TEXT:  
   
   
  
  Introduction 
  Wizard in a Bottle is a Dungeons & Dragons 
  adventure designed for a single session of 
  about 4-6 hours play. The combat encounters 
  have been calculated to present a tough 
  challenge to four 2nd level characters. They will 
  present a less difficult, though still enjoyable, 
  challenge to 3rd level characters or larger 
  parties.  
  Not every loose end is tied up in the following 
  text, nor every possible reaction accounted for. 
  Be ready to improvise, and do so with 
  confidence! 
  Unless stated otherwise, assume all NPCs have 
  the stats of a commoner.  
   
  Old Comrades 
  The party are in Neverwinter looking for 
  adventure and fortune. Through an 
  acquaintance, they have arranged to meet a 
  man named Ulfgar Longwood at the 
  Bridgeside Coffee House. They’ve been told he 
  has a proposal for them. 
  Ulfgar turns out to be a round, graying man 
  with a missing leg. He greets the PCs with an 
  enormous grin. Read the following boxed text 
  aloud -  
  “Friends, thank you for coming to meet me 
  today. If we were to do this the traditional way, 
  I suppose we would be meeting in a tavern! 
  But I can’t abide alcohol myself. Would you 
  like a coffee, by the way? 
   
   
  After the waiter takes their orders, Ulfgar 
  continues –  
  “I want to get straight to the point, but first I’ll 
  need to tell you a little about myself. Twenty 
  years ago I was part of a famous group of 
  adventurers known as the “Crimson 
  Company”. Perhaps you’ve heard of us? No – 
  that’s a pity.  
  We were based out of Westbridge and operated 
  on the Long Road, and we certainly got up to 
  some adventures! Are you sure you haven’t 
  heard of us? Never mind. 
  Our wizard was a very talented young lady 
  named Amilya Grayheart. She had a way with 
  a wand, let me tell you! I was always very fond 
  of young Amilya… 
  Ulfgar catches himself, realizing that he is 
  rambling. 
  “Anyhow, to cut a long story short, the party 
  split up and we each went our own way. I 
  retired from adventuring after losing my leg in 
  a stupid accident – I’ll tell you about that 
  another time. I became an iron merchant in 
  Waterdeep, got married, had seven children 
  and so on. The last I heard of Amilya she had 
  moved to Neverwinter and was adventuring 
  with a new party. 
  I’ve done very well out of the iron trade and 
  last year I retired. We decided to move to 
  Neverwinter – my wife likes quality clocks and 
  hot springs, you see. I thought to myself I 
  could look up Amilya again. 
  He pauses as his eyes grow a little damp. He 
  takes out a handkerchief, dabs his eyes, then 
  blows his nose loudly. He then continues -  
  
  Anyhow, to cut a long story short, and to get to 
  the point, it seems that poor Amilya has 
  passed away. She set out to explore the ruins 
  of a Sorcerer’s tower with her new party, 
  nearly twenty years ago, and never returned. 
  Such a waste! Such a waste! 
  I’ve managed to determine the location of the 
  tower – it took some doing, believe me! I’ll tell 
  you about it sometime.  
  To get right to the point, I need someone to 
  explore the ruins and, perhaps, bring back the 
  poor girl’s remains. It’s a longshot, I know, but 
  one I have to take.  
  I’ve heard good things about your party. I’m 
  offering 200gp - will you take the job? 
  Assuming the party accept, Ulfgar is able to 
  given them a very accurate map to the 
  Sorcerer’s ruined tower – the map was, in fact, 
  prepared by a cartographer using magic. The 
  ruins lie near the coast, about two days’ 
  journey (on foot) north of Neverwinter. Despite 
  considerable research, Ulfgar was unable to 
  determine any more information about the 
  ruins. The PCs can try and do their own 
  research, but will also hit a dead end.  
  In terms of Amilya herself, Ulfgar is 
  frustratingly vague. He can tell the PCs that 
  she was in her 20s, was slender, had dark hair 
  and used a wand as her arcane focus. But 
  nothing more.  
  Sorcerous Ruins 
  Most of the journey north takes place on the 
  High Road, with a 2-mile wilderness trek to 
  the coast as the final leg. At your discretion, 
  the players could have 1 or 2 wilderness 
  encounters on this stage – use the Grassland 
  Monsters list in the Dungeon Masters Guide. 
  The tower is an ancient looking stone edifice, 
  with most of the upper parts eroded away. It 
  sits on a lonely dirt hill overlooking the sea, 
  with some scrubby grass and a few withered 
  trees the only vegetation.  
  There is a dark looking entrance near the 
  base. As the players arrive, black storm clouds 
  are coming in from the ocean, and a fierce, 
  cold wind is blowing. 
  Please see the Sorcerous Ruins Map on page 
  10. One square = 5’.  
  1. Ground Floor 
  Inside, the tower is just a shell, with a few 
  scraps of wood all that remains of the original 
  floors. The PCs are able to look directly up to 
  the open sky.  
  The ground floor is laid with old flagstones, 
  but these are almost completely covered with 
  crumbling stone, rotting timber, dirt, ashes 
  and other debris. An old tapestry covers a tall 
  object toward the back of the room, and the 
  place smells strongly of dung. 
  An ogre has recently made this room into her 
  lair. As the PCs approach, she is munching on 
  the remains of a wild-cat she caught that 
  morning. The party look much more appetizing 
  to her, however, and she will attack them on 
  sight. 
  Treasure. In an old box under a bit fraying 
  carpet, the party will find the ogre’s treasure. 
  It consists of 12gp, 15sp, 38cp and, her prize, 
  a goblin skull dipped in copper (worth 5gp). 
   
  
  a. Statue 
  If the party throw back the rug they will see 
  that it covers an iron statue. The statue 
  depicts a figure in a long cloak with its face 
  hidden beneath a cowl. In its hands it holds a 
  small, rusty iron tablet with the following 
  words engraved on it –  
  PATRON ORE POD 
  If someone presses a letter, it begins glowing 
  faintly. Press it again and it stops. The letters 
  must be pressed in the following order –  
  OPEN TRAP DOOR 
  Once this happens, the entire statue will 
  magically pivot around on one corner, 
  revealing a stone, spiral staircase heading 
  down. 
  b. Treacherous Steps 
  The spiral staircase descends 50’, and the 
  steps are narrow and steep. Every now and 
  again a step will magically lower itself by a few 
  inches as someone is putting their weight on 
  it. Three times on the descent, randomly pick 
  a character, and have them make a DC 15 
  Dexterity saving throw. If they fail, they 
  tumble down several steps for 1d4-1 
  bludgeoning damage, and finish prone. A PC 
  with Dexterity (Acrobatics) proficiency may 
  reduce the damage by 1 point, and finish their 
  tumble still standing. 
  If anyone is within 5’ in front of a tumbling PC, 
  they also must make the same saving throw, 
  with the same consequences – and so on down 
  the line. 
  The steps lead down to location #2.  
   
  Underground Lab 
  Features  
  Unless noted otherwise, the underground 
  passages have worn brick walls and dirt 
  covered flagstones on the floor. The ceilings 
  are hewn rock and are 10’ high throughout. 
  The area smells primarily of mold and dust. 
  Light 
  Location #2 receives some dim light from the 
  trap door entrance, but otherwise the lab is 
  dark and the party will need either darkvision 
  or their own light source.  
  2. Cobweb Corridor 
  Cobwebs fill this corridor, hanging thickly from 
  the walls. Small black spiders – dozens of 
  them - are scurrying across the webbing. In 
  the midst of it all the party can see a still 
  human shape, sitting against the wall.  
  There are two swarms of spiders amongst the 
  cobwebs - they will attack if the party advance 
  down the corridor. If the party attempt to burn 
  out the cobwebs (using an oil bomb, for 
  example) the swarms will rush toward them 
  and attack. 
  The sitting figure is the corpse of a young 
  female half-elf, dressed in rotting leather 
  armor and a cloak, with a pair of rusty short 
  swords and some lock picks. In a purse on her 
  belt she carries 32gp and 50sp. The corpse 
  looks very old, and it’s not possible to tell how 
  she died.  
  3. Sitting Room 
  There are a pair of dusty old divans near the 
  middle of this small chamber. The walls are 
  covered with gray stucco; carved into the 
  stucco, in high relief, are hundreds and 
  hundreds of eyeballs. The eyeballs all pivot 
  and look at the party as they enter, then follow 
  them as the wander around the room. 
  
  If someone touches an eyeball it will explode 
  doing 1d6 piercing damage from the shrapnel. 
  A DC 15 Dexterity saving throw will halve the 
  damage.  
  If anyone examines the east wall and makes a 
  DC 20 Wisdom (Perception) check, they will 
  notice that one of the eyeballs is slightly 
  discolored. Touching this eyeball will cause the 
  secret door to swing open. 
  A noxious odor comes from the west corridor. 
  4. Scrying Room 
  There is 3’ high circular stone pool in this 
  room, filled with putrid water. The PCs can see 
  a dark shape at the bottom of the pool. The 
  smell is nauseating. 
  The pool contains a lesser water weird (see 
  page 11), which the Sorcerer bound to the 
  pool in order to aid with his eldritch 
  divination. The weird will attack anyone who 
  goes near the pool. 
  The shape in the pool is a highly decomposed 
  male halfling wearing rusty chainmail and 
  armed with a sword. In his purse he has 30sp, 
  53cp and a moonstone worth 10gp.   
  5. Vault 
  A closed and locked rusty iron gate prevents 
  access to this small room, which contains a 
  stone chest. The gate lock may be picked by 
  anyone making a DC 15 Dexterity check 
  using thieves’ tools.  
  As soon as the gate is opened a very loud 
  siren-like sound starts. The PCs have one 
  round to take an action as the volume 
  increases. After that, the following effect 
  occurs.  
  Anyone in the corridor or vault must make a 
  DC 15 Constitution saving throw or enter a 
  frenzy of self-harm. They will start belting their 
  heads against the stone walls and floor, for 
  1d4 bludgeoning damage per round. The PCs 
  must make a new saving throw at the start of 
  each round.  
  If a PC covers their ears with their hands, they 
  have advantage on the saving throw. Deaf PCs, 
  or those with their ears completely blocked (by 
  candle wax, for example) are unaffected. 
  The maddening sound will continue so long as 
  the gate is open. People will be unaffected by 
  the siren if they retreat back to location #3. 
  The chest is unlocked. It contains – 
   2200cp 
   700sp 
   50gp 
   3 x obsidian stones (10gp each) 
   2 x turquoise stones (10gp each) 
   3 x spell scrolls (Dancing Lights, Mage 
  Armor, Misty Step)  
   A driftglobe 
   A potion of healing 
  6. Cabinet of Curiosities 
  The floor of this room is extremely dusty, and 
  the PCs kick up thick clouds of it as they 
  enter. Have everyone in the room make a DC 
  10 Constitution saving throw, or spend 1d4 
  rounds coughing. While coughing they have 
  disadvantage on all ability rolls. 
  In the middle of the room is the decomposed 
  body of a human male. He is wearing rusty 
  chainmail armor, carries a mace and has a 
  silver holy symbol around his neck, depicting a 
  rose and a sheath of wheat. Make a DC 10 
  Intelligence (Religion) check to identify the 
  symbol as that of Chauntea. The human has 
  just 14sp in his purse. 
  In the southeast corner of this room are two 
  barrels of fetid water, a small barrel of very 
  stale beer and an unlocked wooden chest 
  
  containing some old robes and travelling 
  clothes. 
  The entire western wall is dominated by a 
  cabinet, full of various curiosities. The 
  collection includes –  
   shells 
   fossils 
   skulls and bones 
   minerals 
   insects and beetles  
   preserved organs 
   rodent and reptile skins 
   primitive tools and weapons 
  Nothing in the cabinet is especially valuable on 
  its own, although an antiquarian in 
  Neverwinter might pay 100gp for the entire 
  collection.  
  Two dust mephits inhabit this room, and will 
  attack 1d4 rounds after the PCs enter. 
  7. Hall of Murals 
  There are six enormous murals painted on the 
  walls of this hall, each taking up a full 10x10’ 
  section. They depict –  
   A barren wasteland dotted by dark pits, 
  and dominated by a vile river 
   A parched desert  
   A vast bottomless pit encircled by 
  enormous cliffs, with many narrow stone 
  bridges crisscrossing it 
   An immense swamp full of giant reptiles 
   An endless series of decrepit courtyards 
  and withered fields, each full of demonic 
  figures 
   A blasted wasteland punctuated by 
  volcanos 
  Anyone making a DC 15 Intelligence 
  (Religion) check will be able to determine that 
  each mural depicts a layer of the Abyss.  
  As the party approach the entry to the 
  laboratory, two quasits will step out of the 
  murals, one in front of them and one behind 
  them. These creatures served the Sorcerer 
  while he was alive.  
  They will slowly approach the party, muttering 
  in supernal, "Intruders are here to steal from 
  the Master. Intruders must die." and so on. 
  They will attack the party immediately once in 
  range.  
  8. Laboratory 
  Several shelves run all around the walls of this 
  untidy room, and there are a pair of strong 
  wooden benches on the floor. All of the 
  available shelf and bench space is crammed 
  full of typical alchemical equipment, such as –  
   bowls, funnels and flasks 
   spouts and vents 
   alembics 
   cucurbits 
   mortars and pestles 
   small furnaces 
   many, many containers of ingredients 
  (most now perished) 
  The air smells strongly of sulfur and dust.  
  The Sorcerer Strikes 
  If the party examine the room carefully, on a 
  DC 15 Wisdom (Perception) check they will 
  notice that an alembic on one of the shelves 
  contains a green mist that is glowing very 
  faintly. This is all that remains of the Sorcerer 
  who, in a questionable attempt to achieve 
  immortality, managed to distill the very spirit 
  out of his aged and decrepit body.  
  The Sorcerer is conscious, intelligent and 
  malevolent, but the only power remaining to 
  him is the ability to move small objects around 
  the lab by telekinesis. 1d4 rounds after the 
  party enters the room, the Sorcerer will begin 
  attacking by hurling flasks of noxious liquids 
  at them.  
  Select a member of the party for his attack. 
  That PC must make a DC 15 Dexterity saving 
  throw or be struck by the flask, which will 
  shatter on contact. If the PC makes the save 
  they are unharmed.  
  
  The Sorcerer has 9 flasks in total - 
   3 flasks of poison gas. If struck, the PC 
  takes 2d4 poison damage and must make 
  a DC 15 Constitution saving throw or be 
  poisoned for 10 rounds. Any PC within 5’ 
  of the PC must make a DC 15 
  Constitution saving throw or be poisoned 
  for 1 round 
   3 flasks of everburning oil. If struck, the PC 
  takes 2d4 fire damage on the first round, 
  then an additional 1d4 fire damage for 
  1d4 rounds afterwards 
   3 flasks of acid. If struck, the PC takes 
  3d4 acid damage 
  Once the Sorcerer has thrown all 9 flasks (1 
  per round), he can do nothing else to harm the 
  party.  
  If the alembic the Sorcerer is inhabiting is 
  destroyed, so is the Sorcerer. Treat the alembic 
  as having an AC 10, and 4 hp. On the killing 
  blow, the PCs will see the faint outline of a face 
  in the green gas, looking anguished. 
  Amilya Grayheart 
  On one of the wooden benches, the PCs will 
  notice 5 flasks containing various colored 
  liquids. They are – 
   2 potions of healing (yellow) 
   a potion of climbing (green) 
   a potion of strength (red) 
  The final flask is filled with a translucent blue 
  liquid, and suspended within it is a 3” tall 
  human figure. She is female, with raven hair 
  and a lithe build. She is dressed in dark green 
  travelling clothes with a black cloak, and is 
  holding a wand in her right hand.  
  The flask has a cork stopper. If the PCs take 
  out the stopper or shatter the glass, the 
  woman in the bottle will rapidly expand back 
  to normal size. She will be dry, though there 
  will be some minor traces of a thick blue liquid 
  on her clothing. 
  After a moment she will open her eyes, look 
  around in confusion, then spring back, waving 
  her wand saying, “Get away from me, evil 
  quasits! I’m warning you!” She may even let off 
  1 or 2 poorly aimed fire bolt cantrips.  
  Once she has settled down, she will identify 
  herself as Amilya Grayheart. She is extremely 
  relieved to see the party, and she will share 
  her story with them. 
  Amilya’s Adventure 
  Amilya and her companions heard about the 
  tower from a teamster they met in 
  Neverwinter. Although most of the party were 
  quite inexperienced, they decided to 
  investigate the ruins. 
  They quickly figured out how to open the 
  trapdoor to the underground level, but things 
  went badly after that. Kithri Silverhill, a 
  rogue, was stung to death by the swarm of 
  spiders. Derrin Flintmoor, a halfling fighter, 
  was dragged underwater and drowned by the 
  water weird. Their cleric, Thoradin Dawnfist, 
  was torn apart by the dust mephits.  
  Unable to retreat, Amilya pressed forward 
  and was soon being pursued into the 
  laboratory by the quasits. Her powerful magic 
  was exhausted and her cantrips were proving 
  ineffective, so she desperately grabbed one of 
  the potions on the wooden bench – one filled 
  with a blue liquid. Her last memory was of 
  flipping off the cork stopper… 
  From Amilya’s perspective, it was only a few 
  moments ago that she was battling the quasits 
  after having seen her companions gruesomely 
  killed. She will find it very, very hard to believe 
  that twenty years has passed since she 
  entered the ruins.  
  A Funeral 
  Amilya will insist on burying her poor 
  companions under stone cairns, and will try 
  and do this on her own if the party won’t help. 
  She is shaken and confused when she sees 
  how decomposed the corpses are.  
  (If the party did not enter location #4, she will 
  advise against it, even though it means leaving 
  
  behind one of her companions. Amilya herself 
  is too exhausted to fight.) 
  If there is a cleric in the party Amilya will ask 
  them to perform a funeral service. Otherwise 
  Amilya will give a short obituary, mostly of the 
  “they tried hard” variety. She will be visibly 
  upset during the funeral. 
  After that she is ready to head back to 
  Neverwinter. She tells the party, “I need to see 
  my fiancé – he will be very worried about me.” 
  She dismisses any concerns the party may 
  raise about this plan. 
   
  Going Home Again 
  Note – the final chapter of this adventure is 
  roleplaying focused, and will require some 
  flexibility. The encounter called “The Lockup” 
  should be played first - after that you can play 
  the encounters in any order, or improvise your 
  own. 
  Any doubts Amilya had about the PCs story 
  will be dispelled when she sees Ulfgar 
  Longwood back in Neverwinter. She stares in 
  astonishment at his aged face, then bursts 
  into tears as they hug. Over and over again 
  she will repeat, “I need to see Jex. I need to see 
  Jex.” 
  Ulfgar, tears also streaming down his face, will 
  thank the party profusely for her return, and 
  will have his servant give them the agreed 
  reward. 
  The PCs return to their inn knowing they have 
  done a good job. Unless you have other ideas, 
  assume the party are staying at The Golden 
  Apple inn, in the Docks district.  
  The Lockup 
  About midnight, the party receive an urgent 
  message from Ulfgar asking them to come to 
  his home (in the Blacklake district) at once.  
  When they arrive he is looking very distressed. 
  It turns out that Amilya went to see her fiancé, 
  Jex Goldford. A huge argument ensued, and 
  the Watch threw her into the lockup.  
  Ulfgar begs the party to help. He wants them 
  to go to the lockup and pay her bail (10gp, 
  which he gives them), and then ensure she 
  comes back to his house.  
  If the PCs do not wish to get involved any 
  further, then the adventure is over. If they 
  agree to help, read on. 
  At the lockup, the bailiff not only wants the 
  bail money, but he also wants assurances 
  from the PCs that Amilya won’t cause any 
  more trouble. The PCs will need to provide a 
  reasonably convincing argument that they 
  have the situation in hand. 
  After Amilya is released, she is quiet and 
  withdrawn, and goes back to Ulfgar’s house 
  without any fuss. She goes to bed almost 
  straight away and won’t talk to anyone. Ulfgar 
  asks the party to return the next day. 
  Jex Goldford 
  Jex Goldford is an earnest and hardworking 
  clockmaker, roughly 50 years old. He and his 
  wife Biss have five children, two of whom are 
  adults. It is a happy marriage. 
  His whirlwind romance with Amilya 20 years 
  ago was quite out of character. He admired 
  her energy and passion, while she was drawn 
  to his stability. He was devastated when she 
  failed to return from her adventure, but 
  overcame his grief after a few months. 
  He is utterly stunned that she has seemingly 
  returned from the grave, looking to continue 
  their relationship. He may come looking for 
  the PCs and explain his situation, and 
  demand they “fix the problem they created”. 
  A Fresh Start 
  When the PCs return to Ulfgar’s house the 
  next morning, Amilya is out of bed, and is 
  energetically plotting how to win back Jex. 
  Ulfgar takes the PCs aside and suggests they 
  
  need to help Amilya find a new purpose in life. 
  He asks the PCs for ideas - feel free to run with 
  any suggestions they come up with. Otherwise, 
  Ulfgar has a few ideas of his own… 
  The Bachelor 
  Ulfgar will suggest they help find Amilya a new 
  boyfriend. He recommends the Blacklake Bar 
  and Grill, an upmarket establishment, as a 
  likely place to find quality bachelors. If the PCs 
  go there and ask around, they will find three 
  possibilities –  
   Jaysun Nightheart, a proud barrister with 
  a withered face  
   Zak Gladwood, a sympathetic goldsmith 
  with a balding head 
   Niall Hornmoor, a loud-mouthed grain 
  merchant with a hooked nose 
  The PCs will need to convince one of them to 
  go on a blind date. After that, they need to get 
  Amilya ready - she is quite uncooperative. 
  Regardless, the morning after the date she will 
  tell the party “It didn’t work out”.  
  If PCs find her date, he is quite angry. He tells 
  them that Amilya spent the first half of the 
  night talking incessantly about Jex, and later 
  dragged him over to Jex’s house to spend 
  several hours spying through his window. 
  Getting Religion 
  Ulfgar next suggests that Amilya might find 
  consolation in religion. He knows that the High 
  Priest of Eldath is taking on some new 
  acolytes. He will pay the rather hefty 
  enrollment fee if the PCs can help get her 
  application approved.  
  The High Priest wants to interview her, but she 
  refuses to cooperate. The High Priest agrees to 
  interview the PCs as her proxy, and they need 
  to convince him of Amilya’s dedication to 
  Eldath and all round general piety.  
  Amilya will reluctantly agree to enter the 
  seminary. A few days later she is back at 
  Ulfgar’s door, looking rather sheepish, with an 
  angry looking High Priest at her shoulder.  
  Eldath is a goddess of quietness and a pacifist. 
  Amilya got into a fist fight with one of the other 
  acolytes on her first morning there. Two days 
  later she spoke during the “Hour of Silence”, a 
  sacred ritual that has been practiced for three 
  centuries in the seminary and never before 
  profaned. It turns out she was asking the 
  acolyte next to her if she had a spare ribbon 
  for her hair. 
  Needless to say, the High Priest elected to 
  expel her on the spot.  
  A New Party 
  Ulfgar’s final suggestion is that they find 
  Amilya a new adventuring party to join. As it 
  happens, there is a company in town called 
  Raghar’s Roughnecks who are looking for a 
  wizard. The PC’s will need to provide them 
  with references about Amilya’s character and 
  abilities. (“What’s her fireball like - has she got 
  a good fireball? Good personal hygiene? Does 
  she snore?”) 
  This final suggestion could possibly work, as 
  Amilya is an adventurer at heart. But it’s 
  possible she will insult the new crew by 
  comparing them unfavorably to the Crimson 
  Company. She is also still a bit traumatized by 
  the loss of her last party. 
  It’s also possible for Amilya to join the PCs, 
  either as an NPC or a new PC for an existing or 
  new player. If she does so, create her stats as 
  a second level wizard. 
  Conclusion 
  Ultimately, Amilya just needs time to get over 
  Jex. The PCs may not be able to find her a new 
  purpose in life, but they will provide a useful 
  distraction while she grieves. After a couple of 
  tendays, she will be speaking about Jex less, 
  and will seem to have accepted he is not 
  coming back.  
  The heartache will continue for quite a few 
  months more, of course. But, as the sage 
  wisely said, time heals all wounds… 
    
  
  a 
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  Sorcerous Ruins Map 
  
  Monster Stats 
  Medium Elemental, Neutral 
  Armour Class 13 
  Hit Points 30 (6d10) 
  Speed 0 ft. swim 60 ft. 
  STR 
  13 (+1) 
  DEX 
  13 (+1) 
  CON 
  11 (+0) 
  INT 
  11 (+0) 
  WIS 
  10 (+0) 
  CHA 
  10 (+0) 
  Damage Immunities poison 
  Damage Resistance fire; bludgeoning, 
  slashing and piercing from non-magical 
  attacks 
  Condition Immunities exhaustion, grappled, 
  paralyzed, restrained, prone, unconscious, 
  poisoned 
  Senses blindsight 30 ft., passive Perception 
  10 
  Languages understands Aquan but can’t 
  speak  
  Challenge 2 (450 XP) 
  Invisible in Water. The water weird is 
  invisible while fully immersed in water. 
  Water Bound. The water weird dies if it 
  leaves the water to which it has been bound.  
  Actions  
  Constrict. Melee Weapon Attack: +3 to hit, 
  reach 10 ft., one target. Hit: 8 (2d6 + 1) 
  bludgeoning damage.  If the target is Medium 
  or smaller, it is grappled (escape DC 13) and 
  pulled 5 feet toward the water weird. Until 
  this grapple ends, the target is restrained, the 
  water weird tries to drown it, and the water 
  weird can't constrict another target. 
  Credits & Legals 
  Design: M.T. Black 
  Cover: Thomas Cole 
  Acknowledgement: This adventure is based 
  on a story idea by Troy Taylor. I’d also like to 
  acknowledge the influence of Jeremy E., Ed 
  Greenwood, Chris Perkins and Mike Shel.  
  DUNGEONS & DRAGONS, D&D, Wizards of 
  the Coast, Forgotten Realms, the dragon 
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  Adventurers League, all other Wizards of the 
  Coast product names, and their respective 
  logos are trademarks of Wizards of the Coast 
  in the USA and other countries. All characters 
  and their distinctive likenesses are property of 
  Wizards of the Coast. This material is 
  protected under the copyright laws of the 
  United States of America. Any reproduction or 
  unauthorized use of the material or artwork 
  contained herein is prohibited without the 
  express written permission of Wizards of the 
  Coast.   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/M.T. Black/Wizard in a Bottle.pdf