 gold pieces each. If Henrick is released, he gives the 
  characters his +1 magic longsword as thanks. If you are using 
  the Homesick Husband hook, Henrick also gives them an 
  additional 10 gold pieces each provided they mention their 
  encounter with Ted to him. If the characters wish to take the 
  mirror of life trapping, Hilda says it belongs to the Stonehills, 
  but neither she nor Henrick will tell if they make off with it.
  For bringing Hilda to meet her, the Witchicorncop grants 
  each hero a magical candy that, if you’re a boring DM, 
  recreates the effect of a potion of healing (DMG, Treasure), 
  or, if you’re a fun DM, is a randomly rolled magic candy from 
  Knarl’s Candy Compendium, by Makenzie de Armas and Levi 
  Phipps, available now on DM’s Guild.
  
  64
  PART 3:
  SECRET OF THE WEREUNICORN
  After talking to Hilda, the Witchicorncop makes a startling 
  discovery: their memory of how they became wereunicorns 
  is identical! The Witchicorncop realizes this can mean only 
  one thing… It’s a fake memory, meant to cover up their true 
  shapeshifting genesis! There is a mystery afoot, and the 
  Witchicorncop is on the case!
  The Witchicorncop beseeches the party and Hilda to follow 
  her to a place called Ritual Hill, where she will use her Weird 
  Magic to get to the bottom of this. When the party is ready, 
  the Witchicorncop teleports the whole group to the base of 
  the hill.
  BATTLE ROYALE AT RITUAL HILL
  Ritual Hill is a rocky hill among the Starmetal Hills east of 
  Neverwinter Wood which flattens out into three distinct 
  levels on the top. When the characters climb the hill, read or 
  paraphrase the following:
  A pair of disgusting old hags, one big and one small, sit 
  around a burnt out campfire.
  The big one is larger than a horse, and completely nude, 
  or would be if not for the fact that her black armpit hairs 
  are so long as to wrap around the torso covering her top… 
  And she has more hair elsewhere acting as a loincloth. She 
  is hunched over, with mushrooms growing out of the hump 
  on her back, and carries a large burlap sack dripping with 
  blood which she occasionally scratches at with long black 
  nails. Her eyes are milky white, her skin is pale blue, and 
  her teeth are yellow.
  The smaller one, about the size of a short human, has green 
  skin and white hair. Her teeth are black, and she’s eating 
  a raw fish when you first lay eyes on her. She is wearing 
  a tattered and soiled wedding dress that was obviously 
  not fitted for her. Occasionally this one picks at one of her 
  eyeballs and pulls out globs of gunk the same way some 
  people pick at their noses.
  “The bones told us of your arrival, Zilla,” the small one 
  says, between bites. “It seems your transformation was not 
  punishment enough,” the big one replies
  The hag sisters are Rita, a green hag (MM), and Pugsley, an 
  annis hag (VGtM). They transformed the Witchicorncop 
  and Hilda into wereunicorns as punishment for betrayal. 
  Hilda had, apparently, convinced the Witchicorncop 
  (then Zilla), to abandon her coven by tempting her 
  with an unsolvable mystery involving a unicorn. 
  Her coven sisters became very upset, and cursed 
  them both with modified memories and unicorn 
  lycanthropy. Now they aim to finish them off!
  Features of the Area
  Cliff: Climbing any wall of the hill, including the elevated 
  tops, requires a DC 15 Strength (Athletics) check.
  Development: On the first round of combat, Rita uses her 
  Weird Magic to turn Pugsley into an elephant (MM) with 
  a saddle and laser eyes (as a laser pistol; DMG, Dungeon 
  Master’s Workshop), who she mounts. Likewise, Hilda 
  changes into her unicorn form and the Witchicorncop 
  mounts her. The mounted hags charge at each other, 
  causing chaos to reign down on Ritual Hill. For the duration 
  of the battle, at the end of each adventurer’s turn, have that 
  player roll on the Wild Magic Surge table (PHB, Classes) as 
  if they were a sorcerer. This surge of Weird Magic does not 
  affect the hags or unicorns.
  For an extra fun time, consider having the Witchicorncop 
  use her Weird Magic ability to swap bodies with one of the 
  characters during the battle, or even with one of the other 
  hags!
  Treasure: The Witchicorncop rewards the party for their 
  bravery by giving them one of her most prized possessions 
  - a random item rolled off the One-of-a-Kind Hag Objects 
  table (VGtM). If they are unsatisfied with this generous 
  offering, she calls them ungrateful, but gifts them instead 
  with a random item rolled off Magic Item Table G (DMG, 
  Treasure).
  CONCLUDING THE ADVENTURE
  This marks the end of our adventure, but it need not 
  mark the end of yours! The Witchicorncop is a wonderful 
  party patron to use over and over again. Here are just a 
  few mystery titles to help you come up with wacky, weird, 
  magical fun adventures of your own.
  ● 
  The Clue in the Blue Lagoon
  ● 
  The Mystery in the Annas Hag’s Outhouse
  ● 
  The Clue in the Old Hag’s Stagecoach
  ● 
  Murder on the Triboar Trail
  ● 
  The Hidden Unicorn of Thundertree
  ● 
  The Secret of the Unikitty
  ● 
  What of Hags and Turtles? Hmm?
  Ted and Henrick get married and live happily ever after. 
  Hilda and the Witchicorncop start a business together 
  called Witchicorncop Mysteries Inc. Everyone wins (except 
  the bad hags, they lose).If you use milestones to track level 
  advancement, your party should gain a level at the end of 
  this adventure.
  
  65
  PRODUCER’S NOTE:
  This piece for Secrets in the Garden is the work of 
  Xan Larson.  Xan is a cartoonist, illustrator, creature 
  creator who has worked on other well known 
  projects such as Uncaged and Book of Seasons. She  
  is a worker of tiny wonders and produces stunning 
  dreamlike vistas. 
  You can find her on twitter @palewhiterabbit
  
  66
  In order to perform a ritual to drain power from Mount 
  Celestia and the Feywild, a unicorn and a hag need a sacrifice.
  This adventure is optimized for 4 11th-level characters.
  ADVENTURE BACKGROUND
  Sugarplum, a unicorn tired of being good, and Granny 
  Mossglitter, a hag fed up with granting wishes, but never 
  being granted wishes herself, decided to team up. Planning on 
  siphoning energy from Mount Celestia and the Feywild so they 
  become as powerful as gods, they made pacts with each other. 
  However, they need a third member of their coven with ties to 
  both Mount Celestia and the Feywild, to be sacrificed as part 
  of the ritual.
  Luckily, a half-eladrin man named Apollios 
  Goldleaf asked Granny Mossglitter to help 
  his aasimar wife, Serafiel, conceive a child. 
  Granny Mossglitter agreed, but only if that 
  child is given to her when they become of age. 
  Figuring that he could just hire people to kill 
  Granny Mossglitter, Apollios agreed.
  Today is that fateful day.
  HOOK
  Knowing that Granny Mossglitter would come 
  for his son, Apollios hired the adventurers 
  as bodyguards for his son, Elessio’s, birthday 
  party. He has promised them 1,000 platinum 
  for their services.
  Having already accepted Apollios’s job, the 
  adventure begins with the adventurers 
  making their way to the Goldleaf 
  Estate, which can be located in any 
  city with a nearby forest.
  PRODUCER’S NOTE:
  This piece for Feymarely Ties is the work of Alison 
  Huang, who also happens to be the author of this 
  adventure. Both an illustrator and writer, Alison has 
  contributed to various TTRPG anthologies such 
  as Uncaged, Eat The Rich, and Book of Seasons. 
  She likes working with vibrant colours and making 
  everything a bit more diverse.
  You can find her on twitter  @Drazillion
  
  67
  PART 1: TIME TO FEY UP
  Preparations for Elessio’s party are happening in the 
  Goldleaf Estate’s massive gardens. A large white canopy 
  is being set up overhead. Servants place catered food on 
  tables.
  Apollios (he/him, half-eladrin noble, lawful neutral) greets 
  the adventurers as they arrive, and introduces them to his 
  wife, Serafiel (she/her, aasimar noble, lawful neutral) and 
  son, Elessio (he/him,half-eladrin/aasimar noble, lawful 
  neutral).
  Roleplaying The Goldleafs
  Apollios is calm and composed, unless his deal with the hag 
  is exposed. If threatened with evidence that he hasn’t been 
  telling the whole truth, he quickly becomes nervous and 
  cowardly.
  Serafiel is civil and stern, regarding the adventurers 
  with polite disdain. If she ever gives anyone praise or 
  compliments, it is unclear if she genuinely means them. She 
  is unaware of her husband’s deal with Granny Mossglitter. If 
  she finds out about it, her usual demeanor changes into one 
  of sheer anger. 
  Elessio is spoilt and arrogant, and he makes no attempt to 
  hide it. He sees the adventurers as little more than “hired 
  help” who wouldn’t be allowed onto Goldleaf grounds on 
  any other day. He doesn’t hesitate to order them around, 
  clicking his fingers impatiently when he wants them to follow 
  him.
  Development
  Once introductions are complete, Apollios explains that 
  the party begins in half an hour and that they can either stay 
  in the gardens or run their own errands. If the adventurers 
  insist on following him around, he is perturbed but 
  continues with the rest of the preparations.
  No matter what the adventurers chose to do, the party 
  begins on time.
  ELESSIO’S PARTY
  As if on cue, a swarm of guests arrive. They all wear 
  expensive looking outfits, each one more extravagant 
  than the last, that look better suited for ballrooms. Some 
  of the guests immediately locate Elessio and crowd around 
  him. Others make a beeline for the tables piled with food. 
  Waitstaff duck and weave around groups of people to bring 
  refreshments to everyone.
  Features of the Area
  Canopy: The 50 feet by 50 feet canopy shelters the 
  guests from the shining sun up above.
  Tables: Tables, covered in platters of gourmet food, are 
  lined up around the perimeter of the canopy.
  Waitstaff: Waitstaff (commoners) walk around offering 
  drinks.
  Guests: Guests (nobles) talk amongst themselves and eat 
  food.
  Around guests, Elessio becomes even more obnoxious, 
  taking any opportunity he can to boast about himself and his 
  family. A successful DC 12 Wisdom (Insight) check confirms 
  that the guests are only tolerating him.
  PARTY CRASHERS
  Once festivities are well and truly underway, Granny 
  Mossglitter arrives on Sugarplum’s back (Appendix A). 
  The Goldleaf Estate does not count as Granny Mossglitter’s 
  lair, and they do not have access to Coven Spells.
  Suddenly, guests scream and run away. You turn to see a 
  green hag with glowing skin riding on top of a unicorn with 
  a rainbow mane. “Apollios, it’s time to pay up!” the hag 
  announces in a booming voice. “What does she mean?” 
  Serafiel asks Apollios, who ignores her in order to yell 
  “Guards, deal with the hag!”
  Features of the Area
  Stragglers: Ranged attack rolls that fail by 5 or more non-
  lethally hurts a nearby guest (noble). Attack rolls can be 
  made with disadvantage to avoid this.
  Tactics
  Granny Mossglitter and Sugarplum only care about getting 
  Elessio. They prioritise healing themselves and each other 
  over hurting anyone. Sugarplum uses her Move legendary 
  action to help get to Elessio. As soon as either of them grab 
  him, Sugarplum uses her Teleport action to bring Elessio 
  back to the forest. 
  If either of them reaches 30 hit points or lower, Sugarplum 
  uses her Teleport action to let them retreat. They return 
  each day until Elessio is captured, using spells to make sure 
  adventurers can’t repeat their tactics.
  Development
  If Elessio was taken, Apollios orders the adventurers to 
  find him and bring him back. If Granny Mossglitter and 
  Sugarplum retreated, the rest of the party is uneventful 
  except for the fact that Serafiel demands to know what’s 
  going on.
  Either way, the party is able to interrogate Apollios on 
  what he knows. Serafiel angrily storms off if she hears 
  that Apollios made a deal with a hag to aid with Elessio’s 
  conception.
  
  68
  PART 2: NO HORSING AROUND
  Whether Apollios tells them, or if they just figure it out on 
  their own, the adventurers head into the nearby forest to 
  rescue Elessio.
  ARCWIND FOREST
  Magic practically radiates off each individual tree in this 
  forest. It is clear that powerful beings live here.
  Features of the Area
  Light: It is dimly lit due to the shade of the trees. Because of 
  Sugarplum’s presence, non-magical open flames are 
  extinguished within the forest. Torches and campfires refuse 
  to burn, but closed lanterns are unaffected.
  Tree Guardians: Granny Mossglitter can command trees to 
  transform into awakened trees (MM) and treants (MM). 
  Wild Animals: The forest contains animals such as brown 
  bears (MM 319), giant constrictor snakes (MM), and giant 
  spiders (MM). They are charmed by Granny Mossglitter, 
  and attack if approached.
  A DEAL’S A DEAL
  You approach a clearing. In the middle of it, the unicorn 
  and the hag stand over Elessio, who is tied up on a stone 
  table. He squirms, attempting to get out of his constraints, 
  but to no avail
  Eventually, the adventurers reach the clearing that 
  Sugarplum and Granny Mossglitter brought Elessio to. 
  They plan on sacrificing him there.
  They have already formed a coven with him, allowing them 
  to use Coven Spells (see Appendix A). Furthermore, Granny 
  Mossglitter has access to her lair actions (see Appendix A) 
  within the forest.
  Features of the Area
  Light: Sunlight streams down from the sky. The clearing is 
  considered brightly lit.
  Clearing: The clearing has a 60 feet diameter.
  Roleplaying Sugarplum and Granny Mossglitter
  Sugarplum is bloodthirsty and distrustful. She lets Granny 
  Mossglitter do all of the talking, but likes to interject with 
  sarcastic remarks.
  The longer the adventurers converse, the more 
  impatient Sugarplum becomes, urging Granny 
  Mossglitter to just kill them.
  Granny Mossglitter is blunt and to the point. As she 
  acquired Elessio fairly, she is annoyed by any accusations 
  that she stole him.  If the party doesn’t attack, Granny 
  Mossglitter points out that Elessio is pretentious and 
  condescending, and probably won’t even thank them for 
  saving him. If an adventurer points out that Apollios is 
  paying them, she offers them some of her Weird Magic 
  trinkets. Otherwise, Granny Mossglitter jumps onto 
  Sugarplum’s back and the two fight back.
  Tactics
  Whenever possible, Sugarplum rushes at the party from 
  at least 20 feet away so she can use her Charge trait, 
  before using a legendary action to Move away at her first 
  opportunity. She uses misty step and Misty Escape in a 
  similar manner.
  If she is unable to move away, Sugarplum attacks with her 
  Knife, using her Eldritch Smite trait whenever possible. She 
  uses her legendary actions to attack even more.
  Depending on whether the adventuring party appears 
  to be more vulnerable up close or further away, Granny 
  Mossglitter either uses her lair actions and magic to support 
  Sugarplum, or to use them offensively. She prefers using her 
  coven spells if she is the main attacker. If possible, she uses 
  her warlock spell slots to cast hex.
  CONCLUDING THE ADVENTURE
  Conclusion A: Elessio Is Rescued
  If Elessio is rescued, Apollios rewards the adventurers with 
  the promised 1,000 platinum pieces. As Granny Mossglitter 
  predicted, he is not grateful that he was saved.
  Conclusion B: Elessio Is Sacrificed
  If the adventurers let Granny Mossglitter and Sugarplum 
  keep Elessio, he is sacrificed shortly after they leave.
  Once they are out of the forest, a burst of energy radiates 
  outwards from it, and a massive beam of rainbow light 
  shoots into the sky.
  If they return to the Goldleaf Estate and tell Apollios 
  what happens, he becomes very angry, and calls them 
  all murderers. He uses his influence to make sure the 
  adventurers cannot come back to the city he resides in.
  Later, the adventurers see a brightly glowing hag riding a 
  unicorn with massive fairy wings flying off into the distance. 
  Though Granny Mossglitter and Sugarplum aren’t allies, 
  they also won’t be immediately hostile to the adventurers if 
  they meet again,
  
  69
  PRODUCER’S NOTE:
  These pieces for Pave Paradise and The Forest of Claws 
  and Teeth are the work of David Markiwsky. David is 
  a writer, graphic designer and content creator who 
  has worked on many collaborative TTRPG projects 
  including Uncaged and Friends, Foes and Other Fine 
  Folks. He is fabulous and maybe a unicorn. 
  You can find him on twitter @ DavidMarkiwsky.
  
  70
  In this adventure, the heroes are pulled into a dream space 
  and tricked into releasing Vicious Geneva. The hag quickly 
  turns on her saviors, hungering for her first taste of flesh in 
  decades.
  This dungeon is optimized for 5 players using 5th - 7th level 
  characters.
  ADVENTURE BACKGROUND
  A long time ago a group of brave adventurers fought hard 
  alongside a unicorn, some sacrificing their lives, to imprison 
  the grandmother hag Vicious Geneva. A night hag, Geneva 
  had a reputation for chopping up her victims, before 
  consuming both their flesh and their soul. The adventurers 
  of the past trapped Geneva in a magic cage and hid her deep 
  in the only place no one would stumble upon her, in the 
  dreamscape she loved to haunt. The hag has been biding her 
  time for decades to build enough power to pull some souls 
  into her dreamscape to free her. Of course, the victims won’t 
  know it’s a hag they are saving, she’s too smart and she’s had 
  too long to plan for that. Instead, she intends to disguise 
  herself as something holistic and pure. Something like the 
  unicorn who trapped her there. Anyone would want to 
  save a unicorn, surely?
  Vicious Geneva has had many years to shape the dream 
  space she is trapped in to best fit her plans. A corrupted 
  forest in need of saving, overrun by fiends and twisted fey 
  creatures. Her plan? To make the adventurers feel strong, 
  heroic, and valiant - all to keep them from questioning 
  anything. However, Granny’s power has limits while she 
  remains trapped, so the dream space is limited to the forest, 
  the path, the lake, and of course the clearing where she’s 
  trapped. 
  HOOK
  Here are suggestions for integrating this location into your 
  campaign and engaging your players:
  A local guide suggested the campsite as the perfect spot to 
  camp on their way.
  Rumors of stashes of magic items and riches hidden by a 
  pirate turned rogue float about the local area.
  A bounty for a rare creature needed in magical workings, the 
  payment for which is 100 GP, doubled if brought back alive.
  The group is hailed by traveling merchants (commoner BR 
  163) who invite the adventurers to join them at the campfire 
  to share in the boar they’ve just slain.
  ● 
  PRODUCER’S NOTE:
  “Jailbreak at midnight” started out with some rough edges, but eventually turned into 
  one of my favourite adventures in the module, because it really goes to some effort to 
  reinforce the sinister powers Night Hags have over dreams, and displays the kind of 
  scheming duplicity one would hope to find in an ancient old witch. 
  
  71
  PART 1: SWEET DREAMS
  There is a small clearing off the trail perfect for a campsite. 
  In fact, it looks like it has often been used as such with a 
  well-established fire pit with metal poles to hang meat over 
  the flames, lean-tos, and packed earth. This campsite is 
  in fact created through magic to be alluring and invoke a 
  feeling of safety in those that come across it. If you chose to 
  go with the hook involving traveling merchants their horses 
  are tied up nearby grazing, a few tents are pitched, and a 
  massive boar is being rotated over the fire.
  Features of Campsite
  Firelight: Dim light for 30 ft around the campfire and 
  darkness beyond that.
  Vigilant Watch: Sounds seemed muffled or quieter here, 
  take Wisdom (Perception) checks at disadvantage.
  Getting Sleepy: As the adventurers settle in for the night a 
  thick fog starts to roll in around the campsite. Overtaking 
  the camp the group feels a tug as the feeling of falling sends 
  their stomachs into their throats. When the fog rolls away 
  again they are laying down in a different place.
  PART 2: LAND IN PERIL 
  A weepy creature begs the group to help, telling them where 
  the trapped Unicorn is before setting them on their way.
  EDGE OF THE REBUTIA FORREST
  The group awakens with a start from the sensation of falling 
  in a dark, creepy edge of the forest. Mist swirls all around 
  acting as heavy obscurement should the group try and see 
  more of their surroundings. They have all of their gear and 
  weapons, even if they took them off to rest. As they have 
  entered the realm of the hag to add to the atmosphere the 
  DM has the ability to bend the mechanics of attacks and 
  movement.
  The first thing you notice is the lack of sound. No birds, 
  no insects. The next is the clinging cold mists that seem to 
  carry the smell of soot and death. A cold air whips by you 
  but seems to do nothing to the mist. The trees seem like tall 
  skinny dead guardians staring down at you as they crackle 
  in the wind. 
  Features of the Rebutia Forest
  Harsh Smells: With the smell of soot and rot heavy in the 
  air the group makes any Wisdom (Perception) check dealing 
  with smell at a disadvantage.
  Spooky Environment: Enemies have advantage on 
  attacks or features that give the frightened condition 
  to adventurers.
  Low Temperatures: The cold sinks into the bones 
  making it so players have to battle the long term effects 
  of  Extreme Cold (see the DMG, Chapter Five: Adventure 
  environments).
  Sounds of Weeping: Characters can hear the sounds of 
  weeping coming from along the path. Hiding under a fallen 
  tree is Fern Brightwings (pixie MM 253). Her clothing is 
  torn and dirty, there are tracks from her tears through the 
  soot and dirt on her face and her hair seems tangled and 
  matted with pieces of twigs sticking out. Fern doesn’t notice 
  the group until they are almost on top of her. She is shy and 
  wary of the group but is quickly convinced they have been 
  sent to save her. 
  When approached Fern will tell them that they are in the 
  Rebutia Forrest, a haven and beautiful sanctuary for Fey. 
  Or at least it was before corruption came and trapped this 
  forest’s protector Midnight. She begs the group for help 
  saying that if they can save Midnight not only will they 
  restore the land but the unicorn will grant them each a 
  blessing. Fern is very helpful giving the group instructions 
  on how to get to the Crescent Moon Clearing where the 
  imprisoned unicorn is but will refuse to go with them. 
  Winding Path: As the group moves through the forest, the 
  path is easy to stay on but seems to wind back and forth, 
  sometimes even curving almost around in on itself. The 
  forest off the pathway is completely invisible in the dense 
  fog. Should a character try and wander into the forest 
  through the fog, they end up coming right back to the path. 
  A DC 13 Intelligence (Arcana) ability check reveals that the 
  fog is magical and used to contain creatures.
  Scouts: A character who succeeds on a DC 14 Wisdom 
  (Perception) ability check can hear the sound of growling 
  off in the distance. Several minutes later the group spots 
  2 hell hounds (BR 139), 1 forlarren (MFFV1 9), and 3 
  corrupted pixies (appendix A) coming around a bend in the 
  path. Characters who don’t notice the growling sounds are 
  Surprised.
  
  72
  First Key: After defeating the creatures a thrumming 
  sound draws attention to the body of the forlarren, where 
  a strange key is being used as an earring. It is black in color 
  and seems to absorb any light that shines on it. The key gives 
  off soft pulses of energy when touched. A DC14 Intelligence 
  (Arcana) ability check or an identify spell reveals that it 
  seems to be one in a set of things the group needs to retrieve 
  in order to be able to free Midnight from their prison. The 
  character carrying the Key of Darkness (appendix B) is 
  considered attuned to it, being attuned in the dreamscape 
  does not use up an attunement slot.
  Strange Branch: While walking, a DC 16 Wisdom 
  (Perception) or an Intelligence (Investigation) check will let 
  them notice a flash of light from one of the nearby trees. 
  Should they investigate they’ll find a small silver branch 
  growing from a tree as if natural. Breaking off the branch 
  from the tree awakens it, turning it into a Forest Protectors 
  Blade (appendix B).
  PART 3: FOUL WATERS
  Needing to retrieve the second key from the lake to save the 
  Unicorn, the characters come across more corruption.
  CORRUPTED LAKE
  The lake sits crowded in by the forest with trees all the way 
  up to the edge, a small path cuts right along the shoreline. 
  The area is claustrophobic with the trees towering over the 
  group, trapping in the smell of death that rises from the 
  lake. Ripples along the surface of the lake show that maybe 
  something is living in there, with rotting body parts from 
  partially devoured creatures floating around. All along the 
  shore where the lake waves hit the land is black, with partial 
  skeletons of decaying fish sizzling where the water touches 
  them. The path the group is following curves around the 
  edge of the lake before disappearing into trees again.
  You are hit with the stench of rot and something that burns 
  your nose. The ground all along the lake looks burned and 
  sounds of hissing happen each time the waters shift causing 
  a wave to hit the shoreline. 
  Features of Sapphire Lake
  Large Lake: The lake is 200 ft wide and uniform in shape.
  Acidic Waters: The water is acidic, burning for 1d4 acid 
  damage if touched at the start of their turn for each round 
  that they are in contact with the lake.
  Foul Waters: With a DC 11 Intelligence (Investigation) or 
  an Intelligence (Nature) check characters can discover 
  that the lake has turned acidic. Something has 
  corrupted the water, turning the water a thick dark 
  soup in the process. Taking some of the lake water 
  in a vial provides the same stats and uses as a vial 
  of acid.
  Undead Guards: The water starts to ripple and move 
  towards the shore where the group is. From the water rises 
  5 undead boggles (appendix A) and 5 undead darklings 
  (appendix B), while still dripping from the water their 
  attacks do an extra 1d4 acid damage. This lasts for 3 rounds 
  after exiting the water completely.
  Second Key: After defeating the creatures a thrumming 
  sound draws attention to one of the bodies where the group 
  finds another key embedded to their body. This one seems 
  to amplify any light which shines on it, sparkling and giving 
  off a high note. A DC 14 Intelligence (Arcana) check or 
  an identify spell confirms this is the second key needed to 
  release Midnight. The character carrying the Key of Dawn 
  (appendix B) is considered attuned to it, being attuned in 
  the dreamscape does not use up an attunement slot.
  Stone Ring:  A DC 18 Wisdom (Perception) check or a DC 
  17 Intelligence (Investigation) check the character will spot 
  a strange stone in the shallows of the lake. It’s a perfect 
  smooth circle with a hole in it creating a ring. Veins of 
  adamantine spider web across the stone in different colors 
  that seem to change in the light. When retrieving the Ring of 
  Memories (appendix B) requires a DC 16 Constitution saving 
  throw taking 2d4 acid damage on a fail or half as much on a 
  save.
  PART 4: TRAPPED MIDNIGHT
  The party saves the Unicorn and instead are met with the 
  Vicious Geneva.
  PRISON GUARDIANS
  The sun has set making the area dimly lit as the group 
  approaches, with a glowing light source in the distance. As 
  the group reaches the clearing they are in two-thirds cover 
  before entering it. No cover is available once in the clearing. 
  Patrolling the 80 ft clearing as they slink through the weeds 
  are Fierce Guards (see below). Once the players step into 
  the clearing the mist cuts off everything else.
  
  73
  Ahead of you is a small clearing of tangled weeds that 
  seems to glow in the moonlight, the moon hanging low 
  over it. In the middle of the clearing, covered in chains 
  hammered into the ground with a large bridle locked over 
  their head is a midnight black unicorn. The temperature 
  seems to have dropped dramatically and you can see your 
  breath on the air as the wind shifts to hit you with the smell 
  of blood.
  Features of the Crescent Moon Clearing
  Glowing Clearing: Bright light fills the space, leaving no 
  shadows in the clearing.
  Tangled Weeds: The clearing is considered difficult terrain 
  for the adventurers, the weeds seem to bend out of the way 
  of the prison guards.
  High Alert: Patrols are on high alert for anyone approaching 
  the clearing putting the adventurers at disadvantage for 
  Dexterity (Stealth) checks. 
  Fierce Guards: There are 3 meenlock (VGtM 170) and 4 
  mite (MFFV1 14) patrolling the clearing attacking anyone on 
  sight, once in combat with the group they seem to focus on 
  anyone carrying one of the keys.
  Third Key: After defeating the creatures a thrumming sound 
  draws attention to one of the bodies where the group finds 
  another key attached to a long chain around their neck. 
  This one is a swirling grey that seems to move, vibrating as 
  it is moved towards the other keys. A DC 14 Intelligence 
  (Arcana) check or an identify spell confirms this is the last 
  key needed to release Midnight. The character caring the 
  Key of Dusk (appendix B) is considered attuned to it, being 
  attuned in the dreamscape does not use up an attunement 
  slot.
  Captured Moonlight: A DC 15 Wisdom (Perception) or 
  an Intelligence (Investigation) check the character spots a 
  pinpoint in the clearing glowing brighter than the rest of the 
  space, on a fail the stone is lost in the light coming from the 
  unicorn. The Moonshard Pendant (appendix B) is a small disk 
  of light embedded into the ground, it has a small notch to 
  attach it to a chain. 
  Approaching the chained Midnight they are on their 
  side wrapped in thick chains that are so tight they cut 
  into their flesh, small trails of blood fall down their hide 
  pooling under them. Their breathing is harsh and sounds 
  like crackling as their eyes roll around at the sound of 
  something approaching. 
  Freeing Midnight: A DC 14 Wisdom (Nature) or Wisdom 
  (Medicine) check can be used to help with the pain and 
  heal the wounds caused by the chains each time they move, 
  this gives the hag up to 25 temporary hit points or equal to 
  the total healing given, whichever is lower. A search finds a 
  black lock on the muzzle (Key of Darkness), a faintly glowing 
  one locking together a mass of chains (Key of Dawn), and a 
  shifting grey one holding the chains around their legs (Key 
  of Dusk). Both the key and lock start to vibrate as they are 
  matched correctly, and all three must be turned at the same 
  time to release the chains.
  RELEASE OF VICIOUS GENEVA
  Midnight takes several minutes to get up and steady 
  themselves, taking any healing for their wounds from the 
  group they can get. They remain oddly silent as they stretch 
  out their legs, running a few circles around the group moving 
  the group closer together.
  The running goes faster and faster before it begins turning 
  into a blur. Midnight begins to neigh happily, but the 
  neighing quickly turns to maniacal cackling as a cracking 
  boom shatters the illusion. You are no longer in a clearing, 
  no longer in a forest. There is nothing but a blank empty 
  space stretching out into forever all around you. Standing 
  proudly where Midnight had been, cackling as she sharpens 
  a cleaver on a strip from her belt, is a half-bent purplish 
  figure with large curling ram horns coming out of long 
  grey hair. She smiles at you with teeth sharpened to points, 
  “Well thank you, children, it was so kind of you to not only 
  release me but to bring me a little snack as well.”
  
  74
  Features of the Area Post Release
  Blank Canvas: No terrain, objects, or cover exist in this 
  space.
  Living Nightmare: The group must deal with Vicious 
  Geneva (appendix A). While they can fight her, there is 
  also an opportunity to make a deal with her instead. Her 
  intention is to corrupt the group and lay claim to the first 
  souls she has seen in a long time. The need for power 
  through souls outweighs her current want of tasty flesh. 
  Each character that binds themself to perform an act that 
  embodies one of the 7 Deadly Sins (pride, greed, lust, 
  envy, wrath, and sloth), trading their soul to Geneva in the 
  process, will be given their ‘heart’s desire’ and their life in 
  return. If attacked Geneva fights back fiercely until she gets 
  close to death.
  Fleeing Death: When Vicious Geneva falls below half her 
  HP she will begin to try and escape the group. She’ll try 
  to avoid and delay the adventurers as she begins to cast 
  gate. Casting the gate spell while running and avoiding the 
  adventurers takes 2 rounds.
  CONCLUDING THE ADVENTURE
  The adventurers have a percentage chance of keeping the 
  keys gathered from the dreamscape, shown below. All other 
  magic items gained within that space appear on their bodies. 
  What key is kept can be randomized or decided by the DM 
  based on what magic items the group has brought back with 
  them from the dreamscape. 
  ● 
  0 - 25%: No keys
  ● 
  26 - 70%: 1 key
  ● 
  71 - 90%: 2 keys
  ● 
  91 - 100%: All keys
  Everything goes black, a feeling of falling takes over and 
  you startle awake to a dark campsite. The fire is out, 
  making it dark with just a few beams of moonlight making 
  it in through the trees overhead. You are cold to the bone 
  but the feeling doesn’t seem to match the temperature 
  around you.
  THE HAG IS DEAD
  If the group killed Vicious Geneva they are given Midnight’s 
  Horn (see Appendix A), the unicorn horn that once held 
  enough power to trap the hag in the dreamscape before they 
  died. Now the magic is bestowed on those who finished 
  what the first group could not. This horn is unique and 
  extremely recognizable by celestial creatures.
  The fire is long dead but something seems to be giving off 
  a faint glow from its depths. As you move closer you find 
  sitting in the middle of the ash a long black unicorn horn 
  that has a single long crack up it from the base. The horn 
  looks like it was bludgeoned and snapped off in a rather 
  violent encounter. A soft dusk grey glow shines out from it 
  warming you from the inside like a warm embrace.
  LONG LIVE THE HAG
  If the group either makes a deal with Vicious Geneva or she 
  escapes, they wake up with an aching pain somewhere on 
  their bodies. Should they search themselves they find four 
  long spindly finger marks that are cold to the touch - they 
  now each bear a Vicious Mark.
  You feel a cold ache on your body and upon searching it 
  find four long spindly finger marks fading from red into a 
  deep black. They are freezing to the touch. A gust of wind 
  sweeps through the camp, kicking up dirt and ash as the 
  cackling laughter of Vicious Geneva fills the air. The mark 
  flares hot and you can feel her there with you. Then, just as 
  quickly as she came, she is gone. 
  VICIOUS MARK
  Curse. This mark is cursed, a fact that is revealed 
  only when an identify spell is cast on the mark. You 
  are cursed until you are targeted by the remove curse 
  spell or similar magic; causing the mark to fade away. 
  While cursed, you have 
  disadvantage when 
  resisting attempts to 
  cast scrying or other 
  similar magic on you. 
  During the duration 
  of the curse 
  Vicious Geneva 
  can freely converse 
  telepathically with the 
  affected creature.
  
  75
  The Burgermeister wants to make his daughter queen. 
  One sister hag supports the monarchy, the other wants to 
  overthrow the government. Coven meetings have just gotten 
  so political these days!
  This adventure is designed for 5 players of 3rd level
  ADVENTURE BACKGROUND
  It has been a dozen years since Simberdale has had a queen, 
  as no virgins have been able to ride the Unicorn of the 
  Forest and prove themselves worthy. Snickering folks in 
  neighboring towns wager there are no virgins in Simberdale. 
  The Burgermeister has decided to take the situation into 
  his own hands. He has hired mercenaries to capture the 
  unicorn, and has enlisted the aid of a local hag, Auntie 
  Martha, to brew rowanberry wine to keep it sedated.
  Martha’s coven members are displeased, as the coven has 
  long been forsworn from interfering in local affairs after 
  the Angry Chickens Incident, but Martha claims she is a 
  private contractor and not technically interfering. Her sister 
  Madeline wants to ride the unicorn herself, since she is 
  technically a virgin and technically could become queen. 
  Her first act would be to abolish the monarchy. The third 
  sister, Marjorie, just wants things to calm down and go back 
  to normal, and thus she approaches the players.
  This coven of hags is distinct in that none of them are 
  actually evil and they bear the townspeople no ill will 
  overall. They merely have philosophical differences 
  about the proper system of government.
  HOOK
  An old woman who introduces herself as Marjorie 
  approaches the party on the road. “Praise Nerthus, I’ve 
  found some strapping adventurers who can help me out. My 
  sister, you’ve got to help my sister! She is being held prisoner 
  in the basement of the town hall. I don’t have much, but I 
  can give you my apple stand and whatever gold I can round 
  up if you’ll please, please rescue her. She’s just a poor old 
  crone like me.” 
  If the players agree to help, Marjorie will lead them into the 
  town of Simberdale and direct them to pass through the 
  marketplace to the town hall. She will be waiting at the cart 
  where she sells green apples.
  
  76
  PART 1: SIMBERDALE MARKET
  As the players make their way toward city hall, a shoeless 
  street preacher rants that the reason the Unicorn of 
  the Forest has not returned is that there are no virgins 
  in Simberdale, and that everyone should start drinking 
  rowanberry wine to suppress their urges. A successful 
  DC 15 Wisdom (Medicine or Nature) check informs the 
  characters of the supposed effects of rowanberry wine (see 
  Appendices). Any character with a Charisma score of 13 or 
  higher attracts the street preacher’s attention, and he yells 
  that they are the reason so much impropriety is happening 
  in this city. The marketplace guards grimace sheepishly and 
  say that he is not breaking any laws if it is brought to their 
  attention.
  A six-year old girl will at some point take to following the 
  party, skipping along happily. This is Auntie Madeline, 
  the hag who seeks to overthrow the government, in 
  disguise. She asks the party if they want to hear about her 
  cat Mehitabel, who is following along with her. The cat is 
  actually her familiar, and continues to follow the party even 
  if they send Madeline away. Mehitabel keeps an eye on the 
  party until they gain access to the basement of town hall, 
  when she will report back to Madeline.
  PART 2: TOWN HALL
  Simberdale Town Hall is located just off the marketplace. 
  The town hall itself is only casually guarded by two 
  uniformed halberdiers (male human guards, MM), both of 
  whom seem incredibly bored. If they detect trouble (such as 
  a break-in), they intervene, though they are reticent to use 
  lethal force unless it is applied against them.
  Inside the town hall, the Town Assessor (male human 
  commoner) is chatting with the Town Clerk (female human 
  commoner). The Assessor claims that the city cannot 
  brew rowanberry wine without a Note of Permit from the 
  monarchy. The Clerk points out that without a functioning 
  monarchy, there is no one to issue such a permit, and 
  thus the city should operate under waiver until a permit 
  is available. They appeal to the adventurers to help settle 
  their dispute. Whoever they side with is  friendly in future 
  interactions and the other is unfriendly.
  The clerk has the key to the basement on her key ring, which 
  is attached to her belt next to her coin purse.
  PART 3: TOWN HALL BASEMENT
  The door to the basement is a large bulkhead door with a 
  firm padlock on it. It is difficult but not impossible to pick, 
  requiring a successful DC 20 Dexterity check with thieves’ 
  tools. Behind the door, a narrow flight of stone stairs leads 
  fifteen feet down to the basement.
  The basement antechamber is relatively clean and only 
  slightly musty-smelling. It is a well-maintained area filled 
  with public works tools. Across the room is an unlocked 
  door with a single mercenary (male human bandit, MM) 
  standing watch outside. If he spots the players, he asks them 
  what they are doing down there, but will dart through the 
  door rather than face them in combat. Through the door is 
  the main basement, similarly well-maintained and filled with 
  rakes, shovels and implements of construction. In the center 
  of the room stands a wooden table with benches circling it. 
  Atop the table are playing cards, a few dozen scattered silver 
  coins, and a scroll with a particularly attractive pin-up elf 
  maiden. The basement main room is guarded by a number 
  of mercenaries equal to the number of players, plus their 
  leader, Errol Blackburn (male human bandit captain, MM). 
  These mercenaries have no compunctions against violence 
  and draw steel eagerly if negotiations go poorly or the 
  players want a fight. 
  Alternatively, Blackburncan be bribed to just walk away 
  without a fight. He wants double what the town is paying 
  mercenary company is being paid (a total of 1000 gp to the 
  characters).
  
  77
  THE CAGE OF THE UNICORN
  The Burgermeister (lawful evil male human noble, MM) and 
  Auntie Martha (lawful neutral green hag, MM) are in the 
  main basement room with the Burgermeister’s pageboy and 
  the captive unicorn. While the Burgermeister finalizes plans 
  for his daughter’s coronation, Auntie Martha is busy brewing 
  rowanberry wine, which the pageboy occasionally force-
  feeds the unicorn. The Burgermeister’s 13-year old daughter 
  Amelia, meanwhile, sits by pouting and idly stroking the 
  unicorn’s mane.
  When the players confront the Burgermeister, Auntie 
  Martha will reveal her true form as a hag, curse at Auntie 
  Marjorie for getting the adventurers involved, and explain 
  that she is working to end the anarchy that has plagued 
  the region for the past decade. At this moment, the little 
  girl from the marketplace follows the characters in, reveals 
  her true form as Auntie Madeline, and declares that she is 
  eligible to ride the unicorn, become queen, and abolish the 
  monarchy for good.
  The players must choose who they want to support-- 
  Martha and the powers of law, or Madeline and the powers 
  of chaos. 
  If they side with Martha, the Burgermeister dives for cover 
  as Madeline brandishes a Wand of Wonder and targets him 
  with it. The party must fight Madeline.
  If they side with Madeline, they fight both Martha and the 
  Burgermeister. 
  Neither hag will attack her sister directly.
  All the while, the Unicorn of the Forest looks on, drunk out 
  of its mind and sitting in a cage. The key to the cage is on the 
  Burgermeister’s keyring, as is the key to the town treasury.
  CONCLUDING THE ADVENTURE
  Regardless of who defeats whom, the sister whose side the 
  players have picked stabilizes anyone knocked unconscious 
  during the fight. If the characters sided with Martha and 
  the Burgermeister, and defeated Madeline, they are 
  offered front-row seats at his daughter’s coronation and 
  several drink-tickets at the after-party, as well as gaining a 
  Certificate of Preemptive Pardon for the next misdemeanor 
  they commit in the Simberdale area. 
  If they helped Madeline to victory, she climbs onto the 
  drunk-out-of-its-mind unicorn’s back and, as her first act as 
  queen, abolishes the monarchy. She rewards the party with 
  the now-meaningless crown, a pewter circlet studded with 
  pyrite cubes worth 200 gp. 
  Additionally, if the party opts to help the Unicorn of the 
  Forest sober up and nurses it through its hangover, it 
  bestows upon them a boon-- the equivalent of a bless spell 
  that lasts for the next month and a day.
  
  78
  PRODUCER’S NOTE:
  The “Sea Unicorn” and “Sea Hag” art for this adventure are 
  the delightful work of Ignacio Santander-Alfonso, an artist and 
  illustrator with a delightfully wicked style.
   You can find him on twitter @isantalfo
  In order to silence ship-sundering storms, adventurers must 
  resolve a dispute between a sea hag and a sea unicorn by 
  declaring a winner or brokering peace. 
  This dungeon is designed for 4 4th to 6th level characters 
  and is optimized for 4 characters with an average party level 
  (APL) of 5.
  ADVENTURE BACKGROUND
  The sea unicorn Eldoris and the sea hag Grandmother 
  Adriata have long battled over a coral reef that each would 
  prefer to claim as her territory. Years ago, Adriata struck a 
  bargain with Eldoris; the unicorn would cede the coral reef 
  to the hag and Adriata would release a man named Topher 
  (an acolyte (MM 342)) whom Adriata had imprisoned. 
  Eldoris was Topher’s patron before his untimely death. 
  Adriata did release Topher, but he was killed by a shark 
  before he ever made it back to the surface. Eldoris saw this 
  as a breach of contract under the assumption that Adriata 
  ordered the attack; to which Adriata responded that “a deal 
  is a deal.” In reality, however, it was just an accident caused 
  by letting a floundering spell caster try to get to shore alone. 
  Since this misunderstanding, the two have fought tirelessly 
  over the reef, which is quickly becoming more shipwreck 
  than coral as the storms above sink passing ships attempting 
  to reach safe harbor. 
  HOOK
  This adventure could occur near any coastal town. The local 
  merchants who rely on sea trading banded together and 
  widely advertised a reward of 2000 gp to anyone who can 
  stop the storms. Previous adventuring groups have tried to 
  do so but so far none have succeeded. Until the problem is 
  resolved, the trade route is essentially closed. 
  Assuming the party agrees to take up the merchants’ cause, 
  the traders offer to prepare the party for the journey out to 
  sea before they set off.
  
  79
  PART 1: THE SUNDERED SEA 
  If the party does not contain someone who can cast water 
  breathing, the merchants hire a local wizard affectionately 
  referred to as Corkscrew due to his penchant for strong 
  wine. He uses the mage (MM 347) statblock but can cast 
  water breathing instead of fly. 
  The merchants are two ship captains who use the veteran 
  (MM 350) statblock. Karen is a dwarf who, while genuine, 
  prefers everything to be exact. She is clearly the leader, 
  insists on being referred to as captain, and thoroughly enjoys 
  paperwork requiring a contract of the party with triplicates. 
  Her kindly counterpart Tom is a half-orc who tempers 
  Karen. Tom originally became a merchant due to his love of 
  long walks on the beach and a good tequila sunrise with a 
  fancy umbrella. Whenever he is in town, Tom likes to put on 
  puppet shows for the kids teaching them about friendship 
  and being good neighbors. 
  The merchants also provide the party with a rowboat (GoS 
  190) (or two if necessary based on party size) that can be 
  used to get to the storms, which are visible from the shore. 
  These merchants also make it clear to the party that these 
  storms cannot be caused by natural means as they have 
  raged unceasingly for weeks and only cover the half-mile-
  wide entrance to the harbor. Finally, the merchants are 
  aware that there is a coral reef where the storms are as ships 
  have to be careful not to scrape along them. 
  THE HARBOR
  As the party rows towards the storm, they must conquer the 
  waves in order to reach the eye.
  The roiling waves are easy to spot and appear to be less 
  than 30 minutes of hard rowing away, but, with the 
  increasing choppiness of the water, even getting that far 
  appears to be a challenge. 
  Features of the Area
  Boat: The rowboat (GoS 190) comfortably seats 4, has an 
  AC of 11 and 50 hp. 
  Waves: The rocking waves cause all Dexterity (Acrobatics) 
  and Strength (Athletics) checks to be made with 
  disadvantage. 
  Wind and Rain: The whipping winds and pouring rain make 
  this area partially obscured. The group has to make a series 
  of skill checks where each member takes turns contributing 
  to managing the boat.The group needs to reach 4 successes 
  (DC 13) before they receive 3 failures in order to make it to 
  the eye of the storm safely. 
  
  80
  Each party member decides how they can contribute to 
  sailing the ship. Some ideas include, 
  • 
  Rowing the boat, which requires a Strength (Athletics) 
  check
  • 
  Navigation, which requires a Wisdom (Survival) check
  • 
  Bailing out water, which requires a Constitution or 
  Dexterity (Sleight of Hand) check
  Characters can be creative as to how they contribute. On 
  a failure, you may choose to impose an additional penalty 
  or challenge such as a character falling out of the boat or 
  the loss of an oar, which can further complicate additional 
  checks. 
  Should they reach 3 failures before the required successes, 
  the boat takes on too much water and sinks. Swimming the 
  rest of the way through the storm requires a successful DC 
  10 Constitution saving throw due to the rough conditions. 
  On a failure, that character takes a point of exhaustion. 
  PART 2: UNDER THE WAVES
  There is nothing notable above the waves and the party 
  must head below the surface to discover the source of the 
  storm. Deep within the sea, the party find Grandmother 
  Adriata and Eldoris arguing with their respective factions 
  ready to be called into battle. 
  The party arrives in a circular area 80 feet in diameter 
  surrounded by coral with smooth sand on the ground. 
  The walls of coral are 60 feet tall. There are sunken ships 
  partially buried in the reef with the sea life beginning to 
  overtake the wreckage. In the center of the clearing stands 
  the wheel of a ship. A large sea horse with a single horn 
  on its forehead and a sea hag appear to be arguing over 
  the wheel, which is giving off some kind of magical energy. 
  If asked, the unicorn and the hag tell the story of their 
  bickering and both try to get the party to side with them, 
  offering magical items as described in Conclusion. 
  Eldoris blames Adriata for Topher’s death. The sea unicorn 
  is angry because she had invested a great deal of energy into 
  training Topher to be a half-decent mage. He was supposed 
  to be Eldoris’s land-legs capable of helping her seek new 
  business opportunities and identify new souls in need of 
  a patron. Eldoris insists that Adriata was bitter to lose a 
  captive and sent her hunter shark to kill Topher. 
  On the other side, Adriata insists she is innocent and that 
  her hunter shark Boris had no idea who Topher was. She 
  admits to being sad to lose such a good cook from the ranks 
  of her prisoners, but that she respects Eldoris as another 
  powerful sea-faring female creature and always honors a 
  deal. Instead, Adriata is mad that Eldoris is so pigheaded 
  and wants Eldoris to relinquish control of the wheel so 
  Adriata can return to making deals with lost seamen. 
  Features of the Area
  Sharp coral: Spikey coral surrounds the area with the 
  potential to cause 5 (1d10) piercing damage should 
  someone be shoved into it.
  Light: The water is clear with the sunlight from above. It is 
  well-lit.
  Ship’s wheel: This wheel serves as a Wheel of Weather (see 
  Lair Actions, p.81) and appears to be the cause of the storm
  There are several options for the party to resolve this 
  encounter. 
  ADJUSTING THIS ENCOUNTER
  • 
  Very Easy: remove one hunter shark and Eldoris’s 
  sea horses aid the party
  • 
  Easy: remove one hunter shark
  • 
  Hard: add one hunter shark
  • 
  Very Hard: add one hunter shark and one giant 
  octopus
  ADJUSTING THIS ENCOUNTER
  Very Easy. Remove all seahorses and Eldoris’s 
  legendary actions. 
  Easy. Remove all seahorses
  Hard. Replace seahorses with giant seahorses (MM 
  328)
  Very Hard. Replace seahorses with 5 giant seahorses.
  
  81
  Siding with Eldoris the sea unicorn: 
  The party must fight Grandmother Adriata (sea hag MM 
  179 with the Lair Actions in Appendix A) who enlists the aid 
  of 2 hunter sharks (MM 330) and 1 giant octopus (MM 
  326). Grandmother Adriata uses the Coraline Crown and 
  has a Shocker. Eldoris does not get involved unless the party 
  appears like they are about to die, no use putting herself in 
  danger when these folks are willing to do so on her behalf. 
  (See Conclusion A.)
  Siding with Grandmother Adriata the sea hag: 
  The party must fight Eldoris (Appendix A) who enlists the 
  aid of 3 seahorses (MM 337). Eldoris charges the weakest 
  looking party member on the first turn. Adriata does not get 
  involved preferring to watch the spectacle as entertainment.
  Brokering peace between the two: 
  This requires creative roleplay and a successful DC 16 
  Charisma (Persuasion) check. On a failure, the fight over the 
  wheel continues and the party can see a ship begin to sink. 
  Eldoris and Adriata insist there is a winner. However, for 
  each new argument allow the party to remake the check. 
  One clear way to appease both sides is to interview the 
  hunter shark, Boris, who ate Topher. Boris shares that he was 
  hungry having recently been trying to go on a vegetarian diet 
  because that seemed to be all the rage lately. With Boris’s 
  story, the party may be able to convince Eldoris or Adriata’s 
  innocence. This is especially true because Adriata shares 
  that she was actually quite fond of Topher because he made 
  excellent sushi. Alternatively, they could appeal to the two 
  creatures’ more enterprising natures and point out that their 
  destruction of merchant ships is bad for business. There’s no 
  one to make deals with if they’re all dead (See Conclusion 
  C.)
  Destroying the wheel: The wheel has an AC of 20 and 50 
  hp. Upon destroying it, the storms immediately cease and 
  whoever remains among Eldoris and Adriata are furious. 
  (See Conclusion D). 
  CONCLUDING THE ADVENTURE
  If the party destroys the wheel, brokers peace, or declares 
  a victor, their mission was ultimately successful, the storms 
  cease, and they can collect their reward. 
  Conclusion A: Eldoris is defeated.
  Eldoris thanks the party and gifts them with Adriata’s 
  Coraline Crown and Shocker. She escorts them back to 
  shore. Eldoris immediately begins recruiting new warlocks 
  who she hopes will help her conquer more of the seas. 
  Conclusion B: Grandmother Adriata is defeated. 
  Adriata thanks the party and gifts them with Eldoris’s 
  Conch of the Moist Imperative. She escorts the party back to 
  shore. Adriata immediately begins hatching deals with local 
  merchants and getting into trouble. 
  Conclusion C: Peace is Brokered 
  They gift the party with a Coraline Crown and a Conch of the 
  Moist Imperative. As they begin to talk, Eldoris broaches the 
  ides of shared business interests with Adriata. If appropriate, 
  Adriata may bring up the idea of selling sushi. They escort 
  the party back to shore and Adriata rides Eldoris back 
  beneath the waves where the two work together to hatch a 
  plan to continue conquering territory as a team of shrewd 
  business partners. Their shared love of lucrative business 
  ventures and getting the better of wayward merchants make 
  them a strong team.
  Conclusion D: The wheel is destroyed.
  If the party destroys the wheel without brokering peace or 
  defeating either Eldoris or Adriata, they both turn on the 
  party. This is a battle the party are unlikely to win. Adriata 
  and Eldoris do not follow should the party try to retreat, 
  but this could be a good hook for a new villain to enter 
  a campaign.If the party destroys the wheel after having 
  brokered peace or declaring a victor, Eldoris and/or Adriata 
  give them 24 hours head start before coming after the party 
  having a shared goal and a tentative peace until that goal is 
  reached.
  LAIR ACTIONS: GRANDMOTHER ADRIATA & ELDORIS
  On initiative count 20, Grandmother Adriata can choose to spin the Wheel of Weather (she can do so magically as long 
  as she is within 100 feet of the wheel).
  Lair Actions, Eldoris: 
  On initiative count 20, Eldoris can cause one of the following lair actions. Each action can only be used once. 
  ● 
  The coral grows causing the area to shrink 10 feet in diameter pushing any creatures closer to the center. 
  ● 
  Spikes shoot out from the coral and any creatures within 5 feet of the edge take (5) 1d10 piercing damage. 
  ● 
  All of Eldoris’s minions (seahorses) can make a single ram attack at any creature within range. 
  
  82
  PAGE
  PAGE
  83
  Agatha Crumb
  99
  Nightmare Unicorn
  84
  Apprentice Hag
  100
  Primal Hag
  85
  Aunt Pat
  101
  Princess Swefn
  86
  Black-Eyed Bethel
  102
  PROJECT H.A.G
  86
  Blink Crocodile
  103
  Rainbow Elemental
  87-88 Caticorns
  104
  Sugarplum
  89
  Doriel 
  105
  Vicious Geneva
  89
  Dread Titchwillow
  106
  Wereunicorn
  90
  Drizzling Mertha
  107
  Witchicorncop
  90
  Elasmotherium Oracle
  91
  Sea Unicorn
  92
  Gastrocrone
  93
  Gingerbread Unicorn of 
  the Apocalypse
  94
  Gloam Hag
  95
  Granny Mossglitter
  96
  Hagbaxi
  97
  Haguru
  98
  Martingale
  eat the rich
  
  83
  Bristlebrush is a springy little vine blight that shares Agatha’s 
  home. He was injured and nursed back to health by Agatha 
  and has become quite devoted to her since then. 
  Bristlebrush uses the vine blight statblock with the following 
  changes: 
  Weird Magic: Much as Agatha has gained new powers from 
  the damaged horn, so has Bristlebrush. 
  Enlarge (Recharges after a Short or Long Rest). For 1 
  minute, Bristlebrush magically increases in size, along 
  with anything it is wearing or carrying. While enlarged, 
  Bristlebrush is Large, doubles its damage dice on Strength-
  based weapon attacks (included in the attacks), and makes 
  Strength checks and Strength saving throws with advantage. 
  If Bristlebrush lacks the room to become Large, it attains the maximum size possible in the space available.
  Magic Resistance. Bristlebrush has advantage on saving throws against spells and other magical effects.
  Agatha is a plump old lady who wears a patchwork dress that has been 
  repaired so many times that little of the original fabric remains. Her hair 
  is usually tied down the side of her head and it looks like it hasn’t been 
  washed in ages, there are bits of moss and twigs sticking out from various 
  places. 
  Personality Trait: I tend to get along with animals and nature better than 
  other humanoids.
  Bond: I’ll live free, without constraints.
  Ideal: There’s evil in me, I can feel it. It must never be set free.
  Flaw: Lives of people are worthless compared to the sanctity of nature.
  Agatha uses the green hag statblock with the following changes:
  Spellcasting: Agatha can cast the following spells once per long rest:  Barkskin, Entangle
  Vine Shield (Recharges 6). As a reaction, when a creature attacks Agatha she can grow a shield out of vine. Agatha gains 
  +3 to her AC until the end of her next turn. If the creature that attacked the hag is within 5 feet of her, they take 2d4 piercing 
  damage. 
  Weird Magic: Exposure to the unicorn and its damaged horn has allowed Agatha access to new magic. Once per day, 
  Agatha can use 10 feet of her movement to step magically into one living tree within her reach and emerge from a second 
  living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must 
  be Large or bigger. She can also take one willing creature with her. 
  AGATHA CRUMB
  BRISTLEBRUSH
  
  84
  APPRENTICE HAG
  APPRENTICE HAG
  Medium fey, any alignment
  Armor Class 13
  Hit Points 22 (3d8 + 9)
  Speed 20 ft., swim 40 ft.
  STR 
    DEX   CON    INT 
   WIS         CHA
  10 (+0) 12 (+1) 16 (+3)  12 (+1)   18 (+4)  14 (+2)
  Skills Arcana +3, Deception +4, Performance +4
  Senses darkvision 60ft., passive Perception 9
  Languages Common, any two languages, telepathy 30ft
  Challenge 2 (200 XP)
  Innate Spellcasting. The apprentice hag’s innate 
  spellcasting ability is Charisma (spell save DC 12). They 
  can innately cast the following spells, requiring no material 
  components:
  At will: dancing lights, minor illusion, animal friendship
  Magic Touched. The apprentice hag has been empowered 
  by weird magic. As a result, they can use the effects of 
  disguise self to manifest a supernatural appendage such as 
  a rainbow tail, or a unicorn horn. If the apprentice hag uses 
  this ability, they gain advantage on all Charisma checks. 
  This lasts for 24 hours. 
  Magic Resistance. The apprentice hag has advantage on 
  saving throws against spells and other magical effects.
  ACTIONS
  Body Slam. Melee Weapon Attack: +2 to hit, reach 5 ft., 
  one target. Hit: 3 (1d6) bludgeoning damage.
  Dance Dance Revolution. The apprentice hag emits 
  a distracting display of music and lights. Each hostile 
  creature within 10 ft must make a Charisma saving throw. 
  On a failed save, the target is charmed, and must use their 
  movement to dance. At the end of each of their turns, a 
  creature may attempt the save again. On a successful save, 
  they break the charm and cease dancing. 
  In the adventure Secrets in the Garden, a coven of hags decides to take the local 
  youths under their wing, finding solace from the evil in their hearts through the 
  empowerment of others. However, you can use the following statblock for any 
  creature supernaturally endowed with strange magics by hags, unicorns and 
  other monstrous meddlers. 
  
  85
  AUNT PAT, UNICORN FORM
  Large celestial, neutral evil
  Armour Class 12 
  Hit Points 67 (9d10 + 18) 
  Speed 50ft.
  Skills Deception +7, Insight +6, Perception +6, Stealth 
  +6
  Damage Immunities poison
  Condition Immunities charmed, paralyzed, poison
  Senses darkvision 60 ft., passive perception 16
  Languages Abyssal, Common, Infernal, Primordial, 
  telepathy 60 ft.
  Challenge 5 (1,800 XP)
  Bag of Angry Fruit (1/day). As an action, Aunt Pat can 
  dump a bag of evil living fruit (use awakened shrubs, 
  MM) to an empty space she can see within 15 feet. 1d6 
  evil fruit emerge, and attack anything close to them.
  Charge. If Aunt Pat moves at least 20 feet straight 
  toward a target and then hits it with a horn attack on the 
  same turn, the target takes an extra 9 (2d8) piercing 
  damage. If the target is a creature, it must succeed on a 
  DC 15 Strength saving throw or be knocked prone. 
  Innate Spellcasting. Aunt Pat’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. Aunt Pat has advantage on saving 
  throws against spells and other magical effects.
  Magical Weapons. Aunt Pat’s weapon attacks are 
  magical. 
  ACTIONS
  Multiattack. Aunt Pat makes two attacks; one with her 
  hooves and with with her horn.
  Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft., 
  one target. Hit 11 (2d6 + 4) bludgeoning damage.
  Horn. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit 8 (1d8 + 4) piercing damage.
  Nightmarish Touch (3/Day). Aunt Pat touches 
  another creature with her horn. Melee Weapon Attack: 
  +7 to hit, reach 5 ft., one target. Hit 11 (2d8 + 2) 
  necrotic damage. Roll a d20, on a result of 3 or less, the 
  damage is reduced to 0. In addition, the touch removes 
  all diseases and neutralizes all poisons afflicting the 
  target.
  Teleport (1/Day). Aunt Pat magically teleports herself 
  and up to six willing creatures she can see within 5 feet 
  of her, along with any equipment they are wearing or 
  carrying, to a location she is familiar with, up to 1 mile 
  away.
  AUNT PAT, Unicorn Form
  FUCK U
  IM A UNICORN 
  
  86
  Bethel is a squat, toad-like figure who whistles when she speaks. She is extremely 
  sensitive about this.  She is cheerful, with a macabre sense of humour, and 
  firmly believes that she is “the good sister” in comparison to Mertha.  She 
  adores Ademar: the unicorn was her favourite toy when she was a girl (entirely 
  innocent: she used to braid moths into his hair) and will be girlishly delighted to 
  have him back. There will be hugs. That does not mean she has any intention of 
  freeing him.  Bethel uses the night hag stat block, with the following additions: 
  Once per day, using her action, Bethel falls into a coughing fit so hard stinging 
  insects (a swarm of wasps, MM) swarm from her eyes, which turn fully black during 
  the process. The insects are fully under her control, and swarm a target she chooses 
  (acting on the same initiative as Bethel).  
  Biting and stinging, the swarm causes paralysis in any living target that fails a DC 17 Constitution saving throw. The paralysis 
  lasts for ten minutes. The target makes no further saving throws: if they are affected, the paralysis lasts for the full duration. 
  She can command the swarm to choose a new target using a bonus action.
  BLACK EYE BETHEL
  BLINK CROCODILE
  BLINK CROCODILE
  Large monstrosity, neutral evil
  Armour Class 12 
  Hit Points 99 (12d10 + 33) 
  Speed 15ft., swim 30ft.
  STR 
    DEX   CON    INT 
   WIS         CHA
  19 (+4) 10 (+0) 17 (+3)  5 (-3)   10 (+0)  7 (-2)
  Saving Throws STR +7, CON +6
  Skills Athletics +7, Stealth +3
  Damage Resistances Cold, Poison
  Senses Darkvision 60 ft., passive Perception 10
  Languages Celestial
  Challenge 6 (2,300 XP)
  Hold Breath. The crocodile can hold its breath for 30 
  minutes.
  BAM. CROCODILE. As a bonus action, the crocodile 
  can cast thunder step (spell save DC 15). The spell 
  deals necrotic damage within 15 feet of the space the 
  crocodile arrives in, instead of thunder damage in the 
  space it left
  Actions
  Multiattack. The crocodile makes two attacks: one 
  with its bite and one with its tail..
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 15 (2d10 + 4) piercing damage. If the target 
  is a Medium or smaller creature, it is grappled (escape 
  DC 15), and the crocodile can’t bite another target.
  Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., 
  one target. Hit: 13 (2d8 + 4) bludgeoning damage. 
  If the target is a creature, it must succeed on a DC 15 
  Strength saving throw or be knocked prone.
  Lol it’s a crocodile but it teleports. 
  
  87
  CATICORN
  Large celestial, chaotic good
  Armor Class 13
  Hit Points 68 (9d10 + 18)
  Speed 50 ft., climb 40 ft., fly 60 ft. 
  STR 
    DEX   CON    INT 
   WIS         CHA
  18 (+4) 16 (+3) 15 (+2)  11 (+0)   16 (+3)  20 (+5)
  Skills Perception +6, Stealth +9
  Damage Immunities poison
  Condition Immunities charmed, paralyzed, poisoned
  Damage Resistances bludgeoning, piercing, and 
  slashing damage from non magical attacks
  Senses Darkvision, passive Perception 16
  Languages Abyssal, Celestial, Sylvan, Telepathy 60 ft.
  Challenge 7 (2,900 XP)
  Magic Resistance. The caticorn has advantage on 
  saving throws against spells and other magical effects.
  Magic Weapons. The caticorn’s weapon attacks are 
  magical.
  Charge. If the caticorn moves at least 20 ft. straight 
  toward a target and then hits it with a horn attack on the 
  same turn, the target takes an extra 9 (2d8) piercing 
  damage. If the target is a creature, it must succeed on a 
  DC 15 Strength saving throw or be knocked prone.
  Flyby. The caticorn doesn’t provoke an opportunity 
  attack when it flies out of an enemy’s reach.
  Keen Smell. The caticorn has advantage on Wisdom 
  (Perception) checks that rely on smell.
  Mighty Leap. With a 10-foot running start, the caticorn 
  can long jump up to 30 ft. From a standing position, 
  the caticorn can vertically leap 30 ft. 
  Pack Tactics. The caticorn has advantage on an attack 
  roll against a creature if at least one of the caticorn’s 
  allies is within 5 ft. of the creature and the ally isn’t 
  incapacitated
  Actions
  Multiattack. The caticorn makes three attacks: two 
  with its cloofs and one with its horn. 
  Retractable Cloofs. Melee Weapon Attack: +7 to hit, 
  reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning or 
  slashing damage.
  Horn. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 9 (1d8 + 4) piercing damage.
  Healing Purr (3/Day). The caticorn loudly purrs, 
  causing rainbow light to emanate from its horn in the 
  direction of the target. The target magically gains the 
  benefit of a Long Rest. In addition, the purr removes all 
  diseases and neutralizes all poisons afflicting the target.
  Shadow Friends (1/Day). If partially obscured, the 
  caticorn can choose to become invisible along with up 
  to three willing creatures it can see within 5 ft. of it, 
  along with any equipment they are wearing or carrying.
  Legendary Actions
  The caticorn can take 3 legendary actions, choosing 
  from the options below. Only one legendary action 
  option can be used at a time and only at the end 
  of another creature’s turn. Caticorn regains spent 
  legendary actions at the start of their turn.
  Retractable Cloofs. The caticorn makes one attack 
  with its cloofs. 
  Inspiring Purr (Costs 2 actions). The caticorn 
  vigorously purrs. It and one other creature it can see 
  within 60 ft. or two creatures it can see within 60 ft. 
  gain 1d8 Inspiration die, which functions like the Bardic 
  Inspiration ability. 
  Heal Self (Costs 3 actions). The caticorn magically 
  regains 11 (2d8 + 2) hit points.
  CATICORNS
  A cat and also a unicorn. Could there be a more heavenly 
  creature? No. We did studies. It’s been proven. 
  
  88
  CATICORN FOAL, or Kittencorn
  CATICORN FOAL
  Large celestial, chaotic good
  Armor Class 13
  Hit Points 22 (5d6+ 5)
  Speed 30 ft., climb 20 ft.
  STR 
    DEX   CON    INT 
   WIS         CHA
  12 (+1) 16 (+3) 13 (+1)  9 (-1)   14 (+2)  17 (+3)
  Damage Immunities poison
  Condition Immunities charmed, paralyzed, poisoned
  Damage Resistances bludgeoning, piercing, and 
  slashing damage from nonmagical attacks
  Senses Darkvision, passive Perception 12
  Languages Celestial, Telepathy 60 ft.
  Challenge 1 (200 XP)
  Charge. If the caticorn moves at least 20 ft. straight 
  toward a target and then hits it with a horn attack on 
  the same turn, the target takes an extra 4 (1d8) piercing 
  damage. If the target is a creature, it must succeed on a 
  DC 11 Strength saving throw or be knocked prone.
  Keen Smell. The caticorn has advantage on Wisdom 
  (Perception) checks that rely on smell.
  Mighty Hop. From a standing position, the caticorn can 
  vertically leap 15 ft.
  Magic Resistance. The caticorn has advantage on 
  saving throws against spells and other magical effects.
  Magic Weapons. The caticorn’s weapon attacks are 
  magical.
  Innate Spellcasting. The caticorn’s innate spellcasting 
  ability is Charisma (spell save DC 13). The caticorn 
  can innately cast the following spells, requiring no 
  components:
  At will: dancing lights, pass without trace
  1/day: calm emotions
  Actions
  Retractable Cloofs. Melee Weapon Attack: +3 to hit, 
  reach 5 ft., one target. Hit: 6 (2d4 +1) bludgeoning or 
  slashing damage.
  Horn. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 4 (1d4 + 1) piercing damage.
  Helping Purr (1/Day). The caticorn loudly purrs, 
  causing rainbow light to emanate from its horn in the 
  direction of the target. The target magically gains the 
  benefit of a Short Rest. 
  Shadows (1/Day). If partially obscured, the caticorn 
  can choose to become invisible, along with any 
  equipment they are wearing or carrying.
  
  89
  DORIEL, HAG FORM 
  Medium fiend, lawful good
  Armour Class 17 (natural armor) 
  Hit Points 112 (15d8 +45) 
  Speed 30ft.
  STR 
    DEX   CON   INT 
  WIS        CHA
  18 (+4) 15 (+2) 16 (+3)  11 (+0)   17 (+3)  16 (+3)
  Damage Resistances cold, fire; bludgeoning, piercing, 
  and slashing from, nonmagical attacks not made with 
  silvered weapons
  Condition Immunities charmed
  Senses darkvision 120 ft., passive perception 13
  Languages Celestial, Common, Elvish, Sylvan
  Challenge 5 (1,800 XP)
  Innate Spellcasting. Doriel’s innate spellcasting ability 
  is Charisma (spell save DC 14). He can innately cast the 
  following spells, requiring no material components:
  At Will: detect evil and good, druidcraft, pass without 
  trace 
  1/day each: calm emotions, dispel evil and good, entangle
  Magic Resistance. Doriel 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. Doriel magically polymorphs into a 
  Small or Medium male humanoid, or back into his 
  hag form. Roll a d20. On a result of 5 or less, Doriel 
  transforms into a different humanoid than the one 
  intended. Any equipment he is wearing or carrying isn’t 
  transformed. He reverts to his hag form if he dies.
  Etherealness. Doriel magically enters the Ethereal 
  Plane from the Material Plane, or vice versa. To do so, 
  Doriel must have a heartstone in his possession. Roll 
  1d20. On a result of 3 or less, the ability fails.
  Dream Blessing (1/Day). While on the Ethereal Plane, 
  Doriel 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 a 
  sweet dream. If these visions last for at least 1 hour, the 
  target gains 5 (1d10) temporary hit points until their 
  next long rest. If the target is evil, they must make a DC 
  10 Wisdom saving throw, on a failure their alignment 
  becomes good. The alignment change can be removed 
  by the greater restoration spell or similar magic. 
  Weird Magic (1/Day). Doriel has a bag of cat ashes on 
  his person, created by Aunt Pat. As an action, Doriel can 
  throw the bag to summon a dusty apparition of a cat. 
  The cat can move to sit on up to three willing creatures, 
  to fall ubder the effects of the catnap spell.
  REACTIONS
  Quick Quarterstaff. Melee Weapon Attack: +2 to 
  hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning 
  DORIEL, Hag Form
  DREAD TITCHWILLOW
  Dread Titchwillow is a wretched and gnarled old bag  who festers in a swamp far from the sunlight, which she despises. 
  Blessed with a bitter sense of humour, and a morbid fascination with necromantic magic, she has developed an exceedingly 
  unwholesome reputation. 
  Personality Trait: I make snide remarks all the time. ALL the time. 
  Bond: I love my house, and my swamp. A horde of unicorns couldn’t convince me to move.
  Ideal: Freedom. The only thing worth having in this world is the freedom to do as you please. 
  Flaw: Everything will work out in the end, if you pull the right strings.
  Agatha uses the green hag statblock with the following changes:
  Spellcasting: Agatha can cast the following spells once per long rest:  earthbind, erupting earth, polymorph
  Marsh Snare. As an action, Dread Titchwillow causes the swamp itself to ensnare and attack her foes. 
  One creature within 50 feet must succeed at a DC 14 Strength saving throw or become restrained and 
  take 9 (2d8) poison damage. Creatures may attempt to break out as an action (escape DC 14) or take an 
  additional 9 poison damage at the end of their turn. Unless broken, this snare lasts for 1 minute.
  
  90
  DRIZZLING MERTHA
  Drizzling Mertha is tall, but hunched, with a constant mild 
  sniffle. She hawks up phlegm regularly to clear her nose and 
  throat. The area around her always feels spongy underfoot.  
  Mertha is shrewd and mean-spirited, and unusually for a 
  night hag has very few schemes going on: thwarting her 
  sister’s every attempt at happiness is her only pleasure in life.  
  Mertha uses the night hag stat block, with the following 
  additions:
  Weird Magic: 
  Mertha is a collector, and she’s inherited her mother’s knack 
  for paralysing creatures that make for interesting curios… 
  as well as Soula’s own monsters. She keeps several in her 
  home, like ghoulish taxidermy (see Balcony), and others in 
  bags and pockets about her person. This includes a lesser 
  demon that she can shake out of a bag of holding if the 
  need arises. 
  Mertha can cast the following spells once per long rest: 
  Conjure woodland beings, Summon lesser demon
  Mertha carries a bracelet woven from a blend of her own 
  and Ademar’s hair. She can use an action to wind it into a 
  cat’s cradle around her gnarled hands, and spit in the eye of 
  her target. The target cannot benefit from healing magic or 
  items until their next long rest, or until lesser restoration is 
  cast on them. Mertha can do this once per day.
  As an action, a shimmering blue haze briefly surrounds 
  Mertha.She claps her hands, and teleports up to three 
  willing creatures up to twenty feet away. If she teleports 
  them off the balcony, they take 1d6 points of falling damage 
  unless they succeed on a DC 12 Dexterity saving throw.
  Mertha’s 
  Lair: 
  Mertha can hide 
  the paths to her 
  lair, changing them so 
  intruders wander endlessly or find themselves at the edge 
  of the swamp. Characters who have experienced this effect 
  before avoid falling victim to it again if they succeed on a 
  DC 15 Wisdom (Survival) check.  She can, at will, steal into 
  the mind of any Tiny creature in her domain, if it is ¼ CR 
  or lower. She uses this ability to watch for intruders, and 
  detects any visitors to her swamp in 1d4-1 hours unless they 
  are stealthy enough to avoid notice.
  Lair Action: While in her hut, on initiative count 20 (losing 
  initiative ties), Mertha takes a lair action to cause one of the 
  following effects; she can’t use the same effect two rounds 
  in a row:
  It’s a mimic. An object adjacent to one of the characters is a 
  mimic. It attacks. No more than two of these mimics can be 
  active at a time.
  Pitch black. Every light in the lair is extinguished,
  Snake escape. The lid flies off the Pot of Snakes, and two 
  flying snakes attack, choosing targets at random. Mertha is 
  immune to their poison. 
  Mertha also has a bag of holding. If she didn’t use her Weird 
  Magic to summon lesser demon during the adventure, it has 
  an angry fiend in it (why didn’t it die from lack of oxygen? 
  Weird Magic.). That definitely won’t cause any problems for 
  the characters further down the road. 
  DRIZZLING MERTHA
  An elasmotherium oracle uses the statistics of a rhinoceros MM p336, with the following changes:
  • 
  The oracle has an inteligence score of 10 (+0) and a Wisdom score of 13 (+2)
  • 
  Languages. Common, Primordial, telepathy 30 ft.
  • Innate Spellcasting. The elasmotherium’s innate spellcasting ability is Wisdom (spell save DC 14). They can 
  innately cast the following spells, requiring no material components:
   
  At will: message   1/day each: sending, scrying
  ELASMOTHERIUM ORACLE
  
  91
  Sea Unicorn
  SEA UNICORN
  Large celestial, chaotic neutral
  Armor Class 12 
  Hit Points 67 (9d10 + 18)
  Speed 0 ft., swim 50 ft.
  STR 
    DEX   CON   INT 
  WIS        CHA
  18 (+4) 14 (+2) 15 (+2)  11 (+0)   17 (+3)  16 (+3)
  Damage Immunities poison
  Condition Immunities charmed, paralyzed, poisoned
  Senses  darkvision 60ft., passive Perception 13
  Languages Celestial, Elvish, Sylvan, telepathy 60ft.
  Challenge 5 (1,800 XP)
  Charge. If the sea unicorn moves at least 20 feet 
  straight toward a target and then hits it with a horn 
  attack on the same turn, the target take an extra 9 
  (2d8) piercing damage. If the target is a creature, it 
  must succeed on a DC 15 Strength saving throw or be 
  pushed back 10 feet. 
  Water Breathing. The sea unicorn can breathe only 
  underwater unless using the Land Bargain feature. 
  Innate Spellcasting. The sea unicorn’s innate 
  spellcasting ability is Charisma (spell save DC 14). 
  The sea unicorn can innately cast the following spells, 
  requiring no components: 
  At will: druidcraft, pass without trace
  1/day each: entangle, control water
  Magic Resistance. The sea unicorn has advantage on 
  saving throws against spells and other magical effects. 
  Magic Weapons. The sea unicorn’s weapon attacks are 
  magical. 
  Land Bargain. For 24 hours, the sea unicorn can 
  polymorph to gain legs and can breathe air. However, 
  while on land, the sea unicorn can only speak 
  telepathically and gains a walking speed equal to their 
  swim speed. This ability can only be used once per 30 
  days. 
  Actions
  Multiattack. The sea unicorn makes two attacks: one 
  with its tail and one with its horn. 
  Tail Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., 
  one target. Hit: 11 (2d6 + 4) bludgeoning damage. 
  Horn. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 8 (1d8 + 4) piercing damage. 
  Healing Touch (3/Day). The sea unicorn touches 
  another creature with its horn. The target magically 
  regains 11 (2d8 + 2) hit points. In addition, the touch 
  removes all diseases and neutralizing all poisons 
  afflicting the target. Male sea unicorns may allow small 
  or tiny creatures to become healed within their pouch 
  instead. 
  Return to the Sea (1/Day). The sea unicorn magically 
  teleports itself and up to three willing creatures it can 
  see within 5 feet of it, along with any equipment they 
  are wearing or carrying, to the sea unicorn’s lair within 
  the water. In this way, the sea unicorn can guarantee 
  their safety after using their Land Bargain ability. 
  Legendary Actions
  The sea unicorn can take 3 legendary actions, 
  choosing from the options below. Only one legendary 
  action option can be used at a time and only at the 
  end of another creature’s turn. The unicorn regains 
  spent legendary actions at the start of its turn. 
  Tail. The unicorn makes one attack with its tail. 
  Watery Shield (Costs 2 Actions). The sea unicorn 
  creates a magical field of thrashing water around itself 
  or another creature it can see within 60 feet of it. The 
  target has half-cover until the end of the unicorn’s next 
  turn. 
  Heal Self (Costs 3 Actions). The sea unicorn 
  magically regains 11 (2d8 + 2) hit points. 
  
  92
  GASTROCRONE
  Medium fey,  neutral evil
  Armor Class 16 (natural armor)
  Hit Points 135 (18d8 + 54)
  Speed 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  18 (+4) 12 (+1) 16 (+3) 14 (+2) 13 (+1) 18 (+4)
  Saving Throws INT +6, WIS +5
  Skills Arcana +6, Medicine +5, Nature +6, Perception 
  +5, Stealth +5, Survival +5
  Damage Immunities poison
  Condition Immunities charmed, poisoned
  Senses darkvision 60 ft., passive Perception 15
  Languages Common, Primordial, Sylvan 
  Challenge Rating 8 (3,900 XP)
  Culinary Invigoration. Whenever a creature (this 
  includes the gastrocrone) ingests food or water created 
  by the gastrocrone by a spell or effect, it gains the 
  following benefits based on the type of effect: 
  • 
  Regain hit points. The target regains 4 + the 
  maximum number of hit points possible
  • 
  Gain temporary hit points. The target gains the 
  maximum number of temporary hit points possible
  • 
  Increase hit point maximum. The target increases 
  by the maximum number possible to both its hit 
  point maximum and current hit points 
  • 
  Gains immunity to poison. The target gains 
  advantage on death saving throws for 1 minuteains 
  immunity to frightened. The target gains 
  advantage on all Strength (Athletics) and Dexterity 
  (Acrobatics) checks for 1 minute
  Innate Spellcasting. The gastrocrone’s innate 
  spellcasting ability is Charisma (spell save DC 16, +8 
  to hit with spell attacks). She can innately cast the 
  following spells, requiring no material components: 
  At-will: create or destroy water, disguise self, goodberry, 
  prestidigitation, produce flame, purify food and drink
  3/day each: contagion, heroes’ feast
  1/day: animate objects
  Magic 
  Resistance. 
  The gastrocrone 
  has advantage 
  on saving throws 
  against spells and 
  other magical effects.
  Magic Weapons. The gastrocrone’s weapon attacks are 
  magical. 
  Actions
  Multiattack. The gastrocrone makes two claw attacks.
  Baked Confectionary (Recharge 5 or 6). The 
  gastrocrone produces a delicious confectionary treat 
  and feeds it to itself or a friendly creature within 5 feet 
  of it. When eaten, the treat produces randomly one of 
  the following effects:
  1. 
  Regain 1d8 + 4 hit points
  2. Gain 1d10 temporary hit points 
  3. Remove any diseases or poisons. Gain immunity 
  to being poisoned for 1 minute
  4. Remove the frightened condition. Gain immunity 
  to being frightened for 1 minute
  5. Gain advantage on the next melee weapon attack 
  until the end of its next turn
  6. Gain a +2 bonus to its Armor Class for 1 minute
  Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 13 (2d8 + 4) slashing damage.
  Foodmorph (1/day). The gastrocrone points her finger 
  at a creature it can see within 60 feet. The target must 
  make a DC 16 Wisdom saving throw or transforms 
  along with whatever it is wearing and carrying into 
  a delectable confectionary treat for 1 hour. The 
  confectionary is a Tiny-sized object with 1 hit point. 
  While in this form, the target can repeat the saving 
  throw at the end of each of its turns, ending the effect 
  on itself on a success. A creature that succeeds on 
  a saving throw against this effect becomes immune 
  to the gastrcrone’s Foodmorph for 24 hours. If the 
  creature is eaten or destroyed while in this form, it 
  instantly dies and can be restored to life only by means 
  of a true resurrection or a wish spell. 
  GASTROCRONE
  
  93
  GINGERBREAD UNICORN OF 
  THE APOCALYPSE
  Large construct, chaotic evil
  Armor Class 14 (natural armor)
  Hit Points 51 (6d10 + 18)
  Speed 50 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  17 (+3) 15 (+2) 16 (+3) 6 (-2) 7 (-1) 
  5 (-3)
  Skills Perception +3
  Damage Immunities fire, poison
  Condition Immunities charmed, exhaustion, 
  frightened, paralyzed, petrified, poisoned
  Senses darkvision 60 ft., passive Perception 13
  Languages understands Primordial and Sylvan but 
  can’t speak 
  Challenge Rating 2 (450 XP)
  Charge. If the unicorn moves at least 20 feet straight 
  toward a target and then hits it with a horn attack on the 
  same turn, the target takes an extra 9 (2d8) piercing 
  damage. If the target is a creature, it must succeed on a 
  DC 14 Strength saving throw or be knocked prone. 
  Gingerbread Doom. The unicorn is made entirely out 
  of edible gingerbread, whenever a creature takes a bite 
  action against it, they must make a DC 14 Consitution 
  saving throw or be poisoned for 1 minute.
  Magic Resistance. The unicorn has advantage on saving 
  throws against spells and other magical effects.
  Magic Weapons. The unicorn’s weapon attacks are 
  magical.
  Actions
  Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 12 (2d6 + 3) bludgeoning damage.
  Horn. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 7 (1d8 + 3) piercing damage.
  VARIANTS: GINGERBREAD UNICORNS OF THE 
  APOCALYPSE
  Each of the four gingerbread unicorns of the apocalypse 
  created by Granny Matilda embodies an aspect of doom 
  and dread, and each unicorn has special characteristics 
  described below. 
  Destruction. A unicorn of destruction deals an additional 
  7 (2d6) fire damage with its hooves attack. In addition, 
  the unicorn deals double damage to objects and 
  structures.
  Dread. A creature that starts its turn within 10 feet of a 
  unicorn of dread must make a DC 14 Charisma saving 
  throw. On a failed save, whenever the creature makes 
  an attack roll or saving throw within the next 1 minute, 
  the target must roll a d4 and subtract the number rolled 
  from the attack roll or saving throw. 
  Decay. A creature damaged by the unicorn of decay 
  cannot regain hit points until the end of its next turn. 
  Death. A unicorn of death’s hooves and horn attacks 
  deal an additional 9 (2d8) necrotic damage. In addition, 
  a creature dealt damage by the unicorn must succeed 
  on a DC 14 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.
  GINGERBREAD UNICORN OF THE APOCALYPSE
  
  94
  GLOAM HAG
  GLOAM HAG
  Medium fey,  neutral evil
  Armor Class 17 (natural armor)
  Hit Point 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 +6, Insight +6, Perception +6,
  Condition Immunities Blinded, Charmed, 
  Frightened
  Senses blindsight 60ft., passive Perception 16
  Languages Common, Halfling, 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: cause fear, dissonant whispers
  3/day each: dream, hallucinatory terrain, sleep (9d8)
  1/day each: animate objects, danse macabre
  Magic Resistance. The hag has advantage on saving 
  throws against spells and other magical effects.
  Actions
  Change Shape. The hag magically polymorphs into 
  a Small or Medium female humanoid, or back into 
  her true form. Her statistics are the same in each 
  form. Any equipment she is wearing or carrying 
  isn’t transformed. She reverts to her true form if she 
  dies.
  Multiattack. The hag makes two claw attacks and 
  uses Nightmare Touch or Gloaming Curse.
  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. Additionally, the target must succeed on a 
  DC 15 Wisdom saving throw or become frightened 
  for 1 minute. The frightened target can repeat the 
  saving throw at the end of each of its turns, ending 
  the effect on itself on a success.
  Gloaming Curse. The gloam hag possesses a sheep 
  skull with a round moonstone in each eye socket. 
  Drawing on the deepest fears of a creature, the hag 
  creates illusory creatures in their minds, visible only to 
  them. The illusion calls on the creature’s deepest fears, 
  manifesting its worst nightmares as a mortal threat. 
  A creature must make a DC 15 Wisdom saving throw 
  or suffer from a terrible nightmare. On a failed save, 
  the creature takes 11 (2d10) psychic damage, and the 
  hag regains hit points equal to the amount of damage 
  taken. If the target is unconscious, it takes an extra 6 
  (1d10) 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.
  LAIR ACTIONS
  On initiative count 20 (losing initiative ties), the hag can take a lair action to 
  cause one of the following effects, but can’t use the same effect two rounds in 
  a row:
  • 
  Until initiative count 20 on the next round, the hag can pass through 
  solid walls, doors, ceilings, and floors as if the surfaces weren’t there.
  • 
  The hag targets any number of doors and windows that she can see, 
  causing each one to either open or close as she wishes. Closed doors 
  can be magically locked (requiring a successful DC 20 Strength check to 
  force open) until she chooses to make them unlocked, or until she uses 
  this lair action again to open them.
  REGIONAL EFFECTS
  The region within 1 mile of a gloam hag’s lair is warped by the creature’s fell 
  magic, which creates one or more of the following effects:
  • 
  Boggles are found in great profusion.
  • 
  Beasts that have an Intelligence score of 2 or lower are charmed by the 
  hag and directed to be aggressive toward intruders in the area.
  • 
  Tortured faces magically appear in trees.
  • 
  Shadows seem to sometimes move on their own as though alive.
  • 
  The region takes twice as long as normal to traverse, since the plants 
  grow thick and twisted.
  • 
  Intelligent creatures see hallucinations of their worst fears. Any attempt 
  to interact with a hallucinatory image causes it to disappear.
  The gloam hag is a rare variety of hag which stalk the dreams of mortal creatures, 
  tapping into the power of the subconscious power of nightmares without becom-
  ing fiends - unlike their sister night hags (the two subspecies hold each other in 
  mutual animosity). A community terrorized by a Gloam Hag is unlikely to last long 
  - the hag’s natural sadism often causes it to destroy any community it latches into, 
  after which it drifts onwards to seek new prey. 
  
  95
  GRANNY MOSSGLITTER
  Medium fey,  neutral evil
  Armor Class 17 (natural armor)
  Hit Points 120 (16d8 + 48)
  Speed 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  18 (+4) 12 (+1) 16 (+3) 13 (+1) 14 (+2) 18 (+4)
  Saving Throws WIS +5, CHA +7
  Skills Arcana +4, Deception +7, Intimidation +7, Nature 
  +4, Perception +5, Stealth +4
  Damage Resistances Radiant
  Senses  darkvision 60ft., passive Perception 14
  Languages Common, Draconic, Sylvan
  Challenge 6 (2,300 XP)
  Amplified Blast. If Granny Mossglitter casts eldritch 
  blast or a spell that deals radiant or fire damage, add +4 
  to the damage she deals on a hit.
  Amphibious. Granny Mossglitter can breathe air and 
  water.
  Innate Spellcasting. Granny Mossglitter’s innate 
  Spellcasting Ability is Charisma (spell save DC 15). 
  She can innately cast the following Spells, requiring no 
  material components:
  At will: dancing lights, minor illusion, vicious mockery
  1/day each: bane
  Spellcasting. Granny Mossglitter is a 6th-level 
  spellcaster. Her spellcasting ability is Charisma (spell 
  save DC 15, +7 to hit with spell attacks). She regains 
  her expended spell slots when it finishes a short or long 
  rest. She knows the following warlock spells:
  Cantrips (at will): eldritch blast, light, prestidigitation, 
  sacred flame, shocking grasp, thaumaturgy, thorn whip, 
  mage hand
  1st-3rd level (2 3rd-level slots): cure wounds, dispel 
  magic, guiding bolt, hex, hold person, spider climb
  Maddening Hex. As a bonus action, Granny 
  Mossglitter can deal 4 psychic damage to a target she 
  has hexed as well as each creature of her choice that she 
  can see within 5 feet of it. She must be able to see the 
  hexed target, and it must be within 30 feet of her.
  Magic Resistance. Granny Mossglitter has advantage 
  on Saving Throws against Spells and other magical 
  Effects.
  Magic Weapons. Granny Mossglitter’s weapon attacks 
  are magical.
  Mimicry. Granny 
  Mossglitter 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: +7 to hit, reach 5 ft., one 
  target. Hit: 13 (2d8 + 4) slashing damage.
  Healing Light (3/Day). Granny Mossglitter touches 
  another creature. The target magically regains 20 (4d8 
  + 2) Hit Points.
  Illusory Appearance. Granny Mossglitter 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 
  Granny Mossglitter 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, Granny Mossglitter 
  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 Granny Mossglitter 
  is disguised.
  GRANNY MOSSGLITTER
  LAIR ACTIONS
  On initiative count 20 (losing initiative ties), Granny Mossglitter can take a lair 
  action to cause one of the following effects, but can’t use the same effect two 
  rounds in a row:
  • 
  A tree within 60 feet of Granny Mossglitter becomes an awakened tree.
  • 
  A dazzling bright light radiates from Granny Mossglitter’s body until 
  initiative count 20 on the next round. If a creature starts its turn within 
  60 feet of Granny Mossglitter, she can force the creature to make a DC 
  15 Constitution saving throw. On a failed save, the creature is blinded. 
  A creature blinded by this effect makes another Constitution saving 
  throw at the end of each of its turns. On a successful save, it is no longer 
  blinded
  COVEN SPELLS
  1st level (4 slots): silent image, tasha’s hideous laughter
  2nd level (3 slots): phantasmal force, mind spike
  3rd level (3 slots): bestow curse, counterspell, lightning bolt
  4th level (3 slots): phantasmal killer, polymorph
  5th level (2 slots): geas, scrying
  6th level (1 slot): eyebite
  
  96
  Actions
  Claws. Melee 
  Weapon Attack. 
  +7 to hit, reach 5 ft., one 
  target. Hit: 13 (2d8 + 4) slashing damage.
  Illusive Appearance. The hagbaxi covers herself and 
  anything she is wearing or carrying with a magical 
  illusion that makes her look like another humanoid 
  creature. 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 hagbaxi could appear to have 
  smooth skin, but someone touching her would feel 
  her fur. 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 
  hagbaxi is disguised.
  Call of the Cat Lady (Recharge 5-6). The hagbaxi 
  enlarges her eyes and fills a target of her choice with a 
  desire to care for small animals. They must succeed on 
  a DC 15 Charisma saving throw or become Charmed 
  by the nearest Small or Tiny beast, doing everything in 
  their power to catch its attention and protect it from 
  harm. This effect ends if the target takes damage, falls 
  unconscious, or dies. 
  Wail (Recharge 6). The hagbaxi creates distress calls 
  resonating on frequencies particularly piercing to 
  humanoid ears. A humanoid creature that hears the 
  sounds must succeed on a DC 15 Charisma saving 
  throw or become Charmed or Frightened, hagbaxi’s 
  choice.
  Lair Actions
  Colony Leader. The hagbaxi summons 9 (1d10 +4) cats 
  or 2 caticorn foals into an unoccupied space within 60 
  ft. that she can see. The animals are friendly to her and 
  her companions. They act on her initiative and obey any 
  verbal commands that she issues to them. If she doesn’t 
  issue any commands to them, they defend themselves 
  from hostile creatures, but otherwise take no actions.
  Doors Be Damned. The hagbaxi targets any number 
  of doors and windows that she can see, causing each 
  one to either open or close as she wishes. Closed doors 
  can be magically locked (requiring a successful DC 
  20 Strength check to force open) until she chooses to 
  make them unlocked, or until she uses this lair action 
  again to open them. 
  HAGBAXI
  Medium fey, chaotic neutral
  Armor Class 16 (natural armor)
  Hit Points 84 (13d8+ 26)
  Speed 30 ft., climb 20 ft. 
  STR 
    DEX   CON    INT 
   WIS         CHA
  18 (+4) 17 (+3) 15 (+1)  13 (+1)   14 (+2)  18  (+4)
  Skills Animal Handling +5, Deception +7, Perception 
  +5, Stealth +9
  Condition Immunities Charmed
  Damage Resistances Fire; bludgeoning, piercing, and 
  slashing from non magical attacks
  Senses Darkvision 60 ft., passive Perception 15
  Languages Abyssal, Common, Sylvan
  Challenge 8 (3,900 XP)
  Deadly Heights. The hagbaxi can leap three times 
  her height from a standing position. When at least 3 
  ft. above her targets, she has advantage on Perception 
  checks, Initiative rolls, and saving throws. 
  Feline Agility. The hagbaxi can choose to double her 
  movement speed for a round. She can only do this 
  again after moving 0 ft. for a round. 
  Magic Resistance. The hagbaxi has advantage on 
  saving throws against spells and other magical effects.
  Magic Weapons. The hagbaxi’s claw attacks are 
  magical for the purposes of overcoming resistances and 
  immunities. 
  Innate Spellcasting. The hagbaxi’s innate spellcasting 
  ability is Charisma (spell save DC 15, +7 to hit with spell 
  attacks). She can innately cast the following spells, 
  requiring no material components: 
  At will: beast bond, beast sense, expeditious retreat, hex, 
  speak with animals
  2/day each: fly, locate animals or plants, mind spike, 
  moonbeam
  HAGBAXI
  So, imagine a cat lady. And a cat. And a hag.
  With me? Great. 
  Ok, now smoosh them all together.
  Tada. 
  Hagbaxi. 
  
  97
  HAGURU
  HAGURU
  Medium fey, lawful evil
  Armor Class 15 (natural armor)
  Hit Points 82 (11d8 + 33)
  Speed 30 ft
  STR        DEX      CON      INT        WIS    CHA
  16 (+3)  12 (+1)  14 (+2)   13 (+1)  12 (+1) 14 (+2)
  Skills Arcana +3, Deception +4, Stealth +3
  Senses darkvision 60 ft., passive Perception 14
  Languages Common, Draconic, Sylvan
  Challenge 3 (700 XP)
  Allure. The Haguru sparkles with a faint rainbow aura, 
  and has advantage on all Wisdom and Charisma checks 
  and saving throws. Melee attacks against Hagurus are 
  made with disadvantage.
  Toxic Positivity. Whenever a creature is damaged by 
  an action caused by a Haguru, make note of the full 
  amount of damage the creature has taken privately, but 
  only inform the player of half the amount of damage, 
  rounded down. At the end of the current round, have 
  each creature damaged in this way roll a DC 18 Wisdom 
  check. On a success, inform them of any damage 
  amount currently hidden from their knowledge.
  Actions
  Claws.  Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 13 (2d8 + 4) slashing damage.
  Illusory Appearance. The haguru covers themselves 
  and anything they are wearing or carrying with a magical 
  illusion that makes them look like another creature of 
  their general size and humanoid shape. The illusion 
  ends if the hag takes a bonus action to end it or if they 
  die.
  The changes wrought by this effect fail to hold up 
  to physical inspection. For example, a Haguru could 
  appear to have smooth skin, but someone touching 
  them would feel their rough Hag flesh. Otherwise, 
  a creature must take an action to visually inspect 
  the illusion and succeed on a DC20 Intelligence 
  (Investigation) check to discern that the Haguru is 
  disguised.
  Invisible Passage.  The Haguru magically turns 
  invisible until they attack or cast a spell, or until their 
  concentration ends (as if concentrating on a spell). 
  While invisible, they leave no physical evidence of their 
  passage, so they can be tracked only by magic. Any 
  equipment they wear or carry is also invisible.
  DIVINE HORN CULTIST
  Medium humanoid (any race), any alignment
  Armor Class 13 (natural armor)
  Hit Points 33 (6d8 + 6)
  Speed 30 ft
  STR        DEX      CON      INT        WIS    CHA
  11 (+0)  14 (+2)  12 (+1)   10 (+0)  13 (+1) 14 (+2)
  Skills Deception +4, Persuasion +4, Religion +2
  Senses passive Perception 11
  Languages Common
  Challenge 2 (450 XP)
  Blind Faith. The divine horn follower has advantage 
  on saving throws against being charmed or frightened, 
  and glows with a faint rainbow aura that causes 
  melee attacks against the follower to be made with 
  disadvantage.
  Devotion to the Cause. The Divine Horn Cultist’s 
  innate spellcasting ability is Charisma (spell save DC 
  12). The cultist can innately cast the following spells, 
  requiring no components:
  At will: detect evil and good, druidcraft, pass without trace
  1/day each: calm emotions, find steed (unicorn 
  appearance using Warhorse stat block), entangle
  Actions
  Multiattack. The divine horn cultist makes two melee 
  attacks.
  Brass Horned Headbutt.  Melee Attack: +4 to hit, one 
  creature. Hit: 4 (1d4 + 2) piercing damage. 
  A Haguru is a bit like a hag, but also a little bit like a 
  guru. They’re charismatic and likeable, but also have 
  your worst interests at heart, like your favourite uncle, 
  or the distant twice removed cousin whose jaunty laugh 
  conceals his lust for your inheritance. They can often 
  be found surrounded by cultists in whom they have 
  invested magic - there’s no way to generate a cult quite 
  like doling out free magic whenever you get the chance, 
  let me tell you. It’s like bees to a flower show. Except 
  the flowers are hags, and the bees are unsuspecting 
  cultists likely to meet a grisly end at the hands of 
  trigger-happy adventurerers. 
  
  98
  MARTINGALE
  MARTINGALE, THE NIGHTMARE
  Large fiend, neutral evil
  Armor Class 18
  Hit Points 90 (12d10 + 24)
  Speed 60 ft., fly 90ft
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  18 (+4) 15 (+2) 16 (+3) 10 (+0) 14 (+2) 15 (+2)
  Damage Immunities Fire, Poison
  Damage Resistance Fire, Poison
  Senses passive Perception 11
  Languages Common, Celestial, Infernal but can’t 
  speak
  Challenge 6 (2,300 XP)
  Untamed. The nightmare cannot be controlled by its 
  rider.
  Confer Psychic Resistance. The nightmare can grant 
  resistance to psychic damage to anyone riding it.
  Darkness. The nightmare radiates darkness in a 
  15-foot radius. Creatures with darkvision cannot see 
  through this darkness, and non-magical light cannot 
  illuminate it.
  Misery Loves Company. At the start of the 
  nightmare’s turn, regain 11 (2d8 + 2) hit points 
  for every creature within 60 feet that is currently 
  frightened.
  Legendary Resistance (3/Day).  If the nightmare fails 
  a saving throw, it can choose to succeed instead.
  Actions
  Hooves.  Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 13 (2d8 + 4) bludgeoning damage 
  plus 7 (2d6) psychic damage.
  Martingale uses the statistics of a unicorn MM p336, with the following changes:
  Mystical Chains. Martingale is prone and cannot stand or speak, use abilities, cast spells, or take actions or legendary 
  actions as long as Martingale is bound by the chains.
  Martingale’s Granted Wish (1/Month). If Martingale hears a friendly creature speak the words “I wish”, it may at the DM’s 
  discretion, cast Wish in an attempt to fulfill the spirit of that wish to the greatest benefit of that creature. If fulfilling the wish 
  would result in dire or clearly unfortunate circumstances, Martingale won’t cast the spell. This ability cannot be used if 
  Martingale is bound by the Mystical Chains
  MARTINGALE the Nightmare
  Overwhelming Dread.  Each creature within a 30 
  foot cone must succeed on a DC 13 Wisdom saving 
  throw or drop whatever it is holding and become 
  frightened. While frightened by this effect, a creature 
  must take the Dash action and move away from the 
  nightmare by the safest available route on each of its 
  turns, unless there is nowhere to move. If the creature 
  ends its turn in a location where it doesn’t have line 
  of sight to the nightmare, the creature can make a 
  Wisdom saving throw. On a successful save, the 
  creature is no longer frightened. 
  Ethereal Stride. The nightmare and up to three 
  willing creatures within 5 feet of it magically enter the 
  Ethereal Plane from the Material Plane, or vice versa.
  Nightmare’s Granted Wish (1/Month). If Martingale 
  hears a Haguru speak the words “I wish”, it may at the 
  DM’s discretion, cast Wish in an attempt to fulfill the 
  wish to the letter, ignoring the spirit of the wish. If no 
  Hagurus exist nearby, and a creature speaks the words 
  “I wish”, it may at the DM’s discretion, cast Wish in 
  an attempt to fulfill the wish to the greatest detriment 
  possible for the wishing creature.
  Legendary Actions
  The nightmare can take 3 legendary actions, choosing 
  from the options below. Only one legendary action 
  option can be used at a time and only at the end of 
  another creature’s turn. The nightmare regains spent 
  legendary actions at the start of its turn.
  Trample.  The nightmare makes a Hooves attack, then 
  may choose to move to any square adjacent to the 
  creature it attacked as a free action without provoking 
  attacks of opportunity.
  Buck off.  The nightmare can either eject a willing 
  rider or make a contested Strength roll against an 
  unwilling one to eject the rider up to 15 feet. An 
  ejected rider takes 13 (2d8 + 4) bludgeoning damage, 
  and any creature hit by an ejected rider takes 13 (2d8 
  + 4) bludgeoning damage.
  Overwhelming Dread (Costs 2 Actions).  The 
  nightmare uses Overwhelming Dread.
  
  99
  NIGHTMARE UNICORN
  NIGHTMARE UNICORN
  Large fiend, neutral evil
  Armor Class 12 
  Hit Points 67 (9d10 + 18)
  Speed 50 ft, fly 90ft.
  STR 
    DEX   CON   INT 
  WIS        CHA
  18 (+4) 14 (+2) 15 (+2)  11 (+0)   17 (+3)  16 (+3)
  Damage Immunities fire
  Condition Immunities charmed, paralyzed
  Senses  darkvision 60ft., passive Perception 13
  Languages Common, Infernal telepathy 60ft.
  Challenge 5 (1,800 XP)
  Charge. If the unicorn moves at least 20 feet straight 
  toward a target and then hits it with a horn attack on the 
  same turn, the target takes an extra 9 (2d8) piercing 
  damage. If the target is a creature, it must succeed on a 
  DC 15 Strength saving throw or be knocked prone.
  Confer Fire Resistance. The nightmare unicorn can 
  grant resistance to fire damage to anyone riding it.
  Darkness. The nightmare unicorn causes dim light in a 
  20-foot radius. 
  Innate Spellcasting. The unicorn’s innate spellcasting 
  ability is Charisma (spell save DC 14). The unicorn 
  can innately cast the following spells, requiring no 
  components:
  At will: bane, pass without trace, thaumaturgy
  1/day each: mind spike, mislead, entangle
  Magic Resistance. The unicorn has advantage on saving 
  throws against spells and other magical effects.
  Magic Weapons. The unicorn’s weapon attacks are 
  magical.
  Actions
  Multiattack. The unicorn makes two attacks: one with 
  its hooves and one with its horn.
  Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 11 (2d6 + 4) bludgeoning damage.
  Horn. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 8 (1d8 + 4) piercing damage.
  Harmful Touch (3/Day). The unicorn touches another 
  creature with its horn. The target magically loses 18 
  (3d10 + 2) hit points.
  Scatter (1/Day). The air quivers around up to five 
  creatures of the unicorn’s choice that it can see within 
  30 feet. An unwilling creature must succeed on a 
  Wisdom saving throw to resist this spell. The unicorn 
  teleports each affected target to an unoccupied space 
  that it can see within 120 feet of it. That space must be 
  on the ground or on a floor.
  Legendary Actions
  The unicorn can take 3 legendary actions, choosing 
  from the options below. Only one legendary action 
  option can be used at a time and only at the end of 
  another creature’s turn. The unicorn regains spent 
  legendary actions at the start of its turn.
  Shadowy Shield (Costs 2 Actions). The unicorn 
  creates a shadowy, magical field around itself or 
  another creature it can see within 60 feet of it. The 
  target gains a +2 bonus to AC until the end of the 
  unicorn’s next turn.
  Heal Self (Costs 3 Actions). The unicorn magically 
  regains 11 (2d8 + 2) hit points.
  Nightmare are conventionally understood to be the creations 
  of dark magic, the mutation of noble pegasi transformed into 
  flaming fiendish steeds of evil. Nightmare Unicorns are like 
  that, except we threw that lore in the bin because I’m not sure 
  anyone knew it when this statblock was written and we really 
  didn’t want to go back and change anything at this stage in the 
  game. I bet you also thought Nightmares came from unicorns 
  - I sure as hell did. Geddit. Hell. Because it’s a fiendish horse? 
  I’ll show myself out. 
  
  100
  PRIMAL HAG
  Medium fey, lawful evil
  Armor Class 15 (natural armor)
  Hit Points 130 (20d8 + 40)
  Speed 30 ft., swim 30 ft. (dunkleosteus form only), fly 
  40 ft. (pterodactyl form only)
  STR        DEX      CON      INT        WIS    CHA
  14 (+2) 12 (+1) 14 (+2) 14 (+2) 16 (+3) 14 (+2)
  Saving Throws Dex +4, Con +5, Wis +6
  Skills Deception +6, Insight +7, Perception +7, Stealth 
  +4
  Damage Resistances bludgeoning, piercing, and 
  slashing from nonmagical attacks not made with 
  silvered weapons
  Condition Immunities charmed
  Senses blindsight 60 ft., darkvision 120 ft., passive 
  perception 16
  Languages Abyssal, Common, Infernal, Primordial
  Challenge 5 (1,800 XP)
  Hold Breath (Titanoboa Form Only). The hag can 
  hold her breath for up to 1 hour.
  Innate Spellcasting. The hag’s innate spellcasting 
  ability is Wisdom (spell save DC 14, +6 to hit with spell 
  attacks). She can innately cast the following spells, 
  requiring no material components:
  At will: druidcraft, infestation, speak with animals
  3/day each: beast bond, ray of enfeeblement
  1/day each: erupting earth, glyph of warding, ray of 
  sickness
  Shapechanger. The hag can use her bonus action to 
  polymorph into a titanoboa, dunkleosteus, pterodactyl, 
  beautiful human woman, or back into her true form. 
  Her statistics, other than her size and speed, are the 
  same in each form. Any equipment she is wearing or 
  carrying isn’t transformed. She reverts to her true form 
  if she dies.
  Water Breathing (Dunkleosteus Form Only). The hag 
  can breathe only underwater.
  Actions
  Bite (Dunkleosteus Form Only). Melee Weapon 
  Attack: +5 to hit, reach 5 ft., one target. Hit: 15 (2d12 + 
  2) piercing damage and the target is grappled (escape 
  DC 12).
  Bite (Titanoboa Form Only). Melee Weapon Attack: 
  +5 to hit, reach 10 ft., one target. Hit: 7 (2d4 + 2) 
  piercing damage and the target must make a DC 14 
  Constitution saving throw, taking 10 (3d6) poison 
  damage on a failed save, or half as much damage on a 
  successful save.
  Claw (Hag Form Only). Melee Weapon Attack: +5 
  to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) slashing 
  damage.
  Wing (Pterodactyl Form Only). Melee Weapon 
  Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) 
  bludgeoning damage and the target must succeed on a 
  PRIMAL HAG
  Primal Hags are an expression of violence and dark prehistoric whimsy borne of 
  natural disaster. They can transform at-will into a variety of ssscaly forms, each 
  more terrifying than the lasssst.
  From the Ashes. In the wake of a natural tragedy such as a volcano eruption or 
  an earthquake, the misery of the people suffering through it often attracts the 
  attention of a primal hag, who capitalises on the confusion to establish her lair 
  in a cave or valley. 
  Mistress of Many Forms. When a Primal Hag moves into an area many commu-
  nities aren’t aware there’s a hag in the location at all until they grow desperate from 
  the “monster” attacks on their herd, at which point the little old lady who appears out 
  of the blue to offer them a solution [for a price] seems like an excellent solution. 
  Hunters and Poachers. Primal Hags adore collecting animal skins and bones - the rarer and close to 
  extinction the animal, the better. They encourage, bribe and corrupt communities into hunting down new and vulnerable 
  communities of animals, and engineer ways for the community to overuse its natural resources. The inevitable suffering 
  pleases the hag, and the increasingly desperate villagers are vulnerable to the hag’s demands. 
  
  101
  PRINCESS SWEFN (THE TERATOMA)
  Small monstrosity, chaotic neutral
  Armor Class 16
  Hit Points 115 (12d10 + 50)
  Speed 15 ft. (if bound to a host, the teratoma has a 
  speed of 0 ft.)
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  12 (+1) 16 (+3) 21 (+5) 22 (+6) 13 (+1) 18 (+4)
  Saving Throws INT +10, CHA +8
  Skills Arcana +10, Deception +8, History 
  +10,Perception +5
  Condition Immunities Charmed, Deafened, 
  Exhaustion, Prone
  Senses darkvision 60 ft., passive Perception 15
  Languages Common, Infernal, Sylvan
  Challenge 10 (5,900 XP)
  Amorphous. When not attached to a host, the teratoma 
  can move through a space as narrow as 1 inch wide 
  without squeezing.
  Innate Spellcasting. The teratoma’s innate spellcasting 
  ability is Intelligence (spell save DC 18). It can innately 
  cast the following spells, requiring no material 
  components:
  At will: charm person (as 5th-level spell), detect thoughts, 
  hold person
  3/day each: confusion, dominate person, fear, 
  hallucinatory terrain, hold monster, hypnotic pattern, 
  telekinesis
  Damage Transfer. While it is bound to a creature, the 
  teratoma takes only half the damage dealt to it, and the 
  creature it is bound to takes the other half.
  Regeneration. The teratoma regains 10 hit points at the 
  start of its turn. If the teratoma takes radiant damage, 
  this trait doesn’t function at the start of the teratoma’s 
  next turn. The teratoma dies only if it starts its turn with 
  0 hit points and doesn’t regenerate. If the teratoma is 
  bonded to a host, the host regains half the hit points 
  that the teratoma regains.
  ACTIONS
  Multiattack. The teratoma makes two Appendage or 
  Bite attacks and uses Amalgamate.
  Appendage. Melee Weapon Attack: +7 to hit, reach 10 
  ft., one target. Hit: 17 (4d6 + 3) bludgeoning damage 
  plus 7 (2d6) psychic damage.
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 17 (4d6 + 3) piercing damage.
  Amalgamate. The teratoma moves up to its speed. 
  While doing so, it can enter Large or smaller creatures’ 
  spaces. Whenever the teratoma enters a creature’s 
  space, the creature must succeed on a DC 18 Dexterity 
  saving throw or become bonded with the teratoma. 
  Constructs, oozes, plants, and undead succeed on the 
  save automatically.
  The teratoma can only be removed from the bounded 
  creature when it dies or chooses to release the creature.
  PRINCESS SWEFN THE TERATOMA
  
  102
  PROJECT H.A.G
  Medium construct, chaotic neutral
  Armor Class 16 (natural armor)
  Hit Points 114 (12d10 + 48)
  Speed 30 ft., fly (hover) 10ft.
  STR 
    DEX 
    CON   INT 
  WIS        CHA
  19 (+4) 11 (+0) 19 (+4)  8 (-1)   8 (-1) 
   4 (-3)
  Saving Throws INT +10, CHA +8
  Condition Immunities Blinded, Charmed, Deafened, 
  Exhaustion, Frightened, Paralyzed, Petrified, 
  Poisoned
  Senses blindsight 60 ft., passive Perception 9
  Languages Common, Gnomish
  Challenge 6 (2,300 XP)
  Technological Marvel. Whenever H.A.G uses an 
  ability or casts a spell, that feature is activated 
  through an obscure mechanical means, ie 
  hoverboots, smoke bombs, flamethrowers etc. 
  Spells cast by H.A.G are not affected by any ability 
  that normally interacts with spells or magic, such as 
  counterspell or antimagic field.
  Legendary Resistance (3/day). If H.A.G fails a saving 
  throw, they can choose to succeed instead. 
  Innate Spellcasting. PROJECT H.A.G’s innate 
  spellcasting ability is Intelligence (spell save DC 18). 
  It can innately cast the following spells, requiring no 
  material components:
  At will: shocking grasp (5th level), catapult, fog cloud 
  3/day each: augury, misty step, pyrotechnics, lightning 
  bolt
  1/day each: fabricate, creation, animate objects, antilife 
  shell
  Regeneration. Project H.A.G regains 10 hit points 
  at the start of its turn. If it takes lightning damage, 
  this trait doesn’t function at the start of its next turn. 
  H.A.G dies only if it starts its turn with 0 hit points 
  and doesn’t regenerate.
  Mechachag. In addition to defeating the construct 
  in combat, characters can disable it by fiddling with 
  the knobbly bits. With a successful DC 15 Wisdom 
  (Perception) check, any character fighting H.A.G 
  observes strange protrusions all over its body. A 
  character within 5 feet of the construct who succeeds 
  on a DC 15 Dexterity (Sleight of Hand) check can 
  twist a knob, which disables one of H.A.G’s spells 
  (DM’s choice). 
  Unicorn-Mode-Mega-Form. H.A.G can use its 
  action to polymorph into a Large unicorn type 
  creature with lots of horns and sharp bits. 
  While in unicorn form, H.A.G’s walking speed 
  is 40 feet, and it loses its flying speed. Its other statistics 
  are unchanged. Anything it is wearing transforms with 
  it, but nothing it is carrying does. It reverts to its true 
  form if it dies.
  ACTIONS
  Disintegration Stick (Normal Form Only). Melee 
  Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 75 
  (10d6 + 40) force damage. A creature reduced to 0 hit 
  points by this attack is disintegrated. 
  Lazers. Ranged Spell Attack. +7 to hit, reach 5ft., one 
  target. Hit. 28 (8d6) radiant damage and the target 
  must succeed on a DC15 Constitution saving throw or 
  be blinded until the end of their next turn. 
  Horny Stab Stab. (Unicorn Form Only). Melee Weapon 
  Attack. +7 to hit, reach 5ft., one target. Hit: 75 (10d6 + 
  40) radiant damage. A creature reduced to 0 hit points 
  by this attack explodes in a gory shower of rainbows.
  LEGENDARY ACTIONS
  H.A.G can take 3 legendary actions, choosing from 
  the options below. Only one legendary action option 
  can be used at a time and only at the end of another 
  creature’s turn. H.A.G regains spent legendary actions 
  at the start of his turn.
  Move. H.Amoves up to its speed.
  Deathboop. H.A.G makes an attack with Disintegration 
  Stick or Horny Stab Stab.
  PROJECT H.A.G
  
  103
  RAINBOW ELEMENTAL
  Large elemental, neutral good
  Armor Class 15 (natural armor)
  Hit Points 101 (14d10 + 24)
  Speed 50ft.
  STR        DEX      CON      INT        WIS    CHA
  10 (+0) 17 (+3) 14 (+2) 6 (-2) 10 (+0)  7 (-2)
  Damage Vulnerabilities necrotic
  Damage Resistances fire; bludgeoning, piercing, and 
  slashing from nonmagical attacks
  Damage Immunities radiant
  Condition Immunities exhaustion, grappled, 
  paralyzed, petrified, poisoned, prone, restrained, 
  unconscious
  Senses darkvision 120 ft., passive Perception 10
  Languages --
  Challenge 8 (3,900 XP)
  Light Form. The elemental can move through any 
  space wide enough for light to shine through, without 
  squeezing. A creature that touches the elemental or 
  hits it with a melee attack while within 5 ft. of it takes 5 
  (1d10) radiant damage. In addition, the elemental can 
  move through or enter a hostile creature’s space and 
  stop there.
  Illumination. The elemental sheds bright light in a 30 
  ft. radius and dim light in an additional 30 ft..
  Darkness Anathema. The first time the elemental 
  enters magical darkness of 7th-level or lower, or starts 
  its turn there, it takes 22 (4d10) necrotic damage and 
  the darkness is dispelled.
  Actions
  Multiattack. The rainbow elemental makes two touch 
  attacks.
  Touch. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 10 (2d6 + 3) radiant damage. If the creature 
  is affected by any poisons, diseases, or curses, they end 
  immediately.
  Prismatic Spray (Recharge 5-6). The rainbow 
  elemental casts prismatic spray (spell save DC 16).
  RAINBOW ELEMENTAL
  Rainbow Elementals are manifestations of light and 
  positive energy that sometimes bleed through to the 
  material plane from the positive energy plane. They are 
  drawn to the blot of evil and undeath on the land, using 
  their innate magics to scourage and purify lower plane 
  influences wherever they find them. 
  Rainbow Elementals are also drawn to crises like disease 
  outbreaks, or poisonings. With a single searing touch 
  they can purge the infected of blight..as long as the 
  creature has the fortitude to survive the experience. 
  Above all else Rainbow Elementals fear the night, and 
  they react explosively to magic darkness, dispelling it 
  with a reflexive burst of radiant energy that shortens 
  their lifespans considerably. 
  
  104
  Magic Resistance. 
  Sugarplum has 
  advantage on 
  Saving Throws 
  against Spells and 
  other magical Effects.
  Magic Weapons. 
  Sugarplum’s weapon 
  attacks are magical.
  Actions
  Multiattack. Sugarplum makes three attacks: two with 
  her hooves and one with her horn. Alternatively, she 
  makes two attacks with her knife.
  Knife. Melee Weapon Attack: +8 to hit, reach 5 ft ., one 
  target. Hit: 12 (2d6 + 5) slashing damage.
  Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft ., 
  one target. Hit: 11 (2d6 + 4) bludgeoning damage.
  Horn. Melee Weapon Attack: +7 to hit, reach 5 ft ., one 
  target. Hit: 8 (1d8 + 4) piercing damage.
  Healing Touch (3/Day). Sugarplum touches another 
  creature with her horn. The target magically regains 11 
  (2d8 + 2) Hit Points. In addition, the touch removes all 
  Diseases and neutralizes all Poisons afflicting the target.
  Teleport (1/Day). Sugarplum magically teleports herself 
  and up to three willing creatures she can see within 5 
  ft. of it, along with any Equipment they are wearing or 
  carrying, to a location Sugarplum is familiar with, up to 
  1 mile away.
  Reactions
  Misty Escape (Recharges after a Short or Long Rest). 
  In response to taking damage, Sugarplum turns invisible 
  and teleports up to 60 feet to an unoccupied space she 
  can see. She remains invisible until the start of her next 
  turn or until she attacks, makes a damage roll, or casts 
  a spell.
  Legendary Actions
  Sugarplum can take 3 legendary actions, choosing from 
  the options below. Only one legendary action option 
  can be used at a time and only at the end of another 
  creature’s turn. Sugarplum regains spent legendary 
  actions at the start of her turn.
  Knife. Sugarplum makes one Attack with her knife.
  Eldritch Opportunity. Sugarplum targets one ally 
  she can see within 30 feet of her. If the target can see 
  and hear Sugarplum, the target can cast a cantrip as a 
  reaction.
  Move. Sugarplum moves up to half her speed without 
  provoking opportunity attacks.
  SUGARPLUM
  Large celestial, lawful evil
  Armor Class 12
  Hit Points 128 (15d10 +45)
  Speed 50 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  18 (+4) 14 (+2) 16 (+3) 11 (+0) 17 (+3) 18 (+4)
  Saving Throws WIS +6, CHA +7
  Skills Nature +3, Religion +3
  Damage Immunities poison
  Condition Immunities charmed, paralyzed, poisoned
  Senses  darkvision 60ft., passive Perception 13
  Languages Celestial, Elvish, Sylvan, telepathy 60ft.
  Challenge 8 (3,900 XP)
  Charge. If Sugarplum moves at least 20 ft. straight 
  toward a target and then hits it with a horn Attack 
  on the same turn, the target takes an extra 14 (3d8) 
  piercing damage. If the target is a creature, it must 
  succeed on a DC 15 Strength saving throw or be 
  knocked prone.
  Eldritch Smite (1/Round). When Sugarplum hits a 
  creature with her knife, she can expend a spell slot to 
  deal an extra (14) 3d8 force damage to the target and 
  knock the target prone if it is Huge or smaller.
  Pact Weapon. Sugarplum is bonded to a knife, which 
  she holds in her mouth. The knife gains a +1 bonus to its 
  attack and damage rolls (included in the attack). As a 
  bonus action, the Sugarplum can magically teleport her 
  knife into her mouth.
  Innate Spellcasting. Sugarplum’s innate Spellcasting 
  Ability is Charisma (spell save DC 15). Sugarplum 
  can innately cast the following Spells, requiring no 
  components:
  At will: detect evil and good, druidcraft, pass without 
  trace, mage armor (self only)*
  1/day each: calm emotions, dispel evil and good, entangle
  *Sugarplum casts this spell on herself before combat.
  Spellcasting. Sugarplum is a 6th-level spellcaster. Her 
  spellcasting ability is Charisma (spell save DC 15, +7 to 
  hit with spell attacks). She regains her expended spell 
  slots when she finishes a short or long rest. She knows 
  the following warlock spells:
  Cantrips (at will): eldritch blast, mage hand, word of 
  radiance
  1st-3rd level (2 3rd-level slots): faerie fire, fly, hypnotic 
  pattern, invisibility, misty step, phantasmal force, sleep
  SUGARPLUM
  
  105
  VICIOUS GENEVA
  VICIOUS GENEVA
  Medium fiend,  neutral evil
  Armor Class 17 (natural armor)
  Hit Point 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 Blinded, Charmed, 
  Frightened
  Senses blindsight 120ft., 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, dream
  Magic Resistance. The hag has advantage on saving 
  throws against spells and other magical effects.
  Dreamweaver. Whilst in a dream or in the ethereal 
  plane, the Night Hag controls the space at the start 
  of each round, being able to create and shift the 
  space to be anything she wants. As an action, the 
  hag on can make an Intelligence check to mentally 
  create an object in the dream in a spot that she can 
  see within 30 feet of her. The DC depends on the 
  object’s size: DC 5 for Tiny, DC 10 for Small, DC 
  15 for Medium, DC 20 for Large, and DC 25 for 
  Huge or larger. On a successful check, the creature 
  creates the object and then can use a bonus action 
  to move the object 5 feet plus 1 foot for every point 
  by which it beat the DC. The hag can also use 
  an action to make an Intelligence check to alter a 
  nonmagical object that isn’t being worn or carried. 
  The same rules for distance apply, and the DC is 
  based on the object’s size: DC 10 for Tiny, DC 15 
  for Small, DC 20 for Medium, and DC 25 for Large 
  or larger. On a success, the hag changes the object 
  into another nonliving form of the same size, such 
  as turning a boulder into a ball of fire.
  Hungry Bag. The Night Hag’s soul bag also acts 
  like a bag of devouring (BR 153) but is able to move 
  around and act on the direction of the hag to 
  attack. Its movement and actions are similar to 
  those taken by the spiritual weapon spell.
  Actions
  Claws (Hag Form Only). Melee Weapon Attack: 
  +7 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) 
  slashing damage.
  Change Shape. The hag magically polymorphs into 
  a Small or Medium female humanoid, or back into 
  her true form. Her statistics are the same in each 
  form. Any equipment she is wearing or carrying 
  isn’t 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.
  
  106
  WEREUNICORN
  WEREUNICORN
  Medium humanoid (any, shapechanger), lawful good
  Armor Class 11 in humanoid form, 12 in unicorn or 
  hybrid form
  Hit Point 58 (9d8 +18)
  Speed 30 ft., 50ft in unicorn form
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  18 (+4) 12 (+1) 15 (+2) 11 (+0) 17 (+3) 16 (+3)
  Damage Immunities Poison
  Condition Immunities Charmed, Paralysed, 
  Poisoned
  Senses darkvision 60ft., passive Perception 13
  Languages Celestial, Common, Elvish, Sylvan, 
  Telepathy 60ft.
  Challenge 3 (700 XP)
  Innate Spellcasting. The wereunicorn’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 evil and good, druidcraft, pass without 
  trace
  1/day each: calm emotions, dispel evil and good, 
  entangle
  Magic Resistance. The wereunicorn has advantage 
  on saving throws against spells and other magical 
  effects.
  Magic Weapons. The wereunicorn’s weapon attacks 
  are magical.
  Shapechanger. The wereunicorn can use its action 
  to polymorph into a unicorn-humanoid hybrid or 
  into a unicorn, or back into its true form, which 
  is humanoid. Its statistics, other than AC, are the 
  same in each form. Any equipment it is wearing or 
  carrying isn’t transformed. It reverts to her true form 
  if it dies.
  ACTIONS
  Multiattack (Unicorn or Hybrid Form Only). The 
  wereunicorn makes two attacks: one with its hooves and 
  one with its horn (unicorn form) or one with its club and 
  one with its horn (hybrid form).
  Club (Humanoid or Hybrid Form). Melee Weapon 
  Attack: +6 to hit, reach 5 ft., one target. Hit 6 (1d4 + 4) 
  bludgeoning damage.
  Hooves (Unicorn Form Only). Melee Weapon Attack: 
  +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) 
  bludgeoning damage.
  Horn (Unicorn or Hybrid Form). Melee Weapon Attack: 
  +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing 
  damage.
  Teleport (1/Day). The wereunicorn magically teleports 
  itself and up to three willing creatures it can see within 5 
  feet of it, along with any equipment they are wearing or 
  carrying, to a location the wereunicorn is familiar with, up 
  to 1 mile away.
  
  107
  WITCHICORNCOP
  Medium fey (shapechanger), lawful good
  Armor Class 17 (natural armor)
  Hit Point 82 (11d8 +33)
  Speed 30 ft., 50ft in unicorn form
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  18 (+4) 14 (+2) 16 (+3) 13 (+1) 17 (+3) 16 (+3)
  Skills Sleight of Hand +8
  Damage Immunities Poison
  Damage Resistances bludgeoning, piercing, and 
  slashing from, non-magical attacks that aren’t 
  silvered
  Condition Immunities Charmed, Paralysed, 
  Poisoned
  Senses darkvision 60ft., passive Perception 13
  Languages Celestial, Common, Draconic, Elvish, 
  Sylvan, Telepathy 60ft.
  Challenge 5 (1,800 XP)
  Innate Spellcasting. The witchicorn’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: dancing lights, detect evil and good, 
  druidcraft, minor illusion, pass without trace, vicious 
  mockery
  1/day each: calm emotions, dispel evil and good, 
  entangle
  Magic Resistance. The witchicorncop has 
  advantage on saving throws against spells and other 
  magical effects.
  Magic Weapons. The witchicorn’s weapon attacks 
  are magical.
  Magic Items. The Witchicorn cop carries the 
  following magic items on her person: a bag of 
  beans (DMG), a bag of devouring (DMG), a bag of 
  holding (DMG), and a gray bag of tricks (DMG). 
  She can also, as an action, draw a random item from 
  Magic Item Table B (DMG) or a random item on the 
  Trinkets table (PHB) from her bag of holding. Once 
  she’s drawn seven items in this way, she can’t do so 
  again until she’s completed a long rest.
  Shapechanger. The Witchicorncop can use her 
  action to polymorph into a unicorn-fey hybrid or 
  into a unicorn, or back into her true form, which 
  is fey. Her statistics are the same in each form. 
  Any equipment she is wearing or carrying isn’t 
  transformed. She reverts to her true form if she 
  dies.
  WITCHICORNCOP
  Weird Magic. Three times per day the 
  Witchicorncop can use her action to activate 
  her Weird Magic and create one of the following 
  effects:
  • 
  Swap the bodies of two willing or unconscious 
  creatures (swapped creatures retain their 
  Intelligence, Languages, and Weird Magic in the 
  new form).
  • 
  Cause everyone within a 5 mile radius to have 
  advantage or disadvantage on all Intelligence 
  (Investigation) checks for the next 8 hours.
  • 
  Pull a coin, trinket, or goodberry (as per the 
  spell) out of another creature’s ear.
  Actions
  Multiattack (Unicorn or Hybrid Form Only). 
  The Witchicorncop makes two attacks: one with its 
  hooves and one with its horn (unicorn form) or one 
  with its claws and one with its horn (hybrid form).
  Claws (Hag or Hybrid Form). Melee Weapon 
  Attack: +7 to hit, reach 5 ft., one target. Hit 13 (2d8 
  + 4) slashing damage.
  Hooves (Unicorn Form Only). Melee Weapon 
  Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 
  + 4) bludgeoning damage.
  Horn (Unicorn or Hybrid Form). Melee Weapon 
  Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 
  + 4) piercing damage.
  Teleport (1/Day). The Witchicorncop magically 
  teleports herself and any number of willing 
  creatures she chooses, and that she can see, within 
  5 feet of her, along with any equipment they are 
  wearing or carrying, to a location the Witchicorncop 
  is familiar with, up to 10 miles away.
  REACTIONS
  Cop Badge. When a hostile creature the 
  Witchicorncop can see makes an attack within 
  60 feet of her, she can, as her reaction, produce 
  a shimmering magical cop badge from her bag of 
  holding that shoots several scrolls of restraining 
  orders at the triggering attacker. The attacker 
  gets disadvantage on their attack roll, and if they 
  miss they become restrained until the end of the 
  Witchicorncop’s next turn.
  
  108
  AMBER STICKOPHAGUS
  This amber stone measures 5 inches in diameter and weighs 1 pound. 
  The hag can use an action to throw the stone at a Huge or smaller 
  creature she can see within 60 feet of her. The hag makes a spellcasting 
  attack roll. On a hit, the target is Petrified in a prison of amber which 
  seeps out from the stone and freezes them still until the hag takes a 
  bonus action to speak the command word to release them, whence the 
  amber dissolves into a messy puddle.
  A creature outside the prison can use an action to make a Strength check 
  to break the amber open. On a success, the prison is destroyed, and 
  the Petrified creature is freed. If the check fails, any further attempts 
  made by that creature automatically fail until 24 hours have 
  elapsed.
  PUZZLE PYRAMID
  This bizarre looking pyramid is inscribed with nonsensical runes. As an action, 
  the hag can throw the pyramid to a point she can see within 10 feet of her. The 
  pyramid generates a sympathy effect on any creature with an Intelligence higher 
  than 10. The effect ends when the hag chooses to end it as an action, or if the 
  pyramid is destroyed (AC 17, hp 4, immunity to poison and psychic damage).
  Hags are renowned for keeping all sorts of strange and powerful magics in their lairs. These items and examples of 
  weird magic are usually single use and use the hag’s spell save DC for any effects that require a DC to be calculated, 
  such as any effect that mimics a spell. Unless otherwise noted, weird magic items are destroyed after use. Hags might 
  barter or trade away any of their weird magic items to interested parties in exchange for something that suits their 
  agenda (or, failing that, a favour yet to be determined).  If a creature which is not a hag uses a weird magic item, they 
  use their own spell save DC for the effect if they possess one or 13, whichever is higher.
  
  109
  GANGRENOUS RING FINGER
  A an action, the hag tears one of their rotting ring fingers off and throw it 
  up to 90 feet, casting conjure minor elemental and consuming the finger as 
  a component of the spell. After the second use, the hag can no longer flip 
  anyone the bird.
  EAGER ENTRAILS
  This set of human entrails is 25 feet long and weighs 8 pounds. The hag can 
  use an action and to target a creature she can see within 10 feet of her, and 
  the entrails hurl themselves across the room from wherever they are resting 
  to entangle the creature. The target must succeed on a Dexterity saving 
  throw or become restrained. The hag has no ability to release the entrails. 
  A target restrained by them can use an action to make a DC 15 Strength or 
  Dexterity check (target’s choice). On a success, the entrails are burst, which 
  emits a stinking cloud effect around them. 
  SIDHESHELL
  A creature that holds this shell to their ear can hear the sound of the ocean. 
  The hag can speak a question into a whispering shell and hold it to their ear 
  to receive an answer as per a contact other plane spell. Unsurprisingly, they 
  usually pass this risk onto other creatures who seem keen on information. 
  PUMPKINOPHANT
  This appears to be an ordinary pumpkin on the surface. The hag may use an action 
  to speak a command word within earshot of the pumpkin, at which point the 
  pumpkin engorges to the size and shape of an elephant. If the space where the 
  pumpkin-elephant would appear is occupied by other creatures or objects, 
  or if there isn’t enough space for the it, the pumpkin doesn’t enlarge. The 
  pumpkin elephant obeys the hag’s spoken commands, and at the stroke 
  of midnight rots into a pile of pumpkin detritus
  
  110
  DEAD MAN’S CANDLE
  This candle was made from the fat of a dead man. When the candle is lit, the spirit of 
  the deceased can be communicated with as per a speak with dead spell. The candle 
  can answer 1 question each minute, and can burn for up to 60 minutes in total 
  before it finally gutters out for good
  BEAR CLAW
  The hag can throw this bear claw at any humanoid she can see within 10 
  feet of her that has arms or legs. The hag makes a spellcasting attack roll. 
  On a hit, the claw attaches itself to the creature, merging randomly with 
  an arm or leg, and replacing the hand/foot at the end of it as appropriate.
  Hand. The bear claw acts on the afflicted creature’s initiative and attacks 
  its host. The claw uses the hag’s spell attack bonus to make attacks, and 
  deals 2d8+the hag’s spellcasting ability modifier damage on a hit. 
  Leg. The bear claw attempt to sabotage and trip its host. The host must 
  succeed on a Strength saving throw or fall prone at the end of its turn. 
  A creature can attempt to remove the bear claw with a successful 
  Strength (Athletics) ability check, at which it falls inanimate. If the claw is 
  severed the hosts limb is removed with it, where relevant
  BEE GRENADE
  This woven jar is sealed with heavy cloth and smells faintly of honey. It also 
  makes an ominous buzzing noise. The hag can hurl the jar to a space within 
  30 feet of her, where it explodes into a swarm of bees that acts as an insect 
  swarm spell under the hag’s control. The bees cannot be removed by dispel 
  magic, but can be dispersed by gust of wind or similar spells. The bees do not 
  harm the hag, but harm other living creatures in their radius.
  TENTACLE BARREL
  This medium sized barrel has the statistics of a giant octopus with 
  the following alterations:
  • 
  It has the construct creature type
  • 
  It has the False Appearance feature
  Small or tiny creatures grappled by the Tentacle Barrel are 
  sucked inside it and Restrained. The barrel obeys the orders of the 
  hag who created it. 
  
  111
  GRUNG-EYE GOGGLES
  These goggles are similar to those that black smiths wear. Instead of protective 
  lenses, there are two large grung eyes. They blink and move independently of 
  each other.
  Whilst wearing these goggles, creatures are immune to fear effects. However, 
  they are considered undead for effects such as Turn Undead, Divine Sense, 
  and detect good and evil. 
  VIAL OF DRAGON BLOOD
  Drinking this vial of blood allows you to cast the dragon’s breath (3rd-level version) spell 
  as an action, no components required. 
  POUCH OF GLITTER
  Releasing the glitter into the air allows you to cast the see invisibility spell as an 
  action, no components required. It cannot be used again.
  PRISM
  Shattering this prism on the ground allows you to cast the color spray (3rd-level version) 
  spell as an action, no components required. It cannot be used again.
  ROWANBERRY WINE
  This bitter-tasting and bright red cordial is brewed by clerics advocating 
  chastity and those who seek to limit the powers of the fey. If a fey creature 
  drinks it, their magical powers are rendered null and void for an hour and a 
  day. If they become inebriated from the wine, they may pass into slumber 
  even in cases where a creature is not usually capable of sleep. Non-fey 
  creatures who drink it sober up if they are drunk, and cannot become 
  sexually aroused for an hour and a day.
  
  112
  BASKET OF BAKED GOODS
  This magical basket emits an aroma of baked sweets and bread. Creatures can 
  partake in the food within the basket and cast the heroes’ feast spell without 
  material components. Once the contents of the basket are eaten, it cannot be used 
  again until the next dawn. 
  Additionally, the basket can hold up to 20 pounds of food. The contents cannot spoil 
  from natural or magical effects while inside the basket.
  REANIMATION JUICE
  This yellow viscous liquid is a common byproduct from necromantic 
  experiments. It is the collection of fluids, negative energy, and decay 
  collected from various samples.
  It is primarily used as a material component for partial reanimation, but it 
  can be used as a weapon in a pinch. As an action, you may throw or break 
  the canister. Every creature in a 10 foot radius must make a Constitution save 
  or take 4d8 necrotic damage, or half as much on a save.
  LUNG LAMPREY
  These lampreys are regular sea lampreys, but have been infused with magical 
  essence. They are a handy, yet dangerous way, to breathe underwater.
  When a creature attaches a lung lamprey to their neck they gain a swim 
  speed of 20 feet but lose their ability to breathe air for as long as the 
  lamprey is attached.. To remove a lamprey, a player must succeed on a DC 
  15 Strength (Athletics) check. 
  GINGERBREAD COOKIE OF VITALITY
  When you eat this cookie, it removes any exhaustion you are suffering and 
  cures any disease or poison affecting you. For the next 8 hours, you 
  regain the maximum number of hit points for any Hit Die you spend.  
  
  113
  LOUSE OF WATER BREATHING
  This ochre louse struggles to free itself from a small cage made of bone and sinew. 
  A creature may use their action to free the louse, which climbs into the creature’s 
  mouth and latches onto their tongue, granting them the benefits of the water 
  breathing spell. When the spell ends, the louses curls up and dies, destroying this 
  item.
  CHROMATIC CROCODILE EYE
  As an action, you swallow the eye and cast thunder step. This version of 
  the spell deals necrotic damage within 15 feet of the space you arrive in 
  instead of thunder damage in the space you left.
  PRISMATIC SHARD
  As an action, you crush the shard and cast prismatic spray (spell save DC 18).
  BLIGHTING GRUB SATCHEL
  This satchel is constructed from the hide of a dinosaur and is filled with 
  pale, squirming grubs which emit a dark radiance.
  A creature may use an action to grab the hungry grubs from this satchel 
  and press them against the body of a living creature, damaging the target 
  as if by the blight spell. After this, the grubs immediately lose their magic 
  and die, destroying this item.
  MANTLE OF INSTINCT  
  This mantle is woven together from the hide of a giant ground sloth who 
  was gifted with unusual agility and was enchanted by an elasmotherium 
  gifted with oracleship. While wearing this armor, you may use a bonus 
  action to take the Dodge action. Once per day, you may cast enlarge on 
  yourself.
  
  114
  PRIMORDIAL BLADE
  This greatsword is crafted from a dinosaur bone. The hilt and guard of 
  the sword are wrapped in vines which bloom with crimson flowers when 
  the pale blade tastes blood.
  This greatsword grants a +1 bonus to attack and damage rolls. Once per day, 
  you may cast find steed to summon a deinonychus (VGtM p. 139).
  SNAKELACE OF COMPREHEND LANGUAGES
  This necklace is crafted from the dried husk of a mummified snake which 
  occasionally twitches.
  A creature may use their action to swallow this necklace, whereupon it 
  animates and thrashes within the creature’s throat, granting the benefits 
  of the comprehend languages spell. When the spell ends, the necklace goes 
  limp and loses its magic.
  SKULL OF ABSLOTHING ELEMENTS
  This baby ground sloth’s skull was ripped from a still-living body and has 
  been infused with the pain and hurt of the murdered animal. A creature 
  may use their reaction to don this skull as a helm, gaining the benefits of 
  the absorb elements spell. After being used this way, the skull loses its magic 
  and is destroyed.
  SPELLFYRE EGG
  This pterydactyl egg glows with a  dim light that illuminates the embryo inside. 
  This egg has bneen infused with dark magic. A creature may use their action 
  to smash this egg on the floor at their feet, releasing rotting, spectral 
  pterydactyls that damage creatures like arms of hadar cast at 2nd-level.
  
  115
  CATNIP TEA
  Catnip tea tastes slightly of mint and chamomile, and causes minor hallucinations 
  in the imbiber. Perception is increased by 1 and all colors are more vibrant for 
  the next hour.
  Roll 1d4 for the additional effect: 
  On a roll of 1 or 3 the imbiber is agitated and anxious. They are compelled to 
  move their speed toward a new creature or shiny object they can see every 
  round for the next hour. 
  On a roll of 2 or 4, the imbiber feels a great state of calm and after their next 
  long rest experiences the effect of bless.
  ARTISAN CATNIP TEA
  Artisan catnip tea tastes of refined mint and valerian root, and causes minor 
  hallucinations in the imbiber. Perception is increased by 2 and all colors are more 
  vibrant for the next two hours.
  Roll 1d4 for the additional effect: 
  On a roll of 1 or 3  the imbiber is distracted by colors. They subtract 2 (1d4) 
  from their next Charisma (Deception) check. 
  On a roll of 2 or 4, the imbiber feels closer to nature. They add 2 (1d4) to their 
  next Wisdom (Animal Handling) check.
  DEMON IN A BAG
  This ragged satchel contains a demon. 
  How is it breathing?
  Why is it in there?
  Isn’t that dangerous?
  Yes to all those questions. 
  CAT’S CRADLE BRACELET
  This bracelet is woven from a blend of hag and unicorn hair. A hag can use 
  an action to wind it into a cat’s cradle around her gnarled hands, and spit 
  in the eye of her target. The target cannot benefit from healing magic or 
  items until their next long rest, or until lesser restoration is cast on them. 
  
  116
  LUCKY BRAID
  As an action the hag pulls a lock of their own hair braided with a lock of 
  unicorn hair from their satchel and smells it, granting the hag the benefits of 
  the Lucky feat.
  WIG OF ENSNARING
  The hag rip a clump of their scraggly hair from their head and tosses it at 
  a target up to 90 feet away, casting entangle and consuming the hair as a 
  component for the spell. After the third use, a hag rarely has enough hair 
  left on their head for another attempt. 
  POTION OF DREAD POLYMORPH
  When you drink this potion, its magic changes your form to that 
  of any creature you choose with a challenge rating of 6 or less. 
  This functions in all other respects like true polymorph. This 
  effect lasts until the affected creature chooses to end it or until a 
  week has passed, whichever is sooner. 
  LIFE-ENRICHER
  This wand forks in two opposite directions at the very end. You may 
  as an action target a creature within 60 feet, the target must succeed a 
  Charisma saving throw or be designated for “enrichment”. 
  Once two separate targets have been designated, the next morning 
  they awake having swapped bodies, retaining their Wisdom, 
  Intelligence, and Charisma statistics and any languages known, but 
  otherwise taking on all statistics of their new form. This property can’t 
  be used again until the next dawn.
  In addition, once per day the wand may be used to reverse the body 
  swap of two creatures within 30 feet of one another. 
  
  117
  NIGHTMARE MANE
  A handful of flame from a nightmare’s mane. if left inside a full potion of 
  any type for 24 hours, once consumed will negate the effects of the original 
  potion and will instead bestow the Poisoned and Frightened conditions on 
  whoever drinks the potion. These effects last for one hour or until dispelled.
  UNICORN MANE
  A handful of sparkling hair. If added to a potion of any type, once 
  consumed, will replenish the potion exactly one time. The potion must 
  be fully consumed before the replenishment occurs, and any attempts to 
  manipulate the replenishment for additional gains will nullify the potion’s 
  original effects, and dispel the mane’s magic. 
  LUCKY RABBIT PAW
  You gain +1 bonus to saving throws while this token is on your person.
  Luck. If the paw is on your person, you can call on its luck (no action 
  required) to reroll one saving throw you dislike. You must use the second 
  roll. This property can’t be used again until the next dawn.
  Wish. The paw has 1d4–1 charges. While holding it, you can use an action 
  to expend 1 charge and cast the wish spell from it. This property can’t be used 
  again until the next dawn. The paw loses this property if it has no charges.
  CONCH OF THE MOIST IMPERATIVE
  This magically imbued conch shell has three charges. You can use an 
  action to expend one charge by blowing into the conch to cast control 
  water requiring no material components. However, blowing into the 
  conch lets out a loud screech reminiscent of a seagull audible out to 120 
  feet. It regains all charges each day at dawn. 
  
  118
  MOONSHARD PENDANT
  Wearing the pendant seems to help the bearer blend in 
  with the shadows, giving them advantage on Dexterity 
  (Stealth) checks. The pendant has  2 charges that can 
  be used in the following ways:
  • 
  You can expend 1 charge to  cast misty step as 
  swirling silver moonlight transports you away
  • 
  You can expend 2 charges to force all creatures 
  in a 30 ft radius centered on you to make a DC14 
  Constitution saving throw or become blinded for 
  1 minute.
  Once all charges have been expended the 
  pendant regains 1d4 -1 (minimum of 1) charges at 
  dawn.
  RING OF MEMORIES
  Once attuned to the ring the wearer increases their Intelligence 
  score by 2. They may also choose either one set of tools or one 
  Intelligence based skill to become proficient in, by tapping into the 
  most recent memory of the ring.
  The ring holds the memories of every person to ever become 
  attuned to it, passing along the use of those memories and 
  knowledge to the next wearer. Before an Intelligence skill roll is 
  made you may choose to add +5 to it by using those memories. This 
  feature of the ring can only be used once a day, recharging at the end 
  of  a long rest.
  SHOCKER
  You can use an action to throw the bead up to 100 feet away. When it reaches the 
  end of its trajectory, the bead detonates as a modified version of the chain lightning 
  spell doing only 3d8 damage (save DC 15). 
  CORALINE CROWN
  This crown made entirely out of coral allows the wearer to communicate with all beasts 
  in the sea as if through speak with animals.  It does not turn your eyes into buttons. 
  Those allegations were never proven. 
  
  119
  MIDNIGHT’S HORN
  When attuned to this item you gain advantage on attacks against Fiends or 
  creatures with an evil alignment. In addition, twice a day you can cast one of 
  the following spells: aura of life, banishing smite, or protection from energy.
  HANDY HAND
  This severed hand is a useful accomplice for any budding hag, acting like a crawling 
  claw in almost all ways. In addition to the powers of a crawling claw, it can enlarge 
  itself to a huge size, acting as a a bigby’s hand spell for 1 minute under control of the 
  hag. If it is used in this manner, it explodes in a gory display when the spell 
  ends. 
  KEY OF DARKNESS
  The wearer can cast darkness twice a day, the key regains its 
  charges after finishing a long rest.
  KEY OF DUSK
  The wearer can cast pass without trace twice a day, the key 
  regains its charges after finishing a long rest.
  THE BOOK OF HAGIC
  This book has no effect until it is attuned to by three creatures 
  with the Spellcasting feature, who become a coven tied to the 
  Book of Hagic. When this is the case, all the creatures attuned 
  to the book can utilise the spell slots of any other coven 
  member to cast any spell they know or have prepared as per 
  their personal Spellcasting feature, even if they wouldn’t 
  usually have access to spell slots of that level. This lasts for as 
  long as the three creatures are attuned to the book of Hagic. 
  KEY OF DAWN
  The wearer can cast daylight twice a day, the key regains its charges 
  after finishing a long rest.
  
  120
  UNICORN
  It’s a horse. With a great big horn coming out the middle of 
  its head. If you’re surprised to learn this, you’re in the wrong 
  book. 
  The thing about virgins is utter garbage, by the way. I mean, 
  there are some who like that sort of thing but a lot of ageless 
  celestial creatures are incredibly bored of ingenues. And of 
  course, some unicorns just want a quiet night in and a piece 
  of cake. 
  Anyway, the point is, there are lots of different types of 
  unicorn. Some have fur, some are also hags, and a number 
  warp away from their celestial form and become nightmares. 
  SUBRACE
  There are far too many subraces of unicorns to list (you did 
  read the book, right?) but some of the most common are, 
  bafflingly: 
  •	
  Caticorn
  •	
  Confusing hybrid
  •	
  Rainbow Chaos
  •	
  Vanilla
  Choose one of these subraces for your unicorn character. 
  UNICORN TRAITS
  Sadly, when unicorns choose to leave the upper planes and 
  become adventurers, they leave a certain amount of their 
  power behind. Think of it like a tax on bad decisions. Your 
  unicorn character has the following racial traits. 
  Ability Score Increase
  Your Strength score increases by 2. 
  Age
  Unicorns reach maturity at about twenty years 
  old (before which they are extremely cute). After 
  that they don’t age. They are glorious celestial beings and 
  effectively immortal except for disease, poison, violence, 
  and misadventure. 
  Alignment
  Unicorns are inclined towards good alignments but if 
  Unbridled has taught you anything, it should be that you 
  can do whatever you like and no one can stop you. 
  Size
  Unicorns’ height is measured to their withers (shoulders). 
  They are usually between 5 feet and 5 feet 8 inches tall. 
  Your size is Large. 
  Speed
  Your base walking speed is 50 feet.
  No Opposable Thumbs. 
  Unicorns have hooves. They cannot manipulate anything 
  designed for a humanoid hand. Don’t be silly. 
  Celestial
  Your creature type is celestial, rather than humanoid.
  Charge
  If you move at least 20 feet straight toward a target and then 
  hit it with your horn on the same turn, you can immediately 
  follow that attack with a bonus action, making one attack 
  against the target with your hooves.
  Hooves
  Your horn and hooves are natural melee weapons, which 
  you can use to make unarmed strikes. If you hit with them, 
  you deal bludgeoning damage equal to 1d4 + your Strength 
  modifier, instead of the bludgeoning damage normal for an 
  unarmed strike.
  
  121
  Equine Build
  Any climb that requires hands and feet is especially difficult 
  for you because of your equine legs. When you make such a 
  climb, each foot of movement costs you 4 extra feet, instead 
  of the normal 1 extra foot.
  Friend to Beasts
  You have proficiency in Animal Handling. 
  Languages
  You can read Common, but cannot write it (see No 
  Opposable Thumbs). You have Telepathy to a range of 30 
  feet. 
  VANILLA UNICORN
  Technically this is an option. 
  Ability Score Increase
  Your Wisdom increases by 1. 
  Healing Touch
  In any situation where you could normally spend hit dice to 
  regain hit points, you may instead choose to gift a number 
  of hit dice you choose, up to your maximum, to an ally. Hit 
  dice gifted in this way are always d8s, regardless of what hit 
  dice you have from your class. The ally entrusted with this 
  precious gift immediately rolls those hit dice, and regains hit 
  points accordingly. 
  Once you reach second level, you may choose to sacrifice 
  two hit dice to cure an ally of any disease or poison that 
  afflicts them. Using your Healing Touch in this way does not 
  restore hit points. 
  To use this ability, you must spend the entire duration of 
  a short rest with your head in your chosen ally’s lap. They 
  don’t have to stroke your mane, but you’re free to tell them 
  they should. 
  Teleport
  Once per day, you can use your action to teleport up to 30 
  feet into an empty space you can see within range.
  Shimmering Shield
  As a reaction when you take damage, you summon a shield 
  of scintillating light to protect you or another creature you 
  can see within 60 feet. The target receives +2 to AC until the 
  end of your next turn. You may use this ability twice per day. 
  CATICORN
  Look at its fluffy little face! Half cat, half ‘corn, all cute. 
  Ability Score Increase 
  Your Dexterity score increases by 1. 
  Feline Agility
  You have a climb speed of 40 feet, and a flying speed of 60 
  feet. 
  Retractable Cloofs
  Your hooves have retractable claws. You may choose to do 
  either piercing or bludgeoning damage when you attack with 
  them. 
  Shadow Friends
  You have the gift of feline grace and stealth, and can also 
  confer its benefits on a number of creatures around you. 
  You can cast pass without a trace once per day. 
  Purrrrrrrrrrrr
  Once per day, you can nestle down to sleep, emitting a 
  soothing purr that lulls up to four other creatures to sleep 
  along with you, casting the catnap spell.  
  CONFUSING HYBRID
  What do you get when you cross a unicorn with a hag? 
  Sanctioned by the ethics committee. But also, this mess. 
  Ability Score Increase
  Your Constitution score increases by 1. 
  Worst Horse
  You look like a unicorn, but not a very appealing one. You 
  have a stringy, kelp-like mane, or a withered and emaciated 
  form; you might have sores, or disturbingly sharp teeth. 
  Whatever the specifics, you are terrifying to look upon. 
  Once per day, you may show off your best (worst) features, 
  to horrifying effect.
  Any humanoid that starts its turn within 30 feet of you and 
  can see your 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 you are 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 your Worst Horse ability for the next 
  24 hours.
  Unless the target is surprised or the revelation of your 
  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 you.
  
  122
  Shapeshifting?
  While you cannot fully change your form, you can, for 
  a short time, manifest more humanoid (well, hag-like) 
  traits. You might grow a head to speak, or an arm to grasp 
  things. Or something less useful. The choice is yours. If you 
  manifest a head (it’s entirely up to you where you put it) you 
  can speak Common for the duration of the effect. If you 
  grow an arm, you temporarily negate your No Opposable 
  Thumbs feature. 
  You may use this ability a number of times up to your 
  proficiency bonus before taking a long rest. Each use lasts 
  for up to ten minutes. 
  Dual Nature
  Are you a unicorn? Are you a hag? Impossible to say. Your 
  nature is at once heavenly and foul. You have two creature 
  types: celestial and either fey or fiend, depending on your 
  haggy heritage. Spells and abilities that detect creatures of 
  either type do not reveal your presence or nature. 
  Creatures of both types are confused by and scared of you, 
  and you have advantage on Charisma checks to intimidate, 
  command, deceive, or frighten them.
  RAINBOW CHAOS
  While unicorns traditionally enjoy order and tranquillity, 
  these exceptions embrace chaos, wild celebration, and 
  mischief. More likely to be found partying than relaxing 
  in a peaceful grove, they are sources of confusion and 
  embarrassment to their vanilla cousins.  
  Ability Score Increase
  Your Charisma score increases by 1. 
  Wildly Horny
  Three times a day, when you take damage from any source 
  you may trigger a Wild Magic surge as a reaction. Roll on the 
  Wild Magic table in the PHB.
  Make Friends
  Everything’s more fun with friends. Once a day you can 
  touch another creature with your horn and turn it into 
  another unicorn for ten minutes. At 1st level, the creature 
  uses the warhorse stat block (MM), and has a purely 
  decorative horn. When you reach 15th level, the shape-
  changed creature is an actual unicorn (MM). An unwilling 
  creature must make a Wisdom saving throw to avoid the 
  effect. Charisma is your spellcasting ability for this 
  feature. 
  Unicorn Rainbow Dance Party (Innate Spellcasting)
  Once per day, you open your mouth wide and project an arc 
  of strobing, rainbow lights. When you use this ability choose 
  one of the following effects: 
  •	
  Cast blindness/deafness
  •	
  Cast Otto’s irresistible dance 
  •	
  Cast thunderwave
  Charisma is your spellcasting ability for these effects. 
  
  123
  MAGIC
  U
  N 
  B 
  R 
  I 
  D 
  L 
  E 
  D
  TETHERED 
  LIFE
  RITUAL:
  WEIRD MAGIC
  This 10 minute ritual allows the hag to bring the dead back to life. Any humanoid or 
  beast that died in the past 13 days qualifies for this ritual, which also needs a living 
  humanoid or beast to act as an anchor. The hag has the living creature exhale into a jar, 
  exhaling with it 1d4x10 years from their natural lifespan and ageing them accordingly 
  (this has a 50% immediately chance to kill a creature which exceeds its races normal 
  lifespan by 10 years or more, causing the ritual to fail). The hag then inhale the donated 
  breath and exhales it into the lungs of the deceased creature, which returns to life as if 
  affected by a raise dead spell.  
  The creature raised from the dead is magically tethered to the creature which donated 
  life to them. All divination magic returns a response that the raised creature remains 
  dead, and identifies the raised creature as being the donor (who now exists in two plac-
  es at once as far as any divination magic is concerned). If the donor perishes, the raised 
  creature also dies, and vice versa. The new lifespan of the raised creature is equal to the 
  number of years donated to then, and the raised creature dies of old age at the end of 
  that period (but does not age visibly in the meantime).   
  
  124
  PRODUCER’S NOTE:
  This art for “Such Devoted Sisters” is the work 
  of  Liz Gist, an artist and RPG enthusiast creator. 
  They knocked this out of the park, which is no 
  surprise to me because they always do.
  You can find them on twitter @crit_liz
  
  125
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/DMsGuild/Community Created/Community Created/UNBRIDLED.pdf