TEXT:  
   
  
   
  Design: Will Doyle & James Introcaso 
  Artists: Stacey Allan (Cover), Maciej Zagorski 
  (Environments: Jungle, licensed from Forge Studios), other 
  images used with permission from Wizards of the Coast. 
  Cartography: Will Doyle & Stacey Allan 
  Special Thanks: The Guild Adepts 
   
  The following D&D books provided material and 
  inspiration: 
     Wizards of the Coast. Forgotten Realms Campaign Setting. 
  2001  
     Wizards of the Coast. Tomb of Annihilation. 2017 
   
   
   
   
   
   
   
   
   
   
  Hunter is a DUNGEONS AND DRAGONS adventure for 
  characters of level 1-4, optimized for level 3 
  characters, and designed for a single evening’s play. 
  The adventure comprises the following sections: 
  1. Adventure Primer. An overview of the 
  adventure.   
  2. A World of Hurt. A map of the valley where the 
  adventure is set, with details on key areas.  
  3. If It Bleeds, We Can Kill It. The meat of the 
  adventure, where a predator from Chultan myth 
  stalks the characters.       
  Appendix A: The Uluu Thalongh. A legendary 
  monster that haunts the jungles of Chult.  
  Appendix B: Monster Reference. Stat blocks for 
  monsters referenced from other sources.  
  Appendix C: Player Handouts. Handouts for use 
  at the table, including character sheets for the 
  patrol members and a player’s map of the valley.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards 
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  ©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, 
  Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. 
   
  
   
   
   
  “There's something out there waiting for us, and it 
  ain't no man.” 
    
  - Predator (1987)  
   
  Hunter is a short adventure that pits the characters 
  against impossible odds. To prevail, the players must 
  use their own heads as well as their characters’ 
  brawn. A little luck goes a long way too… 
   You can run this adventure as part of the Tomb of 
  Annihilation storyline, or adapt it to any jungle 
  setting in your chosen campaign world.  
  “It comes with the rain at night, when Ubtao weeps 
  for his people. The old men say it comes when the 
  rains don’t stop. And this month, it rains and rains.   
   “You hear its singing first. In my village, they call it 
  mamomba ya wazimu: ‘the pipes of madness.’ The 
  old men say the singing means it’s hungry. It sings 
  for its supper. Sometimes they kill a hippo, hoping 
  the meat keeps it happy. But it never does. 
   “When I was little, we found a man. He was sucked 
  dry, like a husk of corn. It hung him from a tree. The 
  old men say it sang through his mouth: stealing his 
  voice to draw us closer. I didn’t believe them, at first. 
  Then I heard my grandmother calling me through 
  the rain. She was dead since I was four. 
   “When it comes for you, it comes through the 
  jungle. The trees ripple and bulge as it moves 
  through them. When it gets close, it makes fangs 
  from the branches and eats you alive.    
   “The old men call it the Uluu Thalongh: the ‘hungry 
  jungle’. They say it can’t be killed. You can burn the 
  trees down, but it still comes. It never stops. It’s 
  always hungry. It’s out there, somewhere.  
   “And you’ve got it mad.” 
  Deep in the jungle, the characters encounter a patrol 
  of Flaming Fist mercenaries searching for a missing 
  ambassador. The mercenaries have raided the 
  hideout of the Rarthak brigands and captured a 
  woman they suppose is a bandit. Four of their 
  comrades have gone missing in the raid.  
   As the group waits out the storm with the 
  mercenaries, the captive tells them the legend of the 
  Uluu Thalongh, a monster from Chultan myth that 
  prowls the jungle at night. Shortly after the 
  characters hear her story, the monster attacks. 
   To survive, the characters must learn the 
  monster’s weaknesses and exploit them to defeat it. 
  If they fail, the Uluu Thalongh annihilates them.  
  Use the following hooks to draw your players into 
  the adventure, or devise your own: 
  Bandits kidnapped the Cormyrian ambassador, Tiero 
  Ambrysk, while he was conducting a diplomatic 
  mission into the Chultan hinterlands. Liara Portyr of 
  the Flaming Fist mercenaries has offered you 200 gp 
  to track down the bandits and rescue the 
  ambassador alive. You have the ambassador’s last 
  known area: beyond that, you’re on your own. 
   Treasure. The characters receive 200 gp if they 
  return to Fort Belaurian with the ambassador alive.   
  You seek the arcane Soulmonger, source of the 
  “death curse” ravaging the world. Investigations in 
  Port Nyanzaru have led you to into the jungle, 
  perhaps in search of the forbidden city of Omu. This 
  hook ties closest to Tomb of Annihilation.   
  The explorer Volothamp Geddarm has hired you to 
  compile an entry for his latest compendium, Volo’s 
  Guide to Monsters. He’s promised 200 gp for a 
  complete report on the legendary Chultan horror 
  called the Uluu Thalongh. To help find the monster, 
  he’s provided directions to Rarthak, a village where 
  belief in the legend is strong.    
   Treasure. The characters receive 200 gp if they 
  return to Volo with a decent description of their 
  encounter with the Uluu Thalongh.   
   
   
  
   
   
  Hunter is staged in a jungle valley during a 
  thunderstorm. If you’re playing Tomb of 
  Annihilation, you can place this valley inside any 
  jungle hex.  
  The adventure begins with a mudslide blocking the 
  path behind the characters. Read or paraphrase: 
  Rain hammers over the jungle. As you’re passing through a 
  rocky gorge, the cliff above you suddenly subsides under the 
  onslaught. Tons of wet earth and rock crash down behind 
  you, sealing off the route back.      
  The characters are now at area 1 on the map. When 
  they reach area 3, they encounter the Flaming Fist 
  patrol (see part 3: “If It Bleeds, We Can Kill It”).  
  The following sections correspond to areas on the 
  map on page 5.  
  This is where the adventure begins. The rain-slick 
  cliffs here are 60 feet high. The mudslide blocks the 
  southern egress. Water still churns over the rocks, 
  making the climb back impossible and treacherous. 
  The mudslide is cleared at the end of the adventure 
  (see “Epilogue”). 
  An elite team of Flaming Fist mercenaries were sent 
  to rescue the missing ambassador. If Liara Portyr 
  hired the characters to find Ambassador Ambrysk, 
  she refrained from mentioning the first team’s 
  disappearance.  
   When the characters approach this area, read or 
  paraphrase: 
  A flash of lightning snatches a horrid sight from the gloom. 
  The corpses of three soldiers hang upside-down from a 
  nearby tree: their flesh desiccated and their limbs bound by 
  thick vines. They look long dead, yet their armor and clothing 
  are untarnished by age.  
  The Uluu Thalongh killed these soldiers and hung 
  their corpses here to taunt their companions. 
  Characters who examine the bodies can attempt a 
  DC 15 Intelligence (Investigation) or DC 12 
  Intelligence (Nature) check. On a success, they notice 
  the surrounding undergrowth is oddly disturbed. 
  Every leaf, creeper, and stalk bends toward the 
  corpses as though grasping for them.   
   The soldiers wear cloak pins that identify them as 
  Flaming Fist mercenaries. Their bodies have been 
  drained of moisture and bear ragged puncture 
  wounds. Searching through the backpacks, the 
  characters uncover some treasure (see below) and 
  the mercenaries’ mission orders from Liara Portyr. 
  Give the players the “Mission Orders” handout 
  from appendix C.   
  The characters can salvage 48 gp and a single suit of 
  chainmail armor suitable for a Medium character. 
  The corpses carry enough mundane gear to  
  FEATURES OF THE AREA 
  The valley has the following general features: 
   
  Terrain. Thick jungle fills most of the valley, reducing 
  visibility in any spot to 2d4 x 10 feet. Trails forged by 
  hunters wind through the undergrowth. If a character 
  diverts from a trail, their speed is reduced to 60 feet per 
  minute.  
   
  Weather. Torrential rain beats down throughout the 
  adventure. Everything is lightly obscured, and creatures 
  in the open have disadvantage on Wisdom (Perception) 
  checks that rely on sight or hearing. The Uluu Thalongh is 
  unaffected by these penalties, but takes disadvantage on 
  Stealth checks while invisible due to the beating rain. It 
  takes a successful DC 13 Wisdom (Survival) check made 
  as an action to light a fire in the rain.  
   
  Mudbanks. Sucking mud spreads along the southern 
  lakeshore. Any creature that ends its turn in the mud 
  must succeed on a DC 12 Strength saving throw or 
  become restrained by it. The creature can repeat this 
  saving throw at the end of each of its turns, freeing itself 
  on a success. 
   
  Plants. Except for area 8: Geysers, all areas in the 
  valley have plenty of Large inanimate plants the Uluu 
  Thalongh can use for its plant form. 
   
  Pools. These pools are fed by submerged tunnels 
  flowing from the lake. Miles of tunnels extend under the 
  rockface to the south, allowing the water to drain off into 
  the jungle. 
   
  Light. It’s twilight when the adventure begins, but 
  night soon falls. Due to thick storm clouds, the whole 
  valley is swathed in darkness.  
   
  Smells and Sounds. The stench of wet mud, the roar of 
  rain on the jungle, and the deafening peal of thunder.  
  
   
   
   
  
   
  assemble one explorer’s pack. One of them carries a 
  potion of healing in his backpack.    
  When the characters arrive here, read or 
  paraphrase: 
  The jungle parts to reveal a large, hourglass-shaped lake. 
  Twin waterfalls crash into the farthest pool, which is cradled 
  between rocky cliffs. Closer to you, a shoreline of oozy 
  mudbanks and freshwater ponds encircles the lake. 
   
  The trail splits into two paths. To the east, smoke coils into 
  the sky from a massive blaze hidden behind the trees. To the 
  west, another trail winds to a hut built on stilts over the lake.   
  The characters meet the Flaming Fist mercenaries 
  here (see part 3: “If It Bleeds, We Can Kill It”). 
   When your players first arrive here, give them 
  the “Valley Map” handout from appendix C.  
   
  The villagers ply the lake for catfish. When the 
  characters approach this hut, read or paraphrase: 
  This hut must belong to a fisherman. Nets are spread over 
  the wooden pier, and a pair of upturned canoes rest on the 
  muddy shore. Inside, it looks very dark. 
  The bandits left Ambassador Tiero Ambrysk tied up 
  inside this hut. He’s a young human from Cormyr, 
  and is scared but unhurt. His captors fled when the 
  Uluu Thalongh arrived in the valley. Ambrysk is keen 
  to escape the valley and return to civilization.   
  Tiero’s father sent him to Chult as a rite of passage to 
  inherit the family business. His fascination for 
  Chultan customs led him on an ill-fated tour of the 
  tribal villages, where the Rarthak bandits captured 
  him. Tiero is openhearted and brave, but 
  unaccustomed to the hardships of the jungle. 
   Ideal. “A gentleman must comport himself with 
  dignity at all times.”     
   Bond. “Chultans are not savages. They should be 
  treated with respect and honor.”     
   Flaw. “I’m finding it difficult to adapt to this 
  hateful, insect-infested, disease-ridden jungle.”     
  This lookout point is hidden within the jungle 
  canopy. Unless the characters scout by air, they 
  won’t spot it until they’re almost underneath. Read 
  or paraphrase: 
  High above, a covered platform has been lashed to the trunk 
  of a tall mahogany tree. Stakes driven into the bark form a 
  precarious ladder to the parapet. 
  Villagers from area 6 built this watchtower to alert 
  them to enemy patrols and predatory dinosaurs. The 
  watchman on duty has been driven mad by the 
  supernatural piping of the Uluu Thalongh.   
   The platform is 120 feet above the ground. 
  Climbing is precarious in the rain: a character must 
  succeed on a DC 9 Strength (Athletics) check to scale 
  the slippery pegs unaided. If they fail, they lose their 
  grip and fall 12d10 feet to the jungle floor. 
  If a character climbs to the platform, read or 
  paraphrase: 
  The platform encircles the tree trunk, with a palm frond roof 
  to shield from the rain. A few belongings are scattered about: 
  a tribal spear; some unlit torches; a satchel filled with nuts 
  and cured meats; and a blanket draped over a lumpy bedroll.   
  Watchman Utongi cowers under the blanket. He 
  leaps out and charges the first character to ascend, 
  hoping to push them off the platform. If he succeeds, 
  the character falls 150 feet to the ground below. 
  Utongi is a scout. After his attack, Utongi cowers 
  hopelessly on the floor. If questioned, he can do 
  nothing but mutter “it’s alive… the jungle is alive” 
  over and again. 
  The platform contains a tribal spear, 5 days’ rations, 
  3 unlit torches, and a bedroll. Utongi wears a gold 
  bracer worth 50 gp.  
  The bandits who captured Ambassador Ambrysk 
  holed up in Rarthak village. When the characters 
  first sight the village, read or paraphrase: 
  Six huts encircle a village hall made from logs and reeds. The 
  buildings are ablaze, belching smoke and fire high into the 
  night sky. The corpses of ten tribal warriors sprawl in the 
  mud below.   
  The Flaming Fist fought a battle here against the 
  bandits. During the fight, a lantern was toppled and 
  the huts caught fire. The villagers fled into the jungle, 
  where the Uluu Thalongh picked them off one-by-
  one. The inferno will rage for another hour before 
  the rainstorm extinguishes it. 
  
   
  These bandits were butchered by sword and 
  crossbow bolt. If the Flaming Fist mercenaries are 
  present, they can recount the battle. One corpse 
  nobody remembers killing; like the mercenaries 
  hanging from the tree at area 2, her body is drained 
  of moisture. Oddly, the tree next to her has been 
  hacked repeatedly by her own machete.   
  The dead bandits carry 28 gp in loose change. 
  Between them, they have enough gear to assemble 
  two explorers’ packs. In addition, six clay flagons of 
  honey lean against one of the burning huts (1 gp 
  each). 
  This area is dangerous due to the many bee colonies 
  that hive here. When the characters approach, read 
  or paraphrase:  
  The canopy here is thicker than normal. Through the gloom, 
  the limbs of nearby trees bulge grotesquely, as though 
  mottled with drooping growths. 
  Grant each character a DC 12 Intelligence (Nature) 
  check. On a success, they recognize the growths as 
  beehives. Due to the heavy rain, the bees shelter 
  inside their hives. If a hive is damaged or the bees 
  are disturbed, a swarm of insects (wasps) belches 
  forth to protect their hive. There are 20 hives in 
  total. A successful DC 13 Wisdom (Animal Handling) 
  check harvests enough beeswax from a hive to plug 
  the ears of 12 creatures. On a failed check, the 
  harvester disturbs the bees. While a creature’s ears 
  are plugged with beeswax, it is deafened.    
  Caustic steam from the geysers has stripped this 
  area of vegetation. When the characters first sight 
  the geysers, read or paraphrase: 
  The jungle parts to reveal a wet shelf of rock pockmarked 
  with steaming pools of water. Every so often, a pool erupts in 
  a shower of boiling spray. 
  The geysers emit great heat and their waters are 
  scalding hot. Any creature within 20 feet of a geyser 
  when it erupts must make a DC 15 Dexterity saving 
  throw, taking 7 (2d6) fire damage on a failed save, or 
  half as much damage on a success.  Creatures 
  passing through this area must bypass a minimum of 
  five geysers: each geyser has a 15% chance of 
  erupting while a creature is within 20 feet. 
   The Uluu Thalongh is blinded in this area due to 
  its Heat Blindness. In addition, the steam from the 
  geysers makes the Uluu Thalongh’s vague outline 
  visible if it enters this area.
  
   
   
  When the characters arrive at area 3: Lakeshore, 
  they meet the surviving members of the Flaming Fist 
  patrol, and their captive, Rhana.  
   
  Eight mercenaries entered the valley, but only four 
  remain. The patrol separated to search for the 
  ambassador. The survivors (Bax, Corum, Luskar, and 
  Vili) have no idea that their comrades (Barthick, 
  Mala, and Gangwilt) hang dead at area 2: Tree of 
  Death. One halfling, Furgow, is nowhere to be found.  
   When the characters meet the survivors, they 
  recount their tales of battle in the valley and reveal 
  they’re looking for Ambassador Ambrysk. They 
  suggest sticking together and waiting for the rain to 
  pass before trying to clear the mudslide. See 
  Appendix C for statistics for the surviving 
  mercenaries.  
   
  Bax is foul-mouthed, arrogant, and distrustful of the 
  Chultans. Despite her coarseness, she remains 
  fiercely loyal to Luskar and Vili. Bax carries a rare 
  artefact: a repeating crossbow stolen from the Grand 
  Armory of Calimport. She’s always chewing tobacco.  
   Ideal: “Look after number one: that’s what my old 
  da used to say… afore I gutted him for his gold.”     
   Bond: “This crossbow can be a real harpy, but you 
  treat her well, she’ll show you a good time.”     
   Flaw: “Don’t much like being on my own. Makes 
  me jumpy.”     
   
  Corum is a career soldier: a warrior whose only goal 
  is to climb the ranks. Liara Portyr knew he’d deliver 
  to the best of his ability, so she gave him command 
  of the squad. Corum knows his subordinates don’t 
  entirely trust him, and he doesn’t care. He just needs 
  to get the job done. He holds the rank of flame 
  (lieutenant) in the Flaming Fist. 
   Ideal: “One day, I’ll rule over an entire cohort. Our 
  victories will echo through history.”     
   Bond: “The Flaming Fist is my life. I’ll never betray 
  the company.”     
   Flaw: “I don’t care who dies, so long as the mission 
  is a success.”  
   
  Luskar is the squad’s manip (sergeant), and de facto 
  leader. This hulking warrior has fought for “the 
  company” for almost a decade. He’s grim-humored, 
  icy cool under pressure, and ruthless in battle. He’s 
  also known for never leaving a man behind.   
   Ideal: “There’s always a way to win.”     
   Bond: “My comrades are like my own flesh and 
  blood. I’d die for them.”     
   Flaw: “Takes me a while to trust strangers. Until I 
  do, I don’t hide my contempt for them.”     
  Vili hails from the Uthgardt tribes of the far north. 
  She’s stoic and implacable, an expert tracker and 
  THE FLAMING FIST 
  The Flaming Fist is a mercenary company from Baldur’s 
  Gate. They have an outpost in Chult run by Liara Portyr, 
  detailed in Tomb of Annihilation. All you need to know 
  for this adventure is that the mercenaries were hired to 
  save Cormyrian Ambassador Tiero Ambrysk from bandits. 
  ROLEPLAYING THE MERCENARIES 
  If they wish, the players can roleplay the mercenaries 
  and the ambassador as secondary characters for the 
  duration of the adventure. Let the players choose who 
  they want to play, and award inspiration as normal for 
  roleplaying their characters’ traits. Players can spend 
  their inspiration on either of their characters. Keep 
  Rhana held back as an NPC, as she’ll prove useful for 
  advising the group when the Uluu Thalongh attacks.  
   
  REPEATING CROSSBOW 
  This weapon functions as a heavy crossbow, but the 
  wielder can use their bonus action to fire it a second time 
  on their turn. If they roll a natural 1 on this attack, the 
  repeating crossbow jams and cannot be fired again until 
  it is fixed. Fixing the crossbow requires a short or long 
  rest. 
   
  
   
  markswoman. Vili joined the Flaming Fist as part of 
  a death pact: she’s looking to die in combat against 
  the greatest enemy she can find. Perhaps she’ll meet 
  her match tonight?       
   Ideal: “Wise folk think before they speak.”     
   Bond: “Luskar has been good to me. I’ll do 
  whatever he orders.”     
   Flaw: “If death comes for me tonight, I must face it 
  alone.”     
  Rhana is a young tribeswoman from Rarthak village 
  (area 6). The mercenaries captured her in the 
  mistaken belief she belongs to the bandits from the 
  same village. Rhana is deeply superstitious, and 
  believes the Uluu Thalongh comes to wreak 
  vengeance on the outlanders for burning the jungle. 
   Ideal: “Ubtao left us so we could prove our worth 
  to him. To enter his Great House, we each must solve 
  the riddle of our lives.”     
   Bond: “I trust those who were also born in the 
  jungle. Only they can see the truth written in the 
  reeds.”     
   Flaw: “When I’m scared, I sometimes freeze up.” 
  Night falls after the characters find Tiero Ambrysk 
  and explore the valley in search of the mercenaries’ 
  lost comrades. The mercenaries suggest making 
  camp in area 3: Lakeshore, but go somewhere else if 
  the characters prefer. 
  As the characters sit around the campfire, they hear 
  a sudden, tuneless piping somewhere off in the 
  dense jungle. Read or paraphrase: 
  A discordant wailing drifts through the rain. It sounds at once 
  like a hunting horn, the discordant howl of bagpipes, and the 
  rumble of thunder. Something about it gets right under your 
  skin. 
  The sound seems to come from all sides. As the 
  characters try to figure out where the unsettling 
  noise originates from, Rhana shares the information 
  presented under “Background” in part 1: Adventure 
  Primer. As she speaks, the piping grows louder and 
  louder and then abruptly stops. 
  After Rhana shares her tale, a pack of dinosaurs 
  attacks the characters and the mercenaries. 
  Suddenly, the monstrous piping stops. For a moment, you 
  hear nothing but the pounding rain and your companions’ 
  heavy breathing. Then there’s a horrible rustling of plants on 
  all sides of the camp. The bushes bend and stretch… as man-
  sized raptors with sharp talons burst forth, screeching! 
  Three zealoraptors attack the group. Each raptor 
  flees when it is reduced to 25 hit points or less. Try 
  to keep Corum and Rhana alive if possible. 
   
   
  ADJUSTING THE ENCOUNTER 
  Here are recommendations for adjusting this combat 
  encounter. These are not cumulative. 
   
  • Average party level of 1: Reduce the number of 
  zealoraptors to one. 
  • Average party level of 2: Reduce the number of 
  zealoraptors to two. 
  • Average party level of 4: Increase the number of 
  zealoraptors to four. 
   
  BEASTS OF THE JUNGLE ROT 
  Zealoraptors originate from the Guild Adepts product 
  Beast of the Jungle Rot, which features several new 
  dinosaurs, dinosaur zombies, and other add-ons for 
  Tomb of Annihilation. The stat block for the zealoraptor is 
  reproduced with permission in Appendix B. 
   
  
   
  As the characters catch their breath, the Uluu 
  Thalongh attempts to kill Corum. If a player is 
  controlling Corum, the monster attacks in plant form 
  with surprise, having snuck closer during the battle. 
  Resolve these attacks in secret. If the monster kills 
  him, read or paraphrase the following:  
  “We’ve got to regroup,” Corum spits. “There could be more 
  of those things out there –” his voice is cut off with a sudden 
  choke. The color drains from the soldier’s face as thorny 
  vines curl up his leg and around his chest. His eyes are wide 
  as death sucks the life out of him. 
   
  Then Corum’s eyes snap back onto you as he speaks, his 
  voice a dry crackle. “Those who consume with fire, must be 
  consumed. I am the vengeance of Chult… and I am hungry.” 
  The horrid piping resumes as the plants around you spring to 
  life, ready to kill. 
  The Uluu Thalongh attacks the rest of the group. If 
  possible, the Uluu Thalongh focusses its attacks on 
  the Flaming Fist mercenaries. If Corum survives the 
  surprise attack, the monster delivers its warning 
  through the first character it kills.   
   It’s up to the players to realize they’re out of their 
  depth. Rhana screams for them to run, saying they 
  don’t stand a chance against the monster head-to-
  head. If you’re controlling the mercenaries as NPCs, 
  they flee at the start of the third combat round, 
  calling for the characters to follow them. The Uluu 
  Thalongh doesn’t immediately give chase: it merely 
  cackles into the night through Corum’s voice, calling 
  out “I’ll find you…”  
   
   
  As the characters traverse the valley, the Uluu 
  Thalongh hunts them. Each time the characters 
  move to a new area, the Uluu Thalong attempts to 
  kill one of the Flaming Fist mercenaries (see below). 
  If you’re controlling the mercenaries as NPCs, the 
  survivors flee to a random area of the valley after 
  each attack, calling for the characters to follow. Roll 
  a d8 to determine which area the NPCs flee to, 
  rerolling any results where the Uluu Thalongh has 
  already attacked. If the Uluu Thalongh successfully 
  dispatches an NPC, it gives the characters no time to 
  rest before attacking again in a new area. 
   If the Uluu Thalongh takes 10 points of fire 
  damage from a single spell or attack or loses more 
  than 40 hit points, it flees. It waits at least one hour 
  before attacking the characters again. For each hour 
  that passes between attacks, the Uluu Thalongh 
  regains 25 hit points. There are nine hours until 
  dawn. 
   If the characters abandon the Flaming Fist 
  mercenaries, it takes the Uluu Thalongh two hours 
  to kill them before it comes for the characters (see 
  “Payback Time”). The characters hear the 
  mercenaries’ screams echoing through the valley as 
  the Uluu Thalongh slaughters them. 
   If the characters flee to area 8: Geysers, the Uluu 
  Thalongh does not follow unless it has a clear 
  advantage. They might see its invisible form advance 
  BEING HUNTED 
  The characters should pick up clues about the Uluu 
  Thalongh’s weaknesses as it hunts them. It can’t see 
  anyone who stands opposite a large fire, and it flees if it 
  takes 10 or more points of fire damage from a single spell 
  or attack. Try to make these weaknesses obvious to the 
  characters during the aberration’s attacks. 
   
  If the characters don’t figure out its weaknesses, use 
  NPCs to award hints. For example, Tiero Ambrysk might 
  cower behind a fire and notice that the creature ignores 
  him, or Rhana might hurl a torch at the Uluu Thalongh 
  and hear it release a pained scream. 
   
  The characters should also learn the Uluu Thalongh is 
  attracted to blood. Any time a creature starts to bleed, 
  the aberration shifts its focus to that creature, even if it’s 
  just for a moment of hungry recognition. 
  
   
  into the area and then retreat, disturbing the steam 
  as it moves through it.  
  The Uluu Thalongh targets Bax during its second 
  assault. It waits until the characters regroup. The 
  mercenaries panic about the monster they just faced. 
  It then attempts to sneak into a plant near Bax and 
  attack, hoping to gain surprise. A character whose 
  passive Wisdom (Perception) score is greater than 
  the Uluu Thalongh’s Dexterity (Stealth) check (+6 
  bonus) notices the aberration disturbing the 
  vegetation as it moves through the area. 
  On its third assault, the beast charges in its natural 
  form and pushes Luskar to the ground before 
  entering its plant form. If you’re playing Vili as an 
  NPC, she steps forward and drags her shortword 
  across her chest in a sign of defiance. The Uluu 
  Thalongh reaches toward her as she cuts herself, 
  attracted to the blood. Vili tells the rest of the group 
  to run, and faces the Uluu Thalongh alone in single 
  combat. If you’re controlling her, she dies here. 
  For its fourth assault, the Uluu Thalongh attempts to 
  draw its prey into a trap. If it’s killed any NPC or 
  character without the others witnessing it (such as 
  Vili dying in single combat), that dead person calls 
  out for help in the night. If you’re playing Luskar as 
  an NPC, he can’t resist the chance to aid one of his 
  soldiers, even if there is a good chance he’s walking 
  into a trap. 
   In plant form, the Uluu Thalongh puppeteers the 
  victim’s corpse, hoping to draw prey within reach of 
  its vine jaws. If a character succeeds on a DC 15 
  Wisdom (Perception) check, they notice the corpse 
  is bleeding from the mouth and its skin bulges 
  unnaturally from the vines moving under its surface. 
  As soon as a character is within reach of the vine 
  jaws, the Uluu Thalongh attacks. 
   If the characters retreat or force the Uluu 
  Thalongh to run away, it speaks through the mouth 
  of the corpse one last time, promising the characters 
  that they will be dead by dawn. 
  After the group’s fourth encounter with the Uluu 
  Thalongh, read or paraphrase the following: 
  Rain falls and lightning flashes, but the pregnant sense of 
  dread has lifted. From the far side of the valley, a discordant 
  wailing echoes briefly through the night. The beast is gone… 
  for now, at least.   
  The Uluu Thalongh is gone… but only for the next 
  two hours! During this time, the characters can take 
  a short rest and lay traps for the aberration.  
   
  If your players don’t know how to defeat the 
  monster, use the NPCs to give hints about its 
  weaknesses and point toward resources in the 
  valley. Alternatively, a successful DC 15 Wisdom 
  (Survival) check gives a character one useful hint 
  that might help it in the fight against the Uluu 
  Thalongh. 
  Characters can stuff their ears with beeswax (see 
  area 7: Beehives) to deafen themselves and 
  therefore become immune to the Horrid Piping. 
  The Uluu Thalongh’s vulnerability to fire and heat 
  blindness should be evident. Characters could stage 
  their final stand in the geysers or build several 
  bonfires. It takes a character one hour and a 
  successful DC 15 Wisdom (Survival) check to find 
  enough dry wood for one bonfire. 
  Without a source of temptation, the Uluu Thalongh 
  doesn’t approach fires or geysers. If the characters 
  build bonfires, they can elect not to light them until 
  the beast appears. To attract the beast, characters 
  can deal 1 point of piercing or slashing damage to 
  themselves or an ally to spill fresh blood. This gets 
  the Uluu Thalongh’s attention: if it can’t see any 
  other enemies nearby, it moves in for the kill even in 
  an area of extreme heat. 
  PLANNING 
  Let the characters know they have time to plan before 
  the Uluu Thalongh returns. If you’re worried the 
  characters will take too much time, give the players 15 
  minutes of real world time to plan before death comes 
  for them again. 
  
   
  It takes three creatures one hour of work to clear a 
  50-foot-square area of any Large or larger plants 
  that the Uluu Thalongh can use for its plant form. 
  Each additional creature that helps reduces this time 
  by 15 minutes. 
  The fifth confrontation with the Uluu Thalongh is 
  the final showdown. It is now out for blood and 
  fights to the death.  
  If the characters survive the night, the rain stops at 
  dawn and the characters are met by a group of ten 
  Chultan commoners led by Furgow (LN male 
  lightfoot halfling scout) of the Flaming Fist. Furgow 
  was part of Corum’s patrol, but he fled when his 
  friends were attacked by the Uluu Thalongh. He 
  escaped, but his friends now hang dead at area 3. 
  When Furgow discovered the landslide, he hired a 
  local tribe of Chultans to help him dig it out. If 
  Ambassador Ambrysk is alive, Furgow offers to 
  escort him back to Port Nyanzaru and gives the 
  characters a reward of 200 gp for their troubles. 
   If the characters kill the Uluu Thalongh, they 
  should hear whispers that it has returned to the 
  jungle after a time, so they know it can never truly 
  be put down. 
   Treasure. If the characters save Tiero Ambrysk, 
  Furgow gives them a reward of 200 gp. The 
  characters also earn any additional rewards as 
  appropriate from the “Character Hooks” section. 
  If the characters save Ambassador Ambrysk, award 
  them each 100 XP. Award them an additional 25 XP 
  each for every Flaming Fist mercenary that survives 
  the adventure. If Rhana survives, they earn another 
  25 XP. 
   
   
   
   
   
   
   
   
  ABOUT THE AUTHORS 
  Will Doyle has written adventures for Dungeon magazine 
  and the D&D Adventurers League, including several multi-
  table D&D Epics events. His dreams of contributing to a 
  printed product came true when Chris Perkins approached 
  him to create maps and encounters for Storm King's 
  Thunder and Tomb of Annihilation. Will lives in the UK with 
  his fiancée Stacey and their daughter, Roxanne. You can 
  follow him on Twitter @beholderpie. 
   
  James Introcaso is the creator and writer of the ENnie-
  winning blog, World Builder Blog and author of many best-
  selling DMs Guild products. He has freelanced as a game 
  designer for Wizards of the Coast, Roll20, Baldman Games, 
  EN World, and Roleplaying Tips and is the co-creator of the 
  Don't Split the Podcast Network with Rudy Basso. James 
  lives in New Jersey with his wife Bonnie. You can follow him 
  on Twitter @jamesintrocaso. 
  
   
  The jungles of Chult hide a terrifying monster that 
  feasts on living beings. A long-forgotten tribe named 
  this creature the Uluu Thalongh: “the hungry jungle”. 
  Among Chultans, the name has become synonymous 
  with death. 
   Hidden in Plants. Some seers believe the monster 
  is a manifestation of Chultan nature spirits, who are 
  angry with the indigenous tribes for taking too much 
  from the jungle. This legend is spurred by the fact 
  that the Uluu Thalongh can inhabit plants. While 
   
  Large aberration, chaotic evil 
  Armor Class 15 (natural armor) 
  Hit Points 123 (13d10 + 52) 
  Speed 40 ft., climb 40 ft.  
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   20 (+5) 
  16 (+3) 
  16 (+3) 
  10 (+0) 
  14 (+2) 
  10 (+0) 
   
  Skills Deception +6, Perception +5, Stealth +6 
  Damage Resistances bludgeoning, piercing and slashing 
  from nonmagical weapons (natural form only) 
  Damage Vulnerabilities fire 
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified 
  Senses darkvision 120 ft., passive Perception 15 
  Languages understands all languages and can speak but 
  only using Puppetry 
  Challenge 7 (2,900 XP) 
   
  Heat Blindness. The Uluu Thalongh cannot see past heat 
  sources that are above 100 degrees Fahrenheit (or 38 
  degrees Celsius). 
  Discorporation. If the Uluu Thalongh dies, its body 
  disappears. It returns to life in a random area somewhere 
  in Chult’s jungle 6d10 days after its death.  
  Horrid Piping. Creatures that start their turns within 30 
  feet of the Uluu Thalongh and are not deafened must 
  succeed on a DC 13 Wisdom saving throw or they are 
  poisoned until the start of their next turns. A creature that 
  successfully saves is immune to the Uluu Thalongh’s Horrid 
  Piping for 24 hours. 
  Puppetry (Plant Form Only). The Uluu Thalongh can 
  manipulate one deceased creature within reach of its vine 
  jaws and make it speak and move. That creature’s voice 
  sounds like it did in life. A creature that hears the voice or 
  sees the creature move knows there is something 
  unnatural about it with a successful DC 16 Wisdom 
  (Insight) check.  
  Invisibility (Natural Form Only). The Uluu Thalongh is 
  invisible in its natural form.  
  Multiattack. The Uluu Thalongh makes two melee attacks. 
  Slam (Natural Form Only). Melee Weapon Attack: +8 to hit, 
  reach 5 ft., one target. Hit: 10 (1d10 + 5) bludgeoning 
  damage. 
  Vine Jaws (Plant Form Only). Melee Weapon Attack: +8 to 
  hit, reach 15 ft., one target. Hit: 12 (2d6 + 5) piercing 
  damage and if the target is a creature, it is grappled (escape 
  DC 15). While grappled this way, the target is restrained. 
  Plant Form (Recharge 4). The Uluu Thalongh can enter any 
  Large or larger inanimate plant that it has not already 
  inhabited within the last hour. While in plant form, the Uluu 
  Thalongh’s speed becomes 0 and it gains 50 temporary hit 
  points. When the Uluu Thalongh’s temporary hit points 
  reach 0, the plant it inhabits is destroyed and the Uluu 
  Thalongh returns to its natural form. The Uluu Thalongh can 
  leave its plant form as part of its move. If the Uluu Thalongh 
  stays still while in plant form, it looks like a normal plant. 
  Only a successful DC 16 Intelligence (Nature) check 
  recognizes the plant has some odd bulges, suggesting 
  something lives within. 
  The Uluu Thalongh can take 3 legendary actions, choosing 
  from the options below. Only one legendary can be used at 
  a time and only at the end of another creature’s turn. The 
  Uluu Thalongh regains spent legendary actions at the start 
  of its turn. 
  Attack. The Uluu Thalongh makes a slam attack if it is in 
  natural form, or a vine jaws attack if it is in plant form. 
  Energy Drain. One creature the Uluu Thalongh is grappling 
  with its vine jaws must succeed on a DC 13 Constitution 
  saving throw or take 11 (2d10) necrotic damage. 
  Entangle (Costs 2 Actions). Each creature within 15 feet of 
  the Uluu Thalongh must succeed on a DC 16 Dexterity saving 
  throw or it is grappled (escape DC 15).
  
   
  inside a tree, thicket of vines, or fern, the Uluu 
  Thalongh’s strength increases. This plant also 
  manifests hideous vine jaws that suck the life from 
  its victims. 
   Puppet Master. The Uluu Thalongh can’t speak in 
  its natural form, but can use the plant it inhabits to 
  speak through and puppeteer the actions of a corpse. 
  It is a deft actor, using the voice and movements of a 
  corpse to trick the victim’s friends into its maws. 
   Unkillable. The Uluu Thalongh’s body disperses 
  into mist if it falls in combat. While it may seem that 
  the jungles are a bit safer after its demise, the Uluu 
  Thalongh always returns. Wizards who know fire is 
  the beast’s weakness have burned vast swathes of 
  the wild trying to kill it, but it seems nothing can put 
  the Uluu Thalongh down forever. 
   Unseen Threat. The Uluu Thalongh is naturally 
  invisible. A creature might hear or feel it passing, but 
  the Uluu Thalongh remains invisible even when it 
  attacks. A spell that allows someone to see invisible 
  creatures reveals only the Uluu Thalongh’s vague 
  outline.  
  Every outdoor area of Chult’s jungles are considered 
  the Uluu Thalongh’s lair. 
  On initiative count 20 (losing initiative ties), the 
  Uluu Thalongh takes a lair action to cause one of the 
  following effects; the Uluu Thalongh can’t use the 
  same effect two rounds in a row:  
  • One creature the Uluu Thalongh can see within 60 
  feet that is standing within 5 feet of a plant must 
  succeed on a DC 12 Dexterity saving throw or take 
  7 (2d6) piercing damage as a broken root erupts 
  out of the ground. 
  • The Uluu Thalongh picks one point it can see 
  within 120 feet. The plants come alive and grasp at 
  creatures standing on the ground within 20 feet of 
  that point, making the area difficult terrain. 
  • A cloud of spores explodes in a 5-foot radius 
  sphere from a plant within 90 feet of the Uluu 
  Thalongh. Creatures in the area must succeed on a 
  DC 12 Constitution saving throw or they are 
  blinded until the start of their next turn. 
  WEAKER PARTIES 
  The Uluu Thalongh should be a difficult challenge. This 
  said, groups with an average party level of 1 or 2 might 
  find the aberration impossible to take down. You can 
  make the following adjustments for weaker parties facing 
  the Uluu Thalongh: 
  • The Uluu Thalongh’s attacks and Energy Drain deal 5 
  less damage than normal. 
  • The Uluu Thalongh’s attack bonus for its attacks is 2 
  less than normal. 
  • The Uluu Thalongh has only 80 hit points. 
  • The Uluu Thalongh gains only 25 temporary hit points 
  in plant form. 
  • The Uluu Thalongh can take only 1 legendary action 
  per round. 
  • The DC for the Uluu Thalongh’s Horrid Piping and to 
  escape its grapple are reduced by 2. 
  
   
   
   
   
  Medium humanoid (any race), any alignment 
  Armor Class 10 
  Hit Points 4 (1d8) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 
  10 (+0) 
  10 (+0) 
  10 (+0) 
  10 (+0) 
  10 (+0) 
   
  Senses passive Perception 10 
  Languages any one language (usually Common) 
  Challenge 0 (10 XP) 
  Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one 
  target. Hit: 2 (1d4) bludgeoning damage. 
  Medium humanoid (any race), any alignment 
  Armor Class 13 (leather armor) 
  Hit Points 16 (3d8 + 3) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   11 (+0) 
  14 (+2) 
  12 (+1) 
  11 (+0) 
  13 (+1) 
  11 (+0) 
   
  Skills Nature +4, Perception +5, Stealth +6, Survival +5 
  Senses passive Perception 15 
  Languages any one language (usually Common) 
  Challenge 1/2 (100 XP) 
  Keen Hearing and Sight. The scout has advantage on 
  Wisdom (Perception) checks that rely on hearing or sight. 
  Multiattack. The scout makes two melee attacks or two 
  ranged attacks. 
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 5 (1d6 + 2) piercing damage. 
  Longbow. Ranged Weapon Attack: +4 to hit, ranged 
  150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage. 
   
  Medium swarm of Tiny beasts, unaligned 
  Armor Class 12 (natural armor) 
  Hit Points 22 (5d8) 
  Speed 5 ft., fly 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   3 (−4) 
  13 (+1) 
  10 (+0) 
  1 (−5) 
  7 (−2) 
  1 (−5) 
    
  Damage Resistances bludgeoning, piercing, slashing 
  Condition Immunities charmed, frightened, paralyzed, 
  petrified, prone, restrained, stunned 
  Senses blindsight 10 ft., passive Perception 8 
  Languages — 
  Challenge 1/2 (100 XP) 
  Swarm. The swarm can occupy another creature’s space 
  and vice versa, and the swarm can move through any 
  opening large enough for a Tiny insect. The swarm can’t 
  regain hit points or gain temporary hit points. 
  Bites. Melee Weapon Attack: +3 to hit, reach 0 ft., one 
  target in the swarm’s space. Hit: 10 (4d4) piercing damage, 
  or 5 (2d4) piercing damage if the swarm has half of its hit 
  points or fewer. 
   
  
   
   
   
   
  Large beast, unaligned 
  Armor Class 15 (natural armor) 
  Hit Points 52 (7d10 + 14) 
  Speed 50 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 
  18 (+4) 
  15 (+2) 
  3 (−4) 
  12 (+1) 
  10 (+0) 
   
  Skills Perception +3, Stealth +6 
  Senses passive Perception 13 
  Languages – 
  Challenge 2 (450 XP) 
  Pounce. If the zealoraptor moves at least 20 feet straight 
  toward a creature and then hits it with a claw attack on 
  the same turn, that target must succeed on a DC 13 
  Strength saving throw or be knocked prone. If the target is 
  prone, the zealoraptor can make one bite attack against it 
  as a bonus action. 
  Multiattack. The zealoraptor makes one bite and one claw 
  attack. 
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 9 (1d10 + 4) piercing damage. 
  Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 9 (1d10 + 4) slashing damage. 
   
  
   
   
   
   
   
   
  Flame Corum, 
   
  Cormyrian Ambassador Tiero Ambrysk 
  has been taken by a group of bandits to 
  the village of Rarthak. Uncover this 
  mysterious place and get the 
  ambassador back by any means 
  necessary. 
   
  Signed, 
  Blaze Liara Portyr 
  
   
   
  
   
   
   
  Bax is foul-mouthed, arrogant, and distrustful of 
  the Chultans. Despite her coarseness, she remains 
  fiercely loyal to Luskar and Vili. Bax carries a rare 
  artefact: a repeating crossbow stolen from the 
  Grand Armory of Calimport. She’s always chewing 
  tobacco.  
   Ideal: “Look after number one: that’s what my 
  old da used to say… afore I gutted him for his gold.”     
   Bond: “This crossbow can be a real harpy, but 
  you treat her well, she’ll show you a good time.”     
   Flaw: “Don’t much like being on my own. Makes 
  me jumpy.”     
   
   
  Medium humanoid (human), neutral 
  Armor Class 11 (leather armor) 
  Hit Points 32 (5d8 + 10) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   15 (+2) 
  11 (+0) 
  14 (+2) 
  10 (+0) 
  10 (+0) 
  11 (+0) 
   
  Skills Intimidation +2 
  Senses passive Perception 10 
  Languages Common 
  Challenge 1/2 (100 XP) 
  Pack Tactics. Bax has advantage on an attack roll 
  against a creature if at least one of her allies is within 
  5 feet of the creature and the ally isn’t incapacitated. 
  Multiattack. Bax makes two melee attacks or two 
  ranged attacks. 
  Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one creature. Hit: 5 (1d6 + 2) bludgeoning damage. 
  Repeating Crossbow. Ranged Weapon Attack: +2 to 
  hit, range 100/400 ft., one target. Hit: 5 (1d10) 
  piercing damage. If Bax rolls a natural 1 on her second 
  ranged attack, her repeating crossbow is jammed and 
  can’t be fired again until it is fixed during a short or 
  long rest. 
   
  Bax is foul-mouthed, arrogant, and distrustful of 
  Chultans. Despite her coarseness, she remains 
  fiercely loyal to Luskar and Vili. Bax carries a rare 
  artefact: a repeating crossbow stolen from the 
  Grand Armory of Calimport. She’s always chewing 
  tobacco.  
   Ideal: “Look after number one: that’s what my 
  old da used to say… afore I gutted him for his 
  gold.”     
   Bond: “This crossbow can be a real harpy, but 
  you treat her well, she’ll show you a good time.”     
   Flaw: “Don’t much like being on my own. Makes 
  me jumpy.”     
  Medium humanoid (human), neutral 
  Armor Class 11 (leather armor) 
  Hit Points 32 (5d8 + 10) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   15 (+2) 
  11 (+0) 
  14 (+2) 
  10 (+0) 
  10 (+0) 
  11 (+0) 
   
  Skills Intimidation +2 
  Senses passive Perception 10 
  Languages Common 
  Challenge 1/2 (100 XP) 
  Pack Tactics. Bax has advantage on an attack roll 
  against a creature if at least one of her allies is within 
  5 feet of the creature and the ally isn’t incapacitated. 
  Multiattack. Bax makes two melee attacks or two 
  ranged attacks. 
  Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one creature. Hit: 5 (1d6 + 2) bludgeoning damage. 
  Repeating Crossbow. Ranged Weapon Attack: +2 to 
  hit, range 100/400 ft., one target. Hit: 5 (1d10) 
  piercing damage. If Bax rolls a natural 1 on her 
  second ranged attack, her repeating crossbow is 
  jammed and can’t be fired again until it is fixed 
  during a short or long rest. 
  Corum is a career soldier: a warrior whose only goal 
  is to climb the ranks. Liara Portyr knew he’d deliver 
  to the best of his ability, so she gave him command of 
  the squad. Corum knows his subordinates don’t 
  entirely trust him, and he doesn’t care. He just needs 
  to get the job done. He holds the rank of flame 
  (lieutenant) in the Flaming Fist. 
   Ideal: “One day, I’ll rule over an entire cohort. Our 
  victories will echo through history.”     
   Bond: “The Flaming Fist is my life. I’ll never betray 
  the company.”     
   Flaw: “I don’t care who dies, so long as the mission 
  is a success.”  
   
  Medium humanoid (human), lawful neutral 
  Armor Class 16 (chain shirt) 
  Hit Points 11 (2d8 + 2) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   13 (+1) 
  12 (+1) 
  12 (+1) 
  10 (+0) 
  11 (+0) 
  10 (+0) 
   
  Skills Perception +2 
  Senses passive Perception 12 
  Languages Common 
  Challenge 1/8 (25 XP) 
  Spear. Melee or Ranged Weapon Attack: +3 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) 
  piercing damage. 
  
   
   
   
  Luskar is the squad’s manip (sergeant), and de 
  facto leader. This hulking warrior has fought for 
  “the company” for almost a decade. He’s grim-
  humored, icy cool under pressure, and ruthless in 
  battle. He’s also known for never leaving a man 
  behind.   
   Ideal: “There’s always a way to win.”     
   Bond: “My comrades are like my own flesh and 
  blood. I’d die for them.”     
   Flaw: “Takes me a while to trust strangers. Until 
  I do, I don’t hide my contempt for them.”   
   
   
  Medium humanoid (human), neutral 
  Armor Class 13 (hide armor) 
  Hit Points 67 (9d8 + 27) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 
  12 (+1) 
  17 (+3) 
  9 (−1) 
  11 (+0) 
  9 (−1) 
    
  Senses passive Perception 10 
  Languages Common 
  Challenge 2 (450 XP) 
  Reckless. At the start of his turn, Luskar can gain 
  advantage on all melee weapon attack rolls during 
  that turn, but attack rolls against him have advantage 
  until the start of his next turn. 
  Greatsword. Melee Weapon Attack: +5 to hit, reach 5 
  ft., one target. Hit: 10 (2d6 + 3) slashing damage. 
  Vili hails from the Uthgardt tribes of the far north. 
  She’s stoic and implacable, an expert tracker and 
  markswoman. Vili joined the Flaming Fist as part of a 
  death pact: she’s looking to die in combat against the 
  greatest enemy she can find. Perhaps she’ll meet her 
  match tonight?       
   Ideal: “Wise folk think before they speak.”     
   Bond: “Luskar has been good to me. I’ll do 
  whatever he orders.”     
   Flaw: “If death comes for me tonight, I must face it 
  alone.”     
   
   
  Medium humanoid (any race), any alignment 
  Armor Class 13 (leather armor) 
  Hit Points 16 (3d8 + 3) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   11 (+0) 
  14 (+2) 
  12 (+1) 
  11 (+0) 
  13 (+1) 
  11 (+0) 
   
  Skills Nature +4, Perception +5, Stealth +6, Survival +5 
  Senses passive Perception 15 
  Languages Common 
  Challenge 1/2 (100 XP) 
  Keen Hearing and Sight. Vili has advantage on Wisdom 
  (Perception) checks that rely on hearing or sight. 
  Multiattack. Vili makes two melee attacks or two 
  ranged attacks. 
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5 
  ft., one target. Hit: 5 (1d6 + 2) piercing damage. 
  Longbow. Ranged Weapon Attack: +4 to hit, ranged 
  150/600 ft., one target. Hit: 6 (1d8 + 2) piercing 
  damage. 
  
   
  Rhana is a young tribeswoman from Rarthak 
  village. The mercenaries captured her in the 
  mistaken belief she belongs to the bandits from the 
  same village. Rhana is deeply superstitious, and 
  believes the Uluu Thalongh comes to wreak 
  vengeance on the outlanders for burning the jungle. 
   Ideal: “Ubtao left us so we could prove our worth 
  to him. To enter his Great House, we each must 
  solve the riddle of our lives.”     
   Bond: “I trust those who were also born in the 
  jungle. Only they can see the truth written in the 
  reeds.”     
   Flaw: “When I’m scared, I sometimes freeze up.” 
   
   
   
  Medium humanoid (human), neutral 
  Armor Class 12 (hide armor) 
  Hit Points 11 (2d8 + 2) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   13 (+1) 
  11 (+0) 
  12 (+1) 
  8 (−1) 
  11 (+0) 
  8 (−1) 
    
  Senses passive Perception 10 
  Languages Chultan, Common 
  Challenge 1/8 (25 XP) 
  Pack Tactics. Rhana has advantage on an attack roll 
  against a creature if at least one of her allies is within 
  5 feet of the creature and the ally isn’t incapacitated. 
  Unarmed. Melee Attack: +3 to hit, reach 5 ft. or range 
  20/60 ft., one target. Hit: 2 bludgeoning damage. 
   
  Tiero’s father sent him to Chult as a rite of passage to 
  inherit the family business. His fascination for 
  Chultan customs led him on an ill-fated tour of the 
  tribal villages, where the Rarthak bandits captured 
  him. Tiero is openhearted and brave, but 
  unaccustomed to the hardships of the jungle. 
   Ideal. “A gentleman must comport himself with 
  dignity at all times.”     
   Bond. “Chultans are not savages. They should be 
  treated with respect and honor.”     
   Flaw. “I’m finding it difficult to adapt to this 
  hateful, insect-infested, disease-ridden jungle.” 
   
   
   
       
  Medium humanoid (human), neutral good 
  Armor Class 11 
  Hit Points 9 (2d8) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   11 (+0) 
  12 (+1) 
  11 (+0) 
  12 (+1) 
  14 (+2) 
  16 (+3) 
   
  Skills Deception +5, Insight +4, Persuasion +5 
  Senses passive Perception 10 
  Languages Chultan, Common 
  Challenge 1/8 (25 XP) 
  Unarmed. Melee Weapon Attack: +2 to hit, reach 5 ft., 
  one target. Hit: 1 bludgeoning damage. 
  Parry. Tiero adds 2 to his AC against one melee attack 
  that would hit him. To do so, he must see the attacker 
  and be wielding a melee weapon. 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/DMsGuild/DMsGuild Adept/DMsGuild Adept/Guild Adepts - Hunter V1.pdf