TEXT: Seldom Encountered 2
  A Seldom Spring Supplement
  Introduction: A selection of combat and social encounters for 5th - 8th level
  characters, with extra flavor for those playing Seldom Spring adventures.
  A selection of encounters for 5th - 8th level characters
  by Barry Dore
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and 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. This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission 
  under the Community Content Agreement for Dungeon Masters Guild. All other original material in this work is copyright 2019 by Barry Dore and published under the Community Content Agreement for 
  Dungeon Masters Guild.
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  Seldom Encountered 2
  1
  
  Seldom Encountered 2
  Now if there's one experience I don't recommend, it's 
  being swallowed by a plant, but I have to say, it sure is 
  one way to work up an appetite.
  —Brottor Holderhek
  Introduction
  This supplement is designed for characters of 5th to 8th 
  level.
  Thematically, the encounters detailed herein are set 
  within the Forgotten Realms, but they can be used 
  elsewhere with minor adjustments.
  Random Encounters
  I recommend browsing this document and choosing 
  appropriate encounters for your party's strength and 
  circumstances.
  However, if you prefer to select encounters entirely at 
  random, you can use the table to the right; rolling a d12 
  for parties consisting of 5th to 6th level characters, or a 
  d20 for 7th level and above.
  Seldom Spring Adventures
  Although these encounters can be slotted into any campaign,
  some of them have references to Seldom Spring, or to 
  characters, events, or locations appearing in the Seldom 
  Spring series of adventures.
  Seldom Spring is free to download at 
  https://www.dmsguild.com/product/251013/Seldom-Spring.
  The Ripped Beard
  The orcs of the Ripped Beard tribe appear in two of the 
  encounters in this document: Ripped Beard Marauders 
  and Venom Trail.
  These orcs are described in the background to the Seldom
  Spring adventure The Saga of the Boot.
  This tribe is currently on the move, preventing characters 
  from learning its location through means such as tracking
  or interrogation.
  The tribe returns in The Ripped Beard, an adventure for 
  9th to 10th level characters.
  1
  Dwarven Shambles
  2
  Shrine of Akadi
  3
  Feeding Frenzy
  4
  Winging It
  5
  Sweet Victory
  6
  Questions and Allip
  7
  Star-Crossed Mangler
  8
  Spawning Specters
  9
  Snake Women
  10
  Elven Druid
  11
  Ripped Beard Marauders
  12
  Bard in a Bind
  13
  Assassin!
  14
  The Lone Ranger
  15
  The Stoned Ranger
  16
  Training Day
  17
  Hydra Hunter
  18
  Champion for a Day
  19
  Venom Trail
  20
  Underdark Slavers
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  Seldom Encountered 2
  2
  
  Dwarven Shambles
  This encounter can take place in any wilderness 
  location in which vegetation is plentiful.
  The party hear a muffled curse and turn just in time to 
  see a male dwarf be engulfed by a shambling mound.
  This unfortunate fellow is a cleric named Brottor 
  Holderhek. He worships Marthammor Duin, dwarven 
  god of wanderers.
  He has already lost 26 of his 45 hit points, from being 
  roughly grappled and swallowed by the mound, so is in 
  need of immediate assistance.
  Should the party choose to leave Brottor to fend for 
  himself, they can safely pass the shambling mound 
  while it's distracted.
  Brottor Holderhek
  Medium humanoid (shield dwarf), neutral good
  Armor Class 13 (chain shirt)
  Hit Points 45 (6d8 + 18)
  Speed 25 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0) 10 (+0) 16 (+3) 11 (+0) 15 (+2) 12 (+1)
  Saving Throws Wis +4, Cha +3
  Skills Animal Handling +4, Nature +2, Religion +2, 
  Survival +4
  Senses darkvision 60 ft., passive Perception 12
  Languages Common, Dwarvish
  Challenge 2 (450 XP)
  Dwarven Resilience. Brottor has advantage on saving 
  throws against poison.
  Spellcasting. Brottor is a 6th-level spellcaster. His 
  spellcasting ability is Wisdom (spell save DC 12, +4 to 
  hit with spell attacks). Brottor has the following cleric 
  spells prepared:
  Cantrips (at will): light, mending, shillelagh
  1st level (4 slots): cure wounds, detect poison and 
  disease, speak with animals
  2nd level (3 slots): lesser restoration, protection from 
  poison, spiritual weapon
  3rd level (3 slots): dispel magic, water walk
  Actions
  Club. Melee Weapon Attack: +2 to hit (+4 to hit with 
  shillelagh), reach 5 ft., one target. Hit: 2 (1d4) 
  bludgeoning damage, or 6 (1d8 + 2) bludgeoning 
  damage with shillelagh.
  Brottor Holderhek
  Brottor is a shield dwarf from Mirabar, though he has 
  not returned there in several years.
  He has green eyes, with black hair, beard and mustache.
  Brottor is a keen explorer and always supportive of 
  fellow travelers; normally being the one coming to the 
  aid of others.
  As well as his chain shirt and club, Brottor has the 
  complete contents of an Explorer's Pack, a holy symbol 
  (amulet), a potion of healing, 35gp, 4sp, and 18cp.
  Shambling Mound
  Large plant, unaligned
  Armor Class 15 (natural armor)
  Hit Points 136 (16d10 + 48)
  Speed 20 ft., swim 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  8 (-1)
  16 (+3)
  5 (-3)
  10 (+0)
  5 (-3)
  Skills Stealth +2
  Damage Resistances cold, fire
  Damage Immunities lightning
  Condition Immunities blinded, deafened, exhaustion
  Senses blindsight 60 ft. (blind beyond this radius), 
  passive Perception 10
  Languages -
  Challenge 5 (1,800 XP)
  Lightning Absorption. Whenever the shambling mound
  is subjected to lightning damage, it takes no damage 
  and regains a number of hit points equal to the lightning
  damage dealt.
  Actions
  Multiattack. The shambling mound makes two slam 
  attacks. If both attacks hit a Medium or smaller target, 
  the target is grappled (escape DC 14), and the 
  shambling mound uses its Engulf on it.
  Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 13 (2d8 + 4) bludgeoning damage.
  Engulf. The shambling mound engulfs a Medium or 
  smaller creature grappled by it. The engulfed target is 
  blinded, restrained, and unable to breathe, and it must 
  succeed on a DC 14 Constitution saving throw at the 
  start of each of the mound's turns or take 13 (2d8 + 4) 
  bludgeoning damage. If the mound moves, the engulfed
  target moves with it. The mound can have only one 
  creature engulfed at a time.
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  Seldom Encountered 2
  3
  
  Shrine of Akadi
  This encounter takes place in a secluded woodland 
  glade, or a remote circle of trees in alternative terrain.
  A broad but gnarled and stunted tree stands in the center
  of the glade or circle. Its twisted trunk forms a narrow 
  shelf about two feet off the ground, upon which rests a 
  glimmering scimitar.
  Wind chimes fashioned from old bones and natural 
  fibers hang from the branches of the tree, playing eerie 
  tunes with every slightest breeze.
  Twelve kenku flock here, dancing around the tree in a 
  seemingly endless celebration.
  They will only fight visitors if attacked, but will crow 
  excitedly if anyone takes the sword.
  Should anyone leave with the sword, an invisible stalker
  will attack them the following night, with the sole aim 
  of returning the sword to the tree. If the stalker is 
  defeated, there will be no further attacks of this kind.
  Kenku (x12)
  Medium humanoid (kenku), chaotic neutral
  Armor Class 13
  Hit Points 13 (3d8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0) 16 (+3) 10 (+0) 11 (+0) 10 (+0) 10 (+0)
  Skills Deception +4, Perception +2, Stealth +5
  Senses passive Perception 12
  Languages understands Auran and Common but speaks
  only through the use of its Mimicry trait
  Challenge 1/4 (50 XP)
  Ambusher. In the first round of a combat, the kenku has
  advantage on attack rolls against any creature it 
  surprised.
  Mimicry. The kenku can mimic any sounds it has heard,
  including voices. A creature that hears the sounds can 
  tell they are imitations with a successful DC 14 Wisdom
  (Insight) check.
  Actions
  Shortsword. Melee Weapon Attack: +5 to hit, reach      
  5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
  Shortbow. Ranged Weapon Attack: +5 to hit, range 
  80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
  Akadi's Edge
  Weapon (scimitar), (requires attunement)
  The handle of this magnificent scimitar is modeled on 
  the cloud symbol of Akadi, goddess of air, while the 
  finely engraved blade is reminiscent of a feather.
  You have a +1 bonus to attack and damage rolls made 
  with this magic weapon.
  While attuned to this weapon, you can speak and 
  understand Auran.
  If you take the Dash action while wielding this weapon, 
  you may fly for a portion of your movement equal to 
  your speed. You fall at the end of your turn if still aloft, 
  taking falling damage as normal, unless you can stop 
  the fall.
  Invisible Stalker
  Medium elemental, neutral
  Armor Class 14
  Hit Points 104 (16d8 + 32)
  Speed 50 ft., fly 50 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 19 (+4) 14 (+2) 10 (+0) 15 (+2) 11 (+0)
  Skills Perception +8, Stealth +10
  Damage Resistances bludgeoning, piercing, and 
  slashing from nonmagical attacks
  Damage Immunities poison
  Condition Immunities exhaustion, grappled, 
  paralyzed, petrified, poisoned, prone, restrained, 
  unconscious
  Senses darkvision 60 ft., passive Perception 18
  Languages Auran, understands Common but doesn't 
  speak it
  Challenge 6 (2,300 XP)
  Invisibility. The stalker is invisible.
  Faultless Tracker. The stalker is given a quarry by its 
  summoner. The stalker knows the direction and distance
  to its quarry as long as the two of them are on the same 
  plane of existence. The stalker also knows the location 
  of its summoner.
  Actions
  Multiattack. The stalker makes two slam attacks.
  Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 10 (2d6 + 3) bludgeoning damage.
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  Seldom Encountered 2
  4
  
  Feeding Frenzy
  This encounter can take place anywhere near stagnant 
  water, including a town or city with significant sewers.
  The party encounter six human guards about to engage 
  a hungry otyugh, for which they are no match at all.
  The otyugh is very hungry. It will fight to the death, or 
  until fed something suitably unpleasant and filling.
  The characters can continue on their way or try to assist 
  the guards before they get themselves killed.
  Unfortunately, the presence of the guards will prevent 
  the safe use of many spells with large areas of effect, 
  though the real challenge here is keeping them alive.
  Guards
  These guards are locals, from either the nearest 
  settlement, or the one in which the battle takes place.
  They wear chain shirts and carry halberds. One of them 
  has a dice set, while another has a playing card set, and 
  each carries 1d4gp, 2d6sp, and 2d10cp.
  If the guards are rescued, they will soon spread word of 
  the party's assistance, with the heroics of all involved 
  being largely exaggerated.
  This will boost the local reputation of each character, at 
  least for a short time.
  As a more immediate benefit, the guards can provide 
  local directions and information to the party following 
  their rescue.
  Guard (x6)
  Medium humanoid (human), lawful neutral
  Armor Class 14 (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)
  Actions
  Halberd. Melee Weapon Attack: +3 to hit, reach 10 ft., 
  one target. Hit: 6 (1d10 + 1) piercing damage.
  Otyugh
  Large aberration, neutral
  Armor Class 14 (natural armor)
  Hit Points 114 (12d10 + 48)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 11 (+0) 19 (+4)
  6 (-2)
  13 (+1)
  6 (-2)
  Saving Throws Con +7
  Senses darkvision 120 ft., passive Perception 11
  Languages Otyugh
  Challenge 5 (1,800 XP)
  Limited Telepathy. The otyugh can magically transmit 
  simple messages and images to any creature within 120 
  feet of it that can understand a language. This form of 
  telepathy doesn't allow the receiving creature to 
  telepathically respond.
  Actions
  Multiattack. The otyugh makes three attacks: one with 
  its bite and two with its tentacles.
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 12 (2d8 + 3) piercing damage. If the target is
  a creature, it must succeed on a DC 15 Constitution 
  saving throw again disease or become poisoned until 
  the disease is cured. Every 24 hours that elapse, the 
  target must repeat the saving throw, reducing its hit 
  point maximum by 5 (1d10) on a failure. The disease is 
  cured on a success. The target dies if the disease 
  reduces its hit point maximum to 0. This reduction to 
  the target's hit point maximum lasts until the disease is 
  cured.
  Tentacle. Melee Weapon Attack: +6 to hit, reach 10 ft., 
  one target. Hit: 7 (1d8 + 3) bludgeoning damage plus 4 
  (1d8) piercing damage. If the target is Medium or 
  smaller, it is grappled (escape DC 13) and restrained 
  until the grappled ends. The otyugh has two tentacles, 
  each of which can grapple one target.
  Tentacle Slam. The otyugh slams creatures grappled by
  it into each other or a solid surface. Each creature must 
  succeed on a DC 14 Constitution saving throw or take 
  10 (2d6 + 3) bludgeoning damage and be stunned until 
  the end of the otyugh's next turn. On a successful save, 
  the target takes half the bludgeoning damage and isn't 
  stunned.
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  Seldom Encountered 2
  5
  
  Winging It
  This encounter can take place in almost any wilderness 
  location, ideally with little or no tree cover.
  A pack of goblin wolf riders race toward the party, 
  bows firing. They will attempt to close to around 80 feet
  from the party and maintain that distance.
  These goblins have 2d6sp and 3d6cp each.
  Note that the wolves use the goblins' initiative and can 
  only use the Dash, Disengage, and Dodge actions while 
  controlled by a rider.
  A far greater threat follows a short distance behind the 
  goblins. A hungry wyvern was closing in on the wolf 
  rides even before they encountered the party.
  It will swoop down to attack while the combatants are 
  distracted, favoring isolated targets over all others.
  The goblins and wolves will attempt to flee if they lose 
  half their number, while the wyvern will withdraw if it 
  begins its turn with 30 or fewer hit points.
  Wyvern
  Large dragon, unaligned
  Armor Class 13 (natural armor)
  Hit Points 110 (13d10 + 39)
  Speed 20 ft., fly 80 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4) 10 (+0) 16 (+3)
  5 (-3)
  12 (+1)
  6 (-2)
  Skills Perception +4
  Senses darkvision 60 ft., passive Perception 14
  Languages -
  Challenge 6 (2,300 XP)
  Actions
  Multiattack. The wyvern makes two melee attacks: one 
  with its bite and one with its stinger. While flying, it can
  use its claws in place of one other attack.
  Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one 
  creature. Hit: 11 (2d6 + 4) piercing damage.
  Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 13 (2d8 + 4) slashing damage.
  Stinger. Melee Weapon Attack: +7 to hit, reach 10 ft., 
  one creature. Hit: 11 (2d6 + 4) piercing damage. The 
  target must make a DC 15 Constitution saving throw, 
  taking 24 (7d6) poison damage on a failed save, or half 
  as much damage on a successful save.
  Goblin (x8)
  Small humanoid (goblinoid), neutral evil
  Armor Class 15 (leather armor, shield)
  Hit Points 7 (2d6)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (-1)
  14 (+2) 10 (+0) 10 (+0)
  8 (-1)
  8 (-1)
  Skills Stealth +6
  Senses darkvision 60 ft., passive Perception 9
  Languages Common, Goblin
  Challenge 1/4 (50 XP)
  Nimble Escape. The goblin can take the Disengage or 
  Hide action as a bonus action on each of its turns.
  Actions
  Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 5 (1d6 + 2) slashing damage.
  Shortbow. Ranged Weapon Attack: +4 to hit, range 
  80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
  Wolf (x8)
  Medium beast, unaligned
  Armor Class 13 (natural armor)
  Hit Points 11 (2d8 + 2)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1) 15 (+2) 12 (+1)
  3 (-4)
  12 (+1)
  6 (-2)
  Skills Perception +3, Stealth +4
  Senses passive Perception 13
  Languages -
  Challenge 1/4 (50 XP)
  Keen Hearing and Smell. The wolf has advantage on 
  Wisdom (Perception) checks that rely on hearing or 
  smell.
  Pack Tactics. The wolf has advantage on attack rolls 
  against a creature if at least one of the wolf's allies is 
  within 5 feet of the creature and the ally isn't 
  incapacitated.
  Actions
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 7 (2d4 + 2) piercing damage. If the target is 
  a creature it must succeed on a DC 11 Strength saving 
  throw or be knocked prone.
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  Seldom Encountered 2
  6
  
  Sweet Victory
  This encounter can take place in any wilderness 
  location with a stretch of road.
  The party discovers a wagon surrounded by scattered 
  barrels and humanoid bodies.
  As the characters arrive on the scene, a small pack of 
  ghouls are gathering a couple of the corpses for their 
  dinner.
  One of the remaining bodies is the fresh corpse of a 
  gnomish trader. The others belonged to brigands.
  The brigands were dispatched by the gnome's guards; a 
  pair of iron cobras that now lurk among the barrels.
  The ghouls will attack anyone trying to come between 
  them and their dinner, while the cobras will attack 
  anyone approaching the wagon.
  If the party searches the bodies, there were seven 
  brigands to begin with, each armed with a spear and 
  shortbow. They have 2d6sp and 2d6cp each.
  The gnome has a wand and component pouch, as well 
  as 2 days of rations, a mess kit, a waterskin, a tinderbox,
  a bullseye lantern, 3 flasks of oil, a bedroll, a letter (see 
  Mead) and a purse containing 23gp, 8sp, and 14cp.
  Ghoul (x4)
  Medium undead, chaotic evil
  Armor Class 12
  Hit Points 22 (5d8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1) 15 (+2) 10 (+0)
  7 (-2)
  10 (+0)
  6 (-2)
  Damage Immunities poison
  Condition Immunities charmed, exhaustion, poisoned
  Senses darkvision 60 ft., passive Perception 10
  Languages Common
  Challenge 1 (200 XP)
  Actions
  Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one 
  creature. Hit: 9 (2d6 + 2) piercing damage.
  Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 7 (2d4 + 2) slashing damage. If the target is 
  a creature other than an elf or undead, it must succeed 
  on a DC 10 Constitution saving throw or be paralyzed 
  for 1 minute. The target can repeat the saving throw at 
  the end of each of its turns, ending the effect on itself on
  a success.
  Mead
  The barrels contain mead. There are ten of them, on and
  around the wagon, each weighing 300 lb.
  Each of these barrels should sell for 20gp, if sold in a 
  large or wealthy settlement.
  However, a note on the gnome's corpse indicates that 
  he'd already lined up a buyer in Neverwinter.
  This contact has offered to pay double the mead's value,
  for the whole batch, with full payment on delivery.
  Iron Cobra (x2)
  Medium construct, unaligned
  Armor Class 13
  Hit Points 45 (7d8 + 14)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+1) 16 (+3) 14 (+2)
  3 (-4)
  10 (+0)
  1 (-5)
  Skills Stealth +7
  Damage Immunities poison; bludgeoning, piercing, 
  and slashing from nonmagical attacks that aren't 
  adamantine
  Condition Immunities charmed, exhaustion, 
  frightened, paralyzed, petrified, poisoned
  Senses darkvision 60 ft., passive Perception 10
  Languages understands Gnome but can't speak
  Challenge 4 (1,100 XP)
  Magic Resistance. The iron cobra has advantage on 
  saving throws against spells and other magical effects.
  Actions
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6 + 3) piercing damage. If the target is 
  a creature, it must succeed on a DC 13 Constitution 
  saving throw or suffer one random poison effect:
  1. Poison Damage: The target takes 13 (3d8) poison 
  damage.
  2. Confusion: On its next turn, the target must use its 
  action to make one weapon attack against a random 
  creature it can see within 30 feet of it, using whatever 
  weapon it has in hand and moving beforehand if 
  necessary to get in range. If it's holding no weapon, it 
  makes an unarmed strike. If no creature is visible within
  30 feet, it takes the Dash action, moving toward the 
  nearest creature.
  3. Paralysis: The target is paralyzed until the end of its 
  next turn.
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  Seldom Encountered 2
  7
  
  Questions and Allip
  This encounter takes place within, or in close proximity 
  to, a settlement.
  A patrol of four veteran guards greet the characters and 
  begin asking routine questions about their destination 
  and business.
  They are quite friendly and talkative, unless met with 
  rudeness or hostility.
  However, before they are finished talking, the whole 
  gathering is attacked by an allip.
  This tortured spirit will strike with Whispers of 
  Madness, attempting to turn the party and the guards 
  against each other. On its following turn, it will close in 
  on as many opponents as possible and unleash Howling 
  Babble.
  The guards are experienced enough to realize what's 
  going on, and will only attack the characters when 
  compelled to do so.
  While able to act rationally, the guards will prioritize 
  helping any unconscious allies, and stabilizing the 
  wounded.
  If nobody needs help, the guards will attack the allip, 
  but they will soon realize that their weapons are 
  ineffective and then Help the characters instead.
  If the guards survive the battle, they will thank the 
  characters for their heroics and spread word of their 
  victory around the settlement, boosting the party's 
  reputation with the locals.
  Veteran Guard (x4)
  Medium humanoid (human), lawful neutral
  Armor Class 15 (studded leather, shield)
  Hit Points 22 (4d8 + 4)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2) 12 (+1) 12 (+1) 10 (+0) 12 (+1) 10 (+0)
  Skills Insight +3, Perception +3
  Senses passive Perception 13
  Languages Common
  Challenge 1/4 (50 XP)
  Actions
  Spear. Melee or Ranged Weapon Attack: +4 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2)
  piercing damage, or 6 (1d8 + 2) piercing damage if used
  with two hands to make a melee attack.
  Allip
  Medium undead, neutral evil
  Armor Class 13
  Hit Points 40 (9d8)
  Speed 0 ft., fly 40 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  6 (-2)
  17 (+3) 10 (+0) 17 (+3) 15 (+2) 16 (+3)
  Saving Throws Int +6, Wis +5
  Skills Perception +5, Stealth +6
  Damage Resistances acid, fire, lightning, thunder; 
  bludgeoning, piercing, and slashing from nonmagical 
  attacks
  Damage Immunities cold, necrotic, poison
  Condition Immunities charmed, exhaustion, 
  frightened, grappled, paralyzed, petrified, poisoned, 
  prone, restrained
  Senses darkvision 60 ft., passive Perception 15
  Languages Common, Draconic, Elf
  Challenge 5 (1,800 XP)
  Incorporeal Movement. The allip can move through 
  other creatures and objects as if they were difficult 
  terrain. It takes 5 (1d10) force damage if it ends its turn 
  inside an object.
  Actions
  Maddening Touch. Melee Spell Attack: +6 to hit, reach 
  5 ft., one target. Hit: 17 (4d6 + 3) psychic damage.
  Whispers of Madness. The allip chooses up to three 
  creatures it can see within 60 feet of it. Each target must
  succeed on a DC 14 Wisdom saving throw, or it takes 7 
  (1d8 + 3) psychic damage and must use its reaction to 
  make a melee weapon attack against one creature of the 
  allip's choice that the allip can see. Constructs and 
  undead are immune to this effect.
  Howling Babble
  (Recharge 6). Each
  creature within 30 feet of
  the allip that can hear it
  must make a DC 14
  Wisdom saving throw. On
  a failed save, a target takes
  12 (2d8 + 3) psychic
  damage, and is stunned
  until the end of its next
  turn. On a successful save,
  it takes half as much
  damage and isn't stunned.
  Constructs and undead are
  immune to this effect.
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  Seldom Encountered 2
  8
  
  Star-Crossed Mangler
  This encounter can take place in any wilderness or 
  subterranean location.
  A deathlock attacks the party, driven by the will of the 
  great old one that it once bargained with in life.
  A star spawn mangler accompanies this deathlock. It 
  will fight to the death without hesitation.
  The reason for this attack is every bit as unfathomable 
  as the machinations of this peculiar pair's master.
  However, they will focus attacks on one specific 
  character, chosen at random, for reasons unknown even 
  to them.
  Star Spawn Mangler
  Medium aberration, chaotic evil
  Armor Class 14
  Hit Points 71 (13d8 + 13)
  Speed 40 ft., climb 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (-1)
  18 (+4) 12 (+1) 11 (+0) 12 (+1)
  7 (-2)
  Saving Throws Dex +7, Con +4
  Skills Stealth +7
  Damage Resistances cold
  Damage Immunities psychic
  Condition Immunities charmed, frightened, prone
  Senses darkvision 60 ft., passive Perception 11
  Languages Deep Speech
  Challenge 5 (1,800 XP)
  Ambush. On the first round of each combat, the 
  mangler has advantage on attack rolls against a creature 
  that hasn't taken a turn yet.
  Shadow Stealth. While in dim light or darkness, the 
  mangler can take the Hide action as a bonus action.
  Actions
  Multiattack. The mangler makes two claw attacks.
  Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 8 (1d8 + 4) slashing damage. If the attack 
  roll has advantage, the target also takes 7 (2d6) psychic 
  damage.
  Flurry of Claws (Recharge 4-6). The mangler makes 
  six claw attacks against one target. Either before or after
  these attacks, it can move up to its speed as a bonus 
  action without provoking opportunity attacks.
  The deathlock still carries the trappings of its mortal 
  existence, including a crystal arcane focus, one vial 
  each of acid and basic poison (both labeled in Deep 
  Speech), and a purse containing 4 pieces of obsidian 
  (worth 10gp each), 12gp, 23sp, and 8cp.
  It also carries 3 days of putrid liquefied rations, which 
  may induce projectile vomiting; DC 12 Constitution 
  saving throw to resist for anyone searching the body.
  Deathlock
  Medium undead, neutral evil
  Armor Class 12 (15 with mage armor)
  Hit Points 36 (8d8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0) 15 (+2) 10 (+0) 14 (+2) 12 (+1) 16 (+3)
  Saving Throws Int +4, Cha +5
  Skills Arcana +4, History +4
  Damage Resistances necrotic; bludgeoning, piercing, 
  and slashing from nonmagical attacks that aren't 
  silvered
  Damage Immunities poison
  Condition Immunities exhaustion, poisoned
  Senses darkvision 60 ft., passive Perception 11
  Languages Common, Deep Speech
  Challenge 4 (1,100 XP)
  Innate Spellcasting. The deathlock's innate spellcasting
  ability is Charisma (spell save DC 13). It can innately 
  cast the following spells, requiring no material 
  components:
  At will: detect magic, disguise self, mage armor
  Spellcasting. The deathlock is a 5th-level spellcaster. Its
  spellcasting ability is Charisma (spell save DC 13, +5 to
  hit with spell attacks). It regains its expended spell slots 
  when it finishes a short or long rest. It knows the 
  following warlock spells:
  Cantrips (at will): chill touch, eldritch blast, mage hand
  1st-3rd level (2 3rd-level slots): armor of Agathys, 
  detect thoughts, dissonant whispers, hunger of 
  Hadar, Tasha's hideous laughter, phantasmal force
  Turn Resistance. The deathlock has advantage on 
  saving throws against any effect that turns undead.
  Actions
  Deathly Claw. Melee Weapon Attack: +4 to hit, reach   
  5 ft., one target. Hit: 9 (2d6 + 2) necrotic damage.
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  Seldom Encountered 2
  9
  
  Spawning Specters
  This encounter can take place almost anywhere, ideally 
  under the cover of darkness, or thick fog.
  The party discovers a wraith and a specter surrounded 
  by fresh corpses. As the characters arrive, the wraith is 
  preparing to raise more specters. Unless prevented from
  doing so, it will create five more over the following 
  rounds.
  If the characters attack, all specters will engage them in 
  battle, while the wraith focuses on creating more.
  The wraith will turn its attention on the party only when
  unable to raise a new specter.
  Specter
  Medium undead, chaotic evil
  Armor Class 12
  Hit Points 22 (5d8)
  Speed 0 ft., fly 50 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  1 (-5)
  14 (+2) 11 (+0) 10 (+0) 10 (+0) 11 (+0)
  Damage Resistances acid, cold, fire, lightning, 
  thunder; bludgeoning, piercing, and slashing from 
  nonmagical attacks
  Damage Immunities necrotic, poison
  Condition Immunities charmed, exhaustion, grappled, 
  paralyzed, petrified, poisoned, prone, restrained, 
  unconscious
  Senses darkvision 60 ft., passive Perception 10
  Languages understands Common but can't speak
  Challenge 1 (200 XP)
  Incorporeal Movement. The specter can move through 
  other creatures and objects as if they were difficult 
  terrain. It takes 5 (1d10) force damage if it ends its turn 
  inside an object.
  Sunlight Sensitivity. While in sunlight, the specter has 
  disadvantage on attack rolls, as well as on Wisdom 
  (Perception) checks that rely on sight.
  Actions
  Life Drain. Melee Spell Attack: +4 to hit, reach 5 ft., 
  one creature. Hit: 10 (3d6) necrotic damage. The target 
  must succeed on a DC 10 Constitution saving throw or 
  its hit point maximum is reduced by an amount equal to 
  the damage taken. This reduction lasts until the creature
  finishes a long rest. The target dies if this effect reduces
  its hit point maximum to 0.
  The unfortunate victims of the wraith were simple folk 
  appropriate to the location of this encounter.
  They have minimal gear, including suitable tools or 
  weapons, and meager wealth, amounting to 2d20sp and 
  2d20cp in total.
  However, they also have a total of 22 days of rations 
  and 8 waterskins full of clean fresh water.
  Wraith
  Medium undead, neutral evil
  Armor Class 13
  Hit Points 67 (9d8 + 27)
  Speed 0 ft., fly 60 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  6 (-2)
  16 (+3) 16 (+3) 12 (+1) 14 (+2) 15 (+2)
  Damage Resistances acid, cold, fire, lightning, 
  thunder; bludgeoning, piercing, and slashing from 
  nonmagical attacks not made with silvered weapons
  Damage Immunities necrotic, poison
  Condition Immunities charmed, exhaustion, grappled, 
  paralyzed, petrified, poisoned, prone, restrained
  Senses darkvision 60 ft., passive Perception 12
  Languages Common
  Challenge 5 (1,800 XP)
  Incorporeal Movement. The wraith can move through 
  other creatures and objects as if they were difficult 
  terrain. It takes 5 (1d10) force damage if it ends its turn 
  inside an object.
  Sunlight Sensitivity. While in sunlight, the wraith has 
  disadvantage on attack rolls, as well as on Wisdom 
  (Perception) checks that rely on sight.
  Actions
  Life Drain. Melee Weapon Attack: +6 to hit, reach 5 ft.,
  one creature. Hit: 21 (4d8 + 3) necrotic damage. The 
  target 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 
  creature finishes a long rest. The target dies if this effect
  reduces its hit point maximum to 0.
  Create Specter. The wraith targets a humanoid within 
  10 feet of it that has been dead for no longer than 1 
  minute and died violently. The target's spirit rises as a 
  specter in the space of its corpse or in the nearest 
  unoccupied space. The specter is under the wraith's 
  control. The wraith can have no more than seven 
  specters under its control at one time.
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  Seldom Encountered 2
  10
  
  Snake Women
  This encounter can take place in any wilderness area.
  The party meet five women wearing black robes with 
  elaborate veiled headdresses.
  One of these is a medusa named Sharshasa. She is being
  escorted by four yuan-ti to meet their superior on a 
  diplomatic mission.
  The women are keen to avoid unnecessary interaction 
  with strangers, and will try to politely excuse 
  themselves from any conversation the party may seek to
  hold with them.
  If pressed too hard, the purebloods will attempt to 
  discourage characters with suggestion, but the medusa 
  will remain quiet and still unless attacked.
  Yuan-Ti Pureblood (x4)
  Medium humanoid (yuan-ti), neutral evil
  Armor Class 11
  Hit Points 40 (9d8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0) 12 (+1) 11 (+0) 13 (+1) 12 (+1) 14 (+2)
  Skills Deception +6, Perception +3, Stealth +3
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 13
  Languages Abyssal, Common, Draconic
  Challenge 1 (200 XP)
  Innate Spellcasting. The yuan-ti's spellcasting ability is
  Charisma (spell save DC 12). The yuan-ti can innately 
  cast the following spells, requiring no material 
  components:
  At will: animal friendship (snakes only)
  3/day each: poison spray, suggestion
  Magic Resistance. The yuan-ti has advantage on saving
  throws against spells and other magical effects.
  Actions
  Multiattack. The yuan-ti makes two melee attacks.
  Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., 
  one target. Hit: 4 (1d6 + 1) slashing damage.
  Shortbow. Ranged Weapon Attack: +3 to hit, range 
  80/320 ft., one target. Hit: 4 (1d6 + 1) piercing damage 
  plus 7 (2d6) poison damage.
  Medusa
  Medium monstrosity, lawful evil
  Armor Class 15 (natural armor)
  Hit Points 127 (17d8 + 51)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0) 15 (+2) 16 (+3) 12 (+1) 13 (+1) 15 (+2)
  Skills Deception +5, Insight +4, Perception +4,
  Stealth +5
  Senses darkvision 60 ft., passive Perception 14
  Languages Common
  Challenge 6 (2,300 XP)
  Petrifying Gaze. When a creature that can see the 
  medusa's eyes starts its turn within 30 feet of the 
  medusa, the medusa can force it to make a DC 14 
  Constitution saving throw if the medusa isn't 
  incapacitated and can see the creature. If the saving 
  throw fails by 5 or more, the creature is instantly 
  petrified. Otherwise, a creature that fails the save begins
  to turn to stone and is restrained. The restrained creature
  must repeat the saving throw at the end of its next turn, 
  becoming petrified on a failure or ending the effect on a
  success. The petrification lasts until the creature is freed
  by the greater restoration spell or other magic.
  Unless surprised, a creature can avert its eyes to 
  avoid the saving throw at the start of its turn. If the 
  creature does so, it can't see the medusa until the start of
  its next turn, when it can avert its eyes again. If the 
  creature looks at the medusa in the meantime, it must 
  immediately make the save.
  If the medusa sees itself reflected on a polished 
  surface within 30 feet of it and in an area of bright light,
  the medusa is, due to its curse, affected by its own gaze.
  Actions
  Multiattack. The medusa makes either three melee 
  attacks – one with its snake hair and two with its 
  shortsword – or two ranged attacks with its longbow.
  Snake Hair. Melee Weapon Attack: +5 to hit, reach      
  5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage 
  plus 14 (4d6) poison damage.
  Shortsword. Melee Weapon Attack: +5 to hit, reach      
  5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
  Longbow. Ranged Weapon Attack: +5 to hit, range 
  150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage
  plus 7 (2d6) poison damage.
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  Seldom Encountered 2
  11
  
  Elven Druid
  The party can encounter this NPC in any wilderness 
  location. She can come to their aid in another encounter,
  ask to join their camp, or simply cross their path as they
  travel.
  Vadania Feywhisper is a wood elf druid. She has hazel 
  eyes, gleaming copper-colored hair, and is 300 years 
  old.
  Depending on the circumstances, she may arrive in the 
  form of a Giant Elk.
  Vadania, Giant Elk
  Huge beast, neutral good
  Armor Class 14 (natural armor)
  Hit Points 42 (5d12 + 10)
  Speed 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4) 16 (+3) 14 (+2) 11 (+0) 16 (+3) 13 (+1)
  Saving Throws Int +3, Wis +6
  Skills Medicine +6, Nature +3, Perception +6,
  Survival +6
  Senses passive Perception 16
  Languages understands Common, Druidic, Elvish, and 
  Sylvan but can't speak them
  Challenge n/a
  Charge. If Vadania moves at least 20 feet straight 
  toward a target and then hits it with a ram attack on the 
  same turn, the target takes an extra 7 (2d6) damage. If 
  the target is a creature, it must succeed on a DC 14 
  Strength saving throw or be knocked prone.
  Fey Ancestry. Vadania has advantage on saving throws 
  against being charmed, and magic can't put her to sleep.
  Magic Weapons. Vadania's weapon attacks are magical.
  Wild Healing. Vadania can use a bonus action to 
  expend one spell slot to regain 1d8 hit points per level 
  of the spell slot expended.
  Actions
  Ram. Melee Weapon Attack: +6 to hit, reach 10 ft., one 
  target. Hit: 11 (2d6 + 4) bludgeoning damage.
  Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one prone creature. Hit: 22 (4d8 + 4) bludgeoning 
  damage.
  Vadania will freely assist benevolent characters, but 
  will punish those who pursue evil agendas, or are 
  needlessly harmful to nature.
  She carries a simple wooden club, a yew wand, a 
  component pouch, and a herbalism kit.
  Vadania Feywhisper
  Medium humanoid (wood elf), neutral good
  Armor Class 12 (16 with barkskin)
  Hit Points 49 (9d8 + 9)
  Speed 35 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0) 14 (+2) 12 (+1) 11 (+0) 16 (+3) 13 (+1)
  Saving Throws Int +3, Wis +6
  Skills Medicine +6, Nature +3, Perception +6,
  Survival +6
  Senses darkvision 60 ft., passive Perception 16
  Languages Common, Druidic, Elvish, Sylvan
  Challenge 5 (1,800 XP)
  Fey Ancestry. Vadania has advantage on saving throws 
  against being charmed, and magic can't put her to sleep.
  Spellcasting. Vadania is a 9th-level spellcaster. Her 
  spellcasting ability is Wisdom (spell save DC 14). 
  Vadania has the following druid spells prepared:
  Cantrips (at will): druidcraft, mending, shillelagh
  1st level (4 slots): cure wounds, entangle, goodberry
  2nd level (3 slots): barkskin, heat metal, lesser 
  restoration
  3rd level (3 slots): protection form energy, sleet storm
  4th level (3 slots): freedom of movement, ice storm
  5th level (1 slot): greater restoration, reincarnate
  Wild Shape (Recharges after a Short or Long Rest). 
  As a bonus action, Vadania magically polymorphs into 
  a Giant Elk, remaining in that form for up to 1 hour. 
  She can revert to her true form as a bonus action. She 
  automatically reverts if she falls unconscious, drops to 0
  hit points, or dies.
  See page 66 of the Player's Handbook for further 
  details on Wild Shape.
  Actions
  Club. Melee Weapon Attack: +3 to hit (+6 to hit with 
  shillelagh), reach 5 ft., one target. Hit: 2 (1d4) 
  bludgeoning damage, or 7 (1d8 + 3) bludgeoning 
  damage with shillelagh.
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  Seldom Encountered 2
  12
  
  Ripped Beard Marauders
  This encounter can take place in any wilderness area, 
  ideally within the northern Savage Coast region.
  A band of orc marauders from the Ripped Beard tribe 
  are attacking everything in their path, including the 
  party.
  Though bold, they are cunning enough to make full use 
  of their strengths.
  They will attempt to strike at range, from cover and 
  with surprise, benefiting from greater reach and 
  numbers once the enemy closes on their defensive 
  position.
  Each orc has a sack of scavenged loot, including fresh 
  water and rations, random trinkets, and coins worth 
  1d6gp each.
  (See the note on page 2 regarding The Ripped Beard.)
  Ripped Beard Scout (x4)
  Medium humanoid (orc), chaotic evil
  Armor Class 14 (hide armor)
  Hit Points 19 (3d8 + 6)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2) 14 (+2) 14 (+2)
  8 (-1)
  13 (+1)
  9 (-1)
  Skills Intimidation +1, Nature +3, Perception +5, 
  Stealth +6, Survival +5
  Senses darkvision 60 ft., passive Perception 15
  Languages Common, Orc
  Challenge 1/2 (100 XP)
  Aggressive. As a bonus action, the orc can move up to 
  its speed toward a hostile creature that it can see.
  Ambush. On the first round of each combat, the orc has 
  advantage on attack rolls against a creature that hasn't 
  taken a turn yet.
  Sneak Attack. Once per turn, the orc deals an extra 7 
  (2d6) damage when it hits a target with a weapon attack
  and has advantage on the attack roll, or when the target 
  is within 5 feet of an ally of the orc that isn't 
  incapacitated and the orc doesn't have disadvantage on 
  the attack roll.
  Actions
  Javelin. Melee or Ranged Weapon Attack: +4 to hit, 
  reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 
  2) piercing damage.
  Ripped Beard Opportunist (x2)
  Medium humanoid (orc), chaotic evil
  Armor Class 14 (chain shirt)
  Hit Points 30 (4d8 + 12)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 12 (+1) 16 (+3)
  8 (-1)
  12 (+1) 10 (+0)
  Skills Intimidation +2
  Senses darkvision 60 ft., passive Perception 11
  Languages Common, Orc
  Challenge 1 (200 XP)
  Aggressive. As a bonus action, the orc can move up to 
  its speed toward a hostile creature that it can see.
  Opportunist. The orc may take an opportunity attack 
  when a creature enters its reach.
  Actions
  Glaive. Melee Weapon Attack: +5 to hit, reach 10 ft., 
  one target. Hit: 8 (1d10 + 3) slashing damage, or 14 
  (2d10 + 3) slashing damage if used to make an 
  opportunity attack.
  Orc (x8)
  Medium humanoid (orc), chaotic evil
  Armor Class 13 (hide armor)
  Hit Points 15 (2d8 + 6)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 12 (+1) 16 (+3)
  7 (-2)
  11 (+0) 10 (+0)
  Skills Intimidation +2
  Senses darkvision 60 ft., passive Perception 10
  Languages Common, Orc
  Challenge 1/2 (100 XP)
  Aggressive. As a bonus action, the orc can move up to 
  its speed toward a hostile creature that it can see.
  Actions
  Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 9 (1d12 + 3) slashing damage.
  Javelin. Melee or Ranged Weapon Attack: +5 to hit, 
  reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 
  3) piercing damage.
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  Seldom Encountered 2
  13
  
  Bard in a Bind
  This encounter takes place within, or in close proximity 
  to, a settlement.
  The party encounters a tiefling bard named Katrayna 
  who is in a spot of bother with some local guards.
  Katrayna has a magic book that she'd like to sell, but the
  guards are convinced she's a charlatan up to no good.
  Both sides would appreciate the party's help.
  Veteran Guard (x4)
  Medium humanoid (human), lawful neutral
  Armor Class 15 (scale mail)
  Hit Points 22 (4d8 + 4)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2) 12 (+1) 12 (+1) 10 (+0) 12 (+1) 10 (+0)
  Skills Insight +3, Perception +3
  Senses passive Perception 13
  Languages Common
  Challenge 1/4 (50 XP)
  Actions
  Halberd. Melee Weapon Attack: +4 to hit, reach 10 ft., 
  one target. Hit: 7 (1d10 + 2) slashing damage.
  Murdan's Guide to Goblins
  Wondrous item
  Any creature that understands one or more languages, 
  and can see, may use this magic book, which will 
  bestow its knowledge in a form that the user can 
  understand.
  While using this book you have disadvantage on all 
  Wisdom (Perception) checks.
  At the end of each hour spent using this book, you must 
  succeed on a DC 12 Intelligence saving throw, or gain 
  one level of exhaustion. Increase the DC of this saving 
  throw by your current level of exhaustion.
  After 24 hours of cumulative use, you gain the 
  following benefits:
  
  You learn the Goblin language.
  
  You have advantage on Charisma (Persuasion) 
  checks made to interact with goblinoids.
  
  If you are a goblinoid, your Intelligence score 
  increases by 1, to a maximum of 20.
  Katrayna
  This tiefling trickster is 25 years old. She has slender 
  horns that curl back over her spiky black hair, with 
  golden eyes and an olive complexion.
  She carries a flute, and a purse containing 20gp and 7sp.
  Katrayna
  Medium humanoid (tiefling), chaotic good
  Armor Class 14 (studded leather)
  Hit Points 33 (6d8 + 6)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0) 14 (+2) 12 (+1) 15 (+2) 11 (+0) 16 (+3)
  Saving Throws Dex +4, Cha +5
  Skills Acrobatics +4, Arcana +6, Deception +7,
  History +4, Investigation +4, Performance +5, 
  Persuasion +5, Sleight of Hand +4
  Damage Resistances fire
  Senses darkvision 60 ft., passive Perception 10
  Languages Common, Goblin, Infernal
  Challenge 2 (450 XP)
  Goblin Friend. Katrayna has advantage on Charisma 
  (Persuasion) checks made to interact with goblinoids.
  Innate Spellcasting. Katrayna's innate spellcasting 
  ability is Charisma (spell save DC 13). She can innately
  cast the following spells, requiring no components:
  At will: thaumaturgy
  1/day each: darkness, hellish rebuke
  Spellcasting. Katrayna is a 6th-level spellcaster. Her 
  spellcasting ability is Charisma (spell save DC 13). 
  Katrayna has the following bard spells prepared:
  Cantrips (at will): mending, message, vicious mockery
  1st level (4 slots): comprehend languages, dissonant 
  whispers, faerie fire, magic missile, tasha's hideous 
  laughter
  2nd level (3 slots): heat metal, lesser restoration, see 
  invisibility
  3rd level (3 slots): fear, fly, stinking cloud
  Actions
  Rapier. Melee Weapon Attack: +4 to hit, reach 5 ft., one
  target. Hit: 6 (1d8 + 2) piercing damage.
  Hand Crossbow. Ranged Weapon Attack: +4 to hit, 
  range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing 
  damage.
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  Seldom Encountered 2
  14
  
  Assassin!
  This encounter can take place in any wilderness 
  location close to woodland.
  The characters discover three human thugs, all badly 
  beaten up and nursing their wounds after a recent fight. 
  They are on half hit points.
  As they aren't really fit for general thuggery, they will 
  settle for talking to the characters in a subdued manner.
  If asked, they will explain that they were ambushed in 
  the nearby woods. They saw very little, having run 
  while they had the chance.
  They were actually attacked by an assassin who 
  deliberately left them alive, hoping to use them as bait.
  Depending on your campaign, this assassin may have 
  been hired to exterminate a specific (or random) 
  character, or this could just be a case of mistaken 
  identity. In any case, the assassin is out for blood.
  If the characters head into the woods, the assassin will 
  be waiting to ambush them. Otherwise, the assassin will
  follow the characters and strike at another time, unless 
  they take steps to avoid pursuit.
  Thug (x3)
  Medium humanoid (human), chaotic 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. The thug has advantage on attack rolls 
  against a creature if at least one of the thug's allies is 
  within 5 feet of the creature and the ally isn't 
  incapacitated.
  Actions
  Multiattack. The thug makes two melee attacks
  Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) bludgeoning damage.
  Heavy Crossbow. Ranged Weapon Attack: +2 to hit, 
  range 100/400 ft., one target. Hit: 5 (1d10) piercing 
  damage.
  Assassin
  Medium humanoid (human), lawful evil
  Armor Class 15 (studded leather)
  Hit Points 78 (12d8 + 24)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0) 16 (+3) 14 (+2) 13 (+1) 11 (+0) 10 (+0)
  Saving Throws Dex +6, Int +4
  Skills Acrobatics +6, Deception +3, Perception +3, 
  Stealth +9
  Damage Resistances poison
  Senses passive Perception 13
  Languages Common, Infernal, Thieves' Cant
  Challenge 8 (3,900 XP)
  Assassinate. During its first turn, the assassin has 
  advantage on attack rolls against any creature that hasn't
  taken a turn. Any hit the assassin scores against a 
  surprised creature is a critical hit.
  Evasion. If the assassin is subjected to an effect that 
  allows it to make a Dexterity saving throw to take only 
  half damage, the assassin instead takes no damage if it 
  succeeds on the saving throw, and only half damage if it
  fails.
  Sneak Attack. Once per turn, the assassin deals an extra
  14 (4d6) damage when it hits a target with a weapon 
  attack and has advantage on the attack roll, or when the 
  target is within 5 feet of an ally of the assassin that isn't 
  incapacitated and the assassin doesn't have disadvantage
  on the attack roll.
  Actions
  Multiattack. The assassin makes two short sword 
  attacks.
  Shortsword. Melee Weapon Attack: +6 to hit, reach      
  5 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and 
  the target must make a DC 15 Constitution saving 
  throw, taking 24 (7d6) poison damage on a failed save, 
  or half as much damage on a successful one.
  Light Crossbow. Ranged Weapon Attack: +6 to hit, 
  range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing 
  damage, and the target must make a DC 15 Constitution
  saving throw, taking 24 (7d6) poison damage on a 
  failed save, or half as much damage on a successful 
  one.
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  Seldom Encountered 2
  15
  
  The Lone Ranger
  This encounter can take place in any wilderness area, 
  ideally within the northern Savage Coast region.
  The characters discover a lone dwarf frantically trying 
  to close a large planar rift.
  They arrive on the scene just as he succeeds, but as the 
  rift fades out of existence, a glabrezu that just stepped 
  out the other side turns to face them, ready for a fight.
  Glabrezu
  Large fiend (demon), chaotic evil
  Armor Class 17 (natural armor)
  Hit Points 157 (15d10 + 75)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5) 15 (+2) 21 (+5) 19 (+4) 17 (+3) 16 (+3)
  Saving Throws Str +9, Con +9, Wis +7, Cha +7
  Damage Resistances cold, fire, lightning; bludgeoning,
  piercing, and slashing from nonmagical attacks
  Damage Immunities poison
  Condition Immunities poisoned
  Senses truesight 120 ft., passive Perception 13
  Languages Abyssal, telepathy 120 ft.
  Challenge 9 (5,000 XP)
  Innate Spellcasting. The glabrezu's spellcasting ability 
  is Intelligence (spell save DC 16). The glabrezu can 
  innately cast the following spells, requiring no material 
  components:
  At will: darkness, detect magic, dispel magic
  1/day each: confusion, fly, power word stun
  Magic Resistance. The glabrezu has advantage on 
  saving throws against spells and other magical effects.
  Actions
  Multiattack. The glabrezu makes four attacks: two with 
  its pincers and two with its fists. Alternatively, it makes 
  two attacks with its pincers and cast one spell.
  Pincer. Melee Weapon Attack: +9 to hit, reach 10 ft., 
  one target. Hit: 16 (2d10 + 5) bludgeoning damage. If 
  the target is a Medium or smaller creature, it is grappled
  (escape DC 15). The glabrezu has two pincers, each of 
  which can grapple only one target.
  Fist. Melee Weapon Attack: +9 to hit, reach 5 ft., one 
  target. Hit: 7 (2d4 + 2) bludgeoning damage.
  Dedrak Dunhill
  This gold dwarf ranger is a former adventuring 
  companion of Dirk Seldom, as is his brother Hedrak.
  His brown skin bears numerous scars, and his black hair
  and beard are a mess, but his hazel eyes shine brightly.
  He carries a complete Explorer's Pack, a climber's kit, a 
  herbalism kit, a flask of fine ale, 2 flasks of holy water 
  (stamped with the symbol of Moradin), a pair of gold 
  bracers (worth 50gp each), 5pp, 36gp, 1sp, and 22cp.
  Dedrak doesn't know how the rift opened, but had 
  encountered them in Neverwinter. He is on his way to 
  Seldom Spring, where he hopes to meet his brother.
  Dedrak
  Medium humanoid (gold dwarf), neutral good
  Armor Class 15 (studded leather)
  Hit Points 76 (9d10 + 27)
  Speed 25 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1) 16 (+3) 16 (+3) 12 (+1) 16 (+3) 11 (+0)
  Saving Throws Str +4, Dex +6
  Skills Athletics +4, Nature +4, Perception +6
  Stealth +6, Survival +6
  Damage Resistances poison
  Senses darkvision 60 ft., passive Perception 16
  Languages Common, Dwarvish, Elvish
  Challenge 3 (700 XP)
  Dwarven Will. Dedrak has advantage on saving throws 
  against poison and being frightened.
  Spellcasting. Dedrak is a 9th-level spellcaster. His 
  spellcasting ability is Wisdom (spell save DC 14). 
  Dedrak has the following ranger spells prepared:
  1st level (4 slots): cure wounds, hail of thorns, jump
  2nd level (3 slots): find traps, lesser restoration
  3rd level (2 slots): lightning arrow
  Actions
  Multiattack. Dedrak makes two attacks.
  Dagger. Melee or Ranged Weapon Attack: +6 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3)
  piercing damage.
  Longbow +1. Ranged Weapon Attack: +7 to hit, range 
  150/600 ft., one target. Hit: 8 (1d8 + 4) piercing 
  damage.
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  Seldom Encountered 2
  16
  
  The Stoned Ranger
  This encounter can take place in any rocky wilderness 
  area, ideally within the northern Savage Coast region.
  The characters discover a dwarf and stone giant, just as 
  the giant hurls a rock at the dwarf, knocking him flat.
  This odd pair have actually been having a friendly chat 
  and the dwarf was trying to catch one of the giant's 
  smaller rocks.
  Characters opting to attack may first attempt a DC 15 
  check, using either Intelligence (Investigation) or 
  Wisdom (Insight) to realize there was no harm intended.
  If the party doesn't immediately start a fight, the dwarf 
  will roll the rock off his chest and stand up laughing. 
  Spotting the characters, he will invite them to chat.
  Stone Giant
  Huge giant, neutral
  Armor Class 17 (natural armor)
  Hit Points 126 (11d12 + 55)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  23 (+6) 15 (+2) 20 (+5) 10 (+0) 12 (+1)
  9 (-1)
  Saving Throws Dex +5, Con +8, Wis +4
  Skills Athletics +12, Perception +4
  Senses darkvision 60 ft., passive Perception 14
  Languages Giant
  Challenge 7 (2,900 XP)
  Stone Camouflage. The giant has advantage on 
  Dexterity (Stealth) checks to hide in rocky terrain.
  Actions
  Multiattack. The giant makes two greatclub attacks.
  Greatclub. Melee Weapon Attack: +9 to hit, reach       
  15 ft., one target. Hit: 19 (3d8 + 6) bludgeoning 
  damage.
  Rock. Ranged Weapon Attack: +9 to hit, range 
  60/240 ft., one target. Hit: 28 (4d10 + 6) bludgeoning 
  damage. If the target is a creature, it must succeed on a 
  DC 17 Strength saving throw to be knocked prone.
  Reactions
  Rock Catching. If a rock or similar object is hurled at 
  the giant, the giant can, with a successful DC 10 
  Dexterity saving throw, catch the missile and take no 
  bludgeoning damage from it.
  Hedrak Dunhill
  This gold dwarf ranger is the slightly younger brother of
  Dedrak (see previous encounter), and though not twins, 
  they look incredibly alike.
  He carries a complete Explorer's Pack, a climber's kit, a 
  flask of fine ale, a potion of fire breath and a potion of 
  growth (both labeled in dwarvish), and a pouch holding 
  2 chunks of onyx (worth 50gp each), 7 pieces of eye 
  agate (worth 10gp each), 3pp, 113gp, 24sp, and 20cp.
  Hedrak
  Medium humanoid (gold dwarf), neutral good
  Armor Class 17 (breast plate, shield)
  Hit Points 76 (9d10 + 27)
  Speed 25 ft. (35 ft. with longstrider)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 13 (+1) 16 (+3) 11 (+0) 16 (+3) 12 (+1)
  Saving Throws Str +6, Dex +4
  Skills Athletics +6, Intimidation +4, Nature +3, 
  Perception +6, Survival +6
  Damage Resistances poison
  Senses darkvision 60 ft., passive Perception 16
  Languages Common, Dwarvish, Giant
  Challenge 3 (700 XP)
  Dwarven Will. Hedrak has advantage on saving throws 
  against poison and being frightened.
  Spellcasting. Hedrak is a 9th-level spellcaster. His 
  spellcasting ability is Wisdom (spell save DC 14). 
  Hedrak has the following ranger spells prepared:
  1st level (4 slots): cure wounds, ensnaring strike, 
  longstrider
  2nd level (3 slots): lesser restoration, silence
  3rd level (2 slots): protection from energy
  Actions
  Multiattack. Hedrak makes two attacks.
  Battleaxe +1. Melee Weapon Attack: +7 to hit, reach    
  5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 
  (1d10 + 4) slashing damage if used with two hands.
  Mace. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6 + 3) bludgeoning damage.
  Longbow. Ranged Weapon Attack: +4 to hit, range 
  150/600 ft., one target. Hit: 5 (1d8 + 1) piercing 
  damage.
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  Seldom Encountered 2
  17
  
  Training Day
  This encounter takes place in a wilderness location.
  The party meets a githyanki knight, accompanied by 
  three warriors under his tutelage.
  If the characters aren't immediately hostile, the knight 
  will use tongues to raise a challenge of single combat 
  against one of his warriors.
  He will offer a piece of jade (worth 100gp) as a reward 
  to any solo character who can defeat one of his 
  proteges, but expects nothing in return should the 
  character lose.
  The challenge is to reduce the opponent to 0 hit points, 
  but death is not required.
  Should the party be openly hostile from the start, act in 
  a generally offensive manner, or accept the challenge 
  but cheat, the githyanki will not hesitate to attack in full
  force.
  The knight carries 20gp, in addition to the piece of jade,
  while each warrior carries 5gp and 10sp.
  Githyanki Warrior (x3)
  Medium humanoid (gith), lawful evil
  Armor Class 17 (half plate)
  Hit Points 49 (9d8 + 9)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2) 14 (+2) 12 (+1) 13 (+1) 13 (+1) 10 (+0)
  Saving Throws Con +3, Int +3, Wis +3
  Senses passive Perception 11
  Languages Gith
  Challenge 3 (700 XP)
  Innate Spellcasting (Psionics). The githyanki's innate 
  spellcasting ability is Intelligence. It can innately cast 
  the following spells, requiring no components:
  At will: mage hand (the hand is invisible)
  3/day each: jump, misty step, nondetection (self only)
  Actions
  Multiattack. The githyanki makes two greatsword 
  attacks.
  Greatsword. Melee Weapon Attack: +4 to hit, reach      
  5 ft., one target. Hit: 9 (2d6 + 2) slashing damage plus 7
  (2d6) psychic damage.
  Githyanki Knight
  Medium humanoid (gith), lawful evil
  Armor Class 18 (plate)
  Hit Points 91 (14d8 + 28)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 14 (+2) 15 (+2) 14 (+2) 14 (+2) 15 (+2)
  Saving Throws Con +5, Int +5, Wis +5
  Senses passive Perception 12
  Languages Gith
  Challenge 8 (3,900 XP)
  Innate Spellcasting (Psionics). The githyanki's innate 
  spellcasting ability is Intelligence (spell save DC 13, +5
  to hit with spell attacks). It can innately cast the 
  following spells, requiring no components:
  At will: mage hand (the hand is invisible)
  3/day each: jump, misty step, nondetection (self only), 
  tongues
  1/day each: planeshift, telekinesis
  Actions
  Multiattack. The githyanki makes two silver greatsword
  attacks.
  Silver Greatsword. Melee Weapon Attack: +9 to hit, 
  reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing 
  damage plus 10 (3d6) psychic damage. This is a magic 
  weapon attack. On a critical hit against a target in an 
  astral body (as with the astral projection spell), the 
  githyanki can cut the silvery cord that tethers the target 
  to its material body, instead of dealing damage.
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  Seldom Encountered 2
  18
  
  Hydra Hunter
  This encounter takes place in a wilderness location 
  close to water.
  The party meet an armored warrior named Aldo 
  Highcorn. This Chondathan man is 28 years old, has 
  brown eyes, and hides a shaved head beneath his 
  visored helm.
  Though he has a modest home in Waterdeep, Aldo 
  spends most of his time hunting monstrosities in the 
  wilderness.
  He will happily inform the characters that he's on a 
  quest to slay a troublesome hydra, which has been 
  attacking travelers nearby.
  He will also invite them to join his quest and share the 
  glory of vanquishing this monstrous foe.
  Should the party decline his offer, he will bid them 
  farewell and march off to his doom. Otherwise, he will 
  lead them to the hydra's watery lair.
  Aldo carries a backpack, 2 days of rations, a waterskin, 
  a bedroll, a mess kit, a tinderbox, a whetstone, a holy 
  symbol of the Red Knight, 36gp, 42sp, and 8cp.
  Aldo Highcorn
  Medium humanoid (human), lawful neutral
  Armor Class 18 (plate)
  Hit Points 52 (8d8 + 16)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 10 (+0) 14 (+2) 14 (+2) 12 (+1) 13 (+1)
  Skills Athletics +5, Investigation +4, Religion +4
  Saving Throws Con +4, Wis +3
  Senses passive Perception 11
  Languages Common
  Challenge 3 (700 XP)
  Brave. Aldo has advantage on saving throws against 
  being frightened.
  Actions
  Multiattack. Aldo makes two melee attacks, only one of
  which can be a smite.
  Greatsword. Melee Weapon Attack: +5 to hit, reach      
  5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
  Smite. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 10 (2d6 + 3) slashing damage plus 7 (2d6) 
  radiant damage.
  Hydra
  Huge monstrosity, unaligned
  Armor Class 15 (natural armor)
  Hit Points 172 (15d12 + 75)
  Speed 30 ft., swim 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5) 12 (+1) 20 (+5)
  2 (-4)
  10 (+0)
  7 (-2)
  Skills Perception +6
  Senses darkvision 60 ft., passive Perception 16
  Languages -
  Challenge 8 (3,900 XP)
  Hold Breath. The hydra can hold its breath for 1 hour.
  Multiple Heads. The hydra has five heads. While it has 
  more than one head, the hydra has advantage on saving 
  throws against being blinded, charmed, deafened, 
  frightened, stunned, and knocked unconscious.
  Whenever the hydra takes 25 or more damage in a 
  single turn, one of its heads dies. If all its heads die, the 
  hydra dies.
  At the end of its turn, it grows two heads for each of 
  its heads that died since its last turn, unless it has taken 
  fire damage since its last turn. The hydra regains 10 hit 
  points for each head regrown in this way.
  Reactive Heads. For each head the hydra has beyond 
  one, it gains an extra reaction that can be used only for 
  opportunity attacks.
  Wakeful. While the hydra sleeps, at least one of its 
  heads is awake.
  Actions
  Multiattack. The hydra makes as many bite attacks as it
  has heads.
  Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one 
  target. Hit: 10 (1d10 + 5) piercing damage.
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  Seldom Encountered 2
  19
  
  Champion for a Day
  This encounter can take place in almost any wilderness 
  location, or in an urban area tolerant of hobgoblins.
  An oni has infiltrated a group of hobgoblins, taking 
  their form and acting as one of their champions, naming
  himself Chakuit.
  He wears only a loincloth, and carries his trusty glaive.
  Attached to his loincloth is an embroidered silk purse 
  (worth 25gp) containing a piece of jade (worth 100gp), 
  15gp, and 8sp.
  The hobgoblins are a disciplined unit. They are not 
  easily provoked, but will not shy away from combat, 
  especially if their champion leads them into battle.
  The oni isn't looking for a fight either, but will act as 
  appropriate to maintain his masquerade.
  Should a battle occur, the oni will only revert to its true 
  form if it starts its turn with 50 or fewer hit points, or if 
  all of the hobgoblins are defeated.
  If any hobgoblins are conscious when the oni reverts, 
  they will turn their attacks on the oni, and attempt to 
  surrender when it is defeated.
  Each hobgoblin carries 1d4gp, 2d6sp, and 2d6cp.
  Hobgoblin (x8)
  Medium humanoid (goblinoid), lawful evil
  Armor Class 18 (chain mail, shield)
  Hit Points 11 (2d8 + 2)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1) 12 (+1) 12 (+1) 10 (+0) 10 (+0)
  9 (-1)
  Senses darkvision 60 ft., passive Perception 10
  Languages Common, Goblin
  Challenge 1/2 (100 XP)
  Martial Advantage. Once per turn, the hobgoblin can 
  deal an extra 7 (2d6) damage to a creature it hits with a 
  weapon attack if that creature is within 5 feet of an ally 
  of the hobgoblin that isn't incapacitated.
  Actions
  Longsword. Melee Weapon Attack: +3 to hit, reach       
  5 ft., one target. Hit: 5 (1d8 + 1) slashing damage, or 6 
  (1d10 + 1) slashing damage if used with two hands.
  Longbow. Ranged Weapon Attack: +3 to hit, range 
  150/600 ft., one target. Hit: 5 (1d8 + 1) piercing 
  damage.
  Oni
  Large giant, lawful evil
  Armor Class 11
  Hit Points 110 (13d10 + 39)
  Speed 30 ft., fly 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4) 11 (+0) 16 (+3) 14 (+2) 12 (+1) 15 (+2)
  Saving Throws Dex +3, Con +6, Wis +4, Cha +5
  Skills Arcana +5, Deception +8, Perception +4
  Senses darkvision 60 ft., passive Perception 14
  Languages Common, Giant, Goblin
  Challenge 7 (2,900 XP)
  Innate Spellcasting. The oni's innate spellcasting 
  ability is Charisma (spell save DC 13). The oni can 
  innately cast the following spells, requiring no material 
  components:
  At will: darkness, invisibility
  1/day each: charm person, cone of cold, gaseous form, 
  sleep
  Magic Weapons. The oni's weapon attacks are magical.
  Regeneration. The oni regains 10 hit points at the start 
  of its turn if it has at least 1 hit point.
  Actions
  Multiattack. The oni makes two attacks, either with its 
  claws or its glaive.
  Claw (Oni Form Only). Melee Weapon Attack: +7 to 
  hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing 
  damage.
  Glaive. Melee Weapon Attack: +7 to hit, reach 10 ft., 
  one target. Hit: 15 (2d10 + 4) slashing damage, or 9 
  (1d10 + 4) slashing damage in Small or Medium form.
  Change Shape. The oni magically polymorphs into a 
  Small or Medium humanoid, into a Large giant, or back
  into its true form. Other than its size, its statistics are the
  same in each form. The only equipment that is 
  transformed is its glaive, which shrinks so it can be 
  wielded in humanoid form. If the oni dies, it reverts to 
  its true form, and its glaive reverts to normal size.
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  Seldom Encountered 2
  20
  
  Venom Trail
  This encounter can take place in any wilderness area, 
  ideally within the northern Savage Coast region.
  The party discovers a dead orc.
  Anyone examining the body can attempt a DC 13 
  Wisdom (Medicine) check to determine that it has a 
  recent claw wound, but died from poisoning.
  The orc's greataxe rests nearby, but it has no treasure.
  Anyone searching the area will have no difficulty 
  locating tracks. They appear to have been made by 
  several pairs of boots, and one very large pair of feet.
  A successful DC 15 Intelligence (Nature) check will 
  indicate that the feet belong to some form of troll, with 
  advantage on the roll for any character with favored 
  enemy: giants.
  If the party follows these tracks they will come across 
  two more dead orcs, who died in the same fashion as 
  the first.
  The tracks continue further, leading to another three orc
  corpses, very close together. Only one of them has been
  cut, but all three were poisoned. One of their axes has a 
  long splatter of black blood across the blade, more of 
  which is evident on the corpses.
  Still none of these orcs have any treasure, but one of 
  them bears the symbol of the Ripped Beard tribe.
  (See the note on page 2 regarding The Ripped Beard.)
  A further search for tracks will show just two sets left. 
  These lead to a final orc body, its right arm bitten clean 
  off, and a large green troll with oozing black sores, 
  chewing on the aforementioned arm.
  This venom troll will attack without pause, closing in 
  on as many characters as possible, to maximize the 
  effect of its Poison Splash and Venom Spray abilities.
  Unless influenced otherwise by magical means, the troll
  will fight to the death, expecting its regeneration to 
  prevent actual death from occurring.
  Loot
  The troll carries a large sack crammed with everything 
  that it values. It contains 3 days of stale rations, a 
  crowbar, a steel mirror, a silvered mace, the skull of a 
  large feline, 4 pieces of moss agate (worth 10gp each), a
  chunk of chalcedony (worth 50gp), a dented copper tray
  (worth 5gp), a gold bracelet (worth 25gp), 2pp, 84gp, 
  7sp, and 106cp.
  Venom Troll
  Large giant, chaotic evil
  Armor Class 15 (natural armor)
  Hit Points 94 (9d10 + 45)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4) 13 (+1) 20 (+5)
  7 (-2)
  9 (-1)
  7 (-2)
  Skills Perception +2
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 12
  Languages Giant
  Challenge 7 (2,900 XP)
  Keen Smell. The troll has advantage on Wisdom 
  (Perception) checks that rely on smell.
  Poison Splash. When the troll takes damage of any type
  but psychic, each creature within 5 feet of the troll takes
  9 (2d8) poison damage.
  Regeneration. The troll regains 10 hit points at the start 
  of each of its turns. If the troll takes acid or fire damage,
  this trait doesn't function at the start of the troll's next 
  turn. The troll dies only if it starts its turn with 0 hit 
  points and doesn't regenerate.
  Actions
  Multiattack. The troll makes three attacks: one with its 
  bite and two with its claws.
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 7 (1d6 + 4) piercing damage plus 4 (1d8) 
  poison damage, and the creature is poisoned until the 
  start of the troll's next turn.
  Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 11 (2d6 + 4) slashing damage plus 4 (1d8) 
  poison damage.
  Venom Spray (Recharge 6). The troll slices itself with 
  a claw, releasing a spray of poison in a 15-foot cube. 
  The troll takes 7 (2d6) slashing damage (this damage 
  can't be reduced in any way). Each creature in the area 
  must make a DC 16 Constitution saving throw. On a 
  failed save, a creature takes 18 (4d8) poison damage 
  and is poisoned for 1 minute. On a successful save, the 
  creature takes half as much damage and isn't poisoned. 
  A poisoned creature can repeat the saving throw at the 
  end of each of its turns, ending the effect on itself on a 
  success.
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  Seldom Encountered 2
  21
  
  Underdark Slavers
  This encounter can take place in almost any wilderness 
  location, at night, or in the Underdark.
  The party locate a band of ogres leading human slaves 
  in shackles.
  They are led by a mind flayer, which hides its identity 
  beneath a hooded cloak. It wears a platinum ring set 
  with moonstones (worth 300gp).
  If the humans are rescued, they will hail Asmodeus for 
  their liberation, as they are in fact diabolical cultists.
  Ogre (x6)
  Large giant, chaotic evil
  Armor Class 11 (hide armor)
  Hit Points 59 (7d10 + 21)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4)
  8 (-1)
  16 (+3)
  5 (-3)
  7 (-2)
  7 (-2)
  Senses darkvision 60 ft., passive Perception 8
  Languages Common, Giant
  Challenge 2 (450 XP)
  Actions
  Greatclub. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 13 (2d8 + 4) bludgeoning damage.
  Javelin. Melee or Ranged Weapon Attack: +6 to hit, 
  reach 5 ft. or range 30/120 ft., one target. Hit: 11 (2d6 +
  4) piercing damage.
  Shackled Cultist (x12)
  Medium humanoid (human), lawful evil
  Armor Class 11
  Hit Points 9 (2d8)
  Speed 30 ft. (5 ft. while in shackles)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0) 12 (+1) 10 (+0) 10 (+0) 11 (+0) 10 (+0)
  Skills Deception +2, Religion +2
  Senses passive Perception 10
  Languages Common
  Challenge 0 (10 XP)
  Dark Devotion. The cultist has advantage on saving 
  throws against being charmed or frightened.
  Mind Flayer
  Medium aberration, lawful evil
  Armor Class 15 (breastplate)
  Hit Points 71 (13d8 + 13)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0) 12 (+1) 12 (+1) 19 (+4) 17 (+3) 17 (+3)
  Saving Throws Int +7, Wis +6, Cha +6
  Skills Arcana +7, Deception +6, Insight +6,
  Perception +6, Persuasion +6, Stealth +4
  Senses darkvision 120 ft., passive Perception 16
  Languages Deep Speech, Undercommon, telepathy  
  120 ft.
  Challenge 7 (2,900 XP)
  Magic Resistance. The mind flayer has advantage on 
  saving throws against spells and other magical effects.
  Innate Spellcasting (Psionics). The mind flayer's innate
  spellcasting ability is Intelligence (spell save DC 15). It 
  can innately cast the following spells, requiring no 
  components:
  At will: detect thoughts, levitate
  1/day each: dominate monster, plane shift (self only)
  Actions
  Tentacles. Melee Weapon Attack: +7 to hit, reach 5 ft., 
  one creature. Hit: 15 (2d10 + 4) psychic damage. If the 
  target is Medium or smaller, it is grappled (escape DC 
  15) and must succeed on a DC 15 Intelligence saving 
  throw or be stunned until this grappled ends.
  Extract Brain. Melee Weapon Attack: +7 to hit, reach  
  5 ft., one incapacitated humanoid grappled by the mind 
  flayer. Hit: 55 (10d10) piercing damage. If the damage 
  reduces the target to 0 hit points, the mind flayer kills 
  the target by extracting and devouring its brain.
  Mind Blast (Recharge 5-6). The mind flayer magically 
  emits psychic energy in a 60-foot cone. Each creature in
  that area must succeed on a DC 15 Intelligence saving 
  throw or take 22 (4d8 + 4) psychic damage and be 
  stunned for 1 minute. A creature can repeat the saving 
  throw at the end of each of its turns, ending the effect 
  on itself on a success.
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  Seldom Encountered 2
  22
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Seldom Encountered 2.pdf