TEXT:  
   
  ADVENTURES IN BABYSITTING SQUIDS 
   
  DC-PLAGUE OF ANCIENTS 018- SEED: THE LITTLEST SQUIDLING 
  A Mind Flayer has been thrown off his ship into the cold lands of Icewind Dale. He has one 
  dying request for the party. To help bring a Squidling back to some mind flayer. 
  This adventure is best played with a group (Tier2) level 5-9 
  characters. About a 2-hour adventure. 
  WRITTEN BY PATRICK MCGOVERN 
   FIVER ARTISTS: 
  Sbsillustration
   
   
  THIS ADVENTURE CONTAINS ADORABLE ELDRITCH HORROR WHO IS NEEDS CONSTANT MONITORING. 
  The Author is not responsible if the players are upset about receiving a minifridge 
  as a reward while they are in the subzero temperatures. 
  
   
   
   
  Written by: Patrick Ian McGovern 
  A Hunting we will Giff 
  2 
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  Written by: Patrick Ian McGovern 
  A Hunting we will Giff 
  3 
  TABLE OF CONTENTS 
  Opening Statements ................. Error! Bookmark not defined. 
  Act1.................................................................................3 
  Act2.................................................................................6 
  Act 3 ............................................................................... 8 
  Prologue ......................................................................... 8 
  NPC/Items ......................................................................... 10 
  Maps ............................................................................. 12 
   
   
   
  
   
   
   
  Written by: Patrick Ian McGovern 
  A Hunting we will Giff 
  4 
  OPENING STATEMENT 
  First, I want to say Thank you, To Wizards of the Coast for the 
  opportunity. To you the GM who is promoting D&D in the 
  community as well as having the attention span to look past 
  the first page.  
  This adventure is a Tier 2 adventure made for the Dungeon 
  Craft Program. And has been calculated to play for around 2 
  hours of play time. There is some inspiration for this 
  adventure from the Baldur’s Gate 3 Beta Cinematic. This 
  adventure is intended to be combat heavy, but roleplay is 
  encouraged. 
  The Encounters have been designed for level 5-9. The 
  Average Party Level rate will be included for the encounter 
  with the base level is for a level 5 character. If the APL is a 
  number between two whole numbers for the encounters it is 
  recommended to round up to the nearest whole number. 
  In Act 1 the party comes to an impact site with a wounded 
  Mind Flayer. The Mind Flayer requests the Party to help 
  deliver a child experiment squidling to other Mind Flayers so 
  they might continue to do research. But must do so as soon 
  as possible. 
  In Act 2 the party are traveling to deliver the squidling. 
  Depending on the path the party takes will determined how 
  active this act is. The Short path takes the least amount of 
  time but is the most dangerous. The side route is the middle 
  ground for time and encounters. The party also has a choice 
  to backtrack around the area. This is the longest as far as time 
  goes but is the safest route. 
  In Act 3 the party will encounter some Giff who have been 
  hired to hunt the squidling. The Giff are also determined to 
  hunt this rare game for sport as well so they will lay a trap for 
  the party.  
  It is implied that this adventure takes place during the Plague 
  of Ancients which takes place around the time of the Rime of 
  the frostmaiden. Because of this there is extreme cold. Any 
  creature that either doesn’t have cold weather gear or 
  resistance/immunity to cold must make a Constitution Saving 
  throw of DC 10 every hour. On a failure the person who failed 
  suffers 1 level of exhaustion. 
  Warning!!! There is a danger that the squidling could be 
  damaged it is not encouraged to let the squidling fight. 
  Letting it be more of a story device then an NPC. The 
  squidling stat block will be included below. 
   
   
   
   
   
   
  ACT1 
  Use Map: Crash 
  As the party is traveling through Kelvin’s Cairn or to Caer-
  Konig read or paraphrase the following: ‘As you are traveling 
  with your party it is a modest snow. You notice a large 
  shadow over you. As you look up you see a flying ship that is 
  in the shape of a Nautilus with tentacles flies into a pass. A 
  moment later you see some dragons with red tints flying after 
  it. This ship hit some rocks and you see some stuff fall out. A 
  moment later both the ship and the dragons are fly out of 
  sight. You can guesstimate that whatever fell from that ship it 
  would take a couple of hours to get to the location. And as far 
  as you know you are the closest sentient creatures to the 
  location.’ 
   
  When the party is ready to move on and if they wish to check 
  out the site read or paraphrase the following. ‘You travel for a 
  few hours before arriving at a debris site. You hear in you’re a 
  voice that seems to be coming from your head and in pain.’ ‘I 
  seek your assistance.’ In the Dark you see a pair of glowing 
  yellow eyes rise slowly from the wreckage. You see what 
  looks like a humanoid with the head of an Octopus they hold 
  up their hand not in a threating way but in a way to gesture 
  for wait a minute.’ ‘I know this doesn’t look like the best 
  situation, but I request your assistance not for myself. But for 
  this little one.’ The Mind Flayer gestures in the area that a 
  smaller version of it is playing in the snow. ‘I believe my life 
  only has several hours left. But this child has a future.’ It 
  winces in pain. ‘This little one should be returned to its kind. 
  So that we might be able to learn from this experiment.’ It 
  points to the north west. ‘I don’t know the exact location, but 
  I know more of my kind is in that direction. If you bring this 
  child to them while I cannot make any promises, I believe 
  they will not kill you on site. But I request you leave soon. It 
  won’t be long before They come after me.’ 
   
  They might ask the mind flayer some questions. 
  
   
   
   
  Written by: Patrick Ian McGovern 
  A Hunting we will Giff 
  5 
  Why should we help you? ‘I’m not asking for your help for 
  me. But for the child over there. As you would put it so pure 
  and innocent and is an experiment that might benefit both 
  my race as well as yours.’ 
  Are you going to eat us? ‘As appeasing as that thought is no. 
  My time is limited, and you might need that globe of fat and 
  muscle inside your skull then I would right now.’ 
  What’s in it for us? ‘I cannot speak for any other but myself, 
  but it wouldn’t be surprising is a debt in your name was 
  created by some of my race.’ 
  What was that ship? ‘It is as you say a ship. A special kind that 
  would take to long for me to explain to you.’ 
  What were you doing before you were removed from the 
  ship? ‘I was assisting in caring of some young members of my 
  kind. We were on a recruitment mission in the City called 
  Baldur ‘s Gate. When we were attacked by some enemies.’ 
  How were you in Baldur’s Gate? ‘The short answer is that ship 
  has the capabilities to travel long distances in a very short 
  amount of time. Even Interlinear travel.’ 
  What is your name? ‘My kind don’t really give each other 
  names. So, I cannot say I have one.’  
  What are your enemies? ‘In a greater scheme of things, a lot 
  of things are. Think of it like this. Your kind is considered Prey 
  to us. Or in a friendlier way of putting it you are a small fish in 
  a pond. And we are a big fish. We eat the small fish. But we 
  are not the only big fish in this pond. So, we must compete 
  against the other big fish in order to survive. But if you wish 
  to know more details, they call themselves Gith.’ 
   
  What is so special about the squidling? ‘As I stated it is a child 
  and an experiment that might provide useful information that 
  could be learned by both our races.’ 
   
  What is this experiment? ‘Well this squidling as they have 
  been labeled by some of your bards and mages was a gnome 
  child. Normally the transformation procedure does not go so 
  well with that kind of race and are normally disposed of. But 
  we noticed that this child has been growing in Intelligence. 
  Normally these ones are no smarter than a wild animal but 
  with enough study and time this one might develop into a full 
  thinking member of society.’ 
   
  What is its name? ‘Before the Ceremorphosis I believe they 
  called them Toby.’ 
   
  What is Ceremorphosis? ‘It might not be the best idea, if you 
  know such information. Especially if you met others of my 
  kind.’ 
   
  When the party is ready to move on read or paraphrase the 
  following: ‘You see the Illithid motion for the smaller one to 
  come to it. It gives what looks like a hug and the little one 
  moves towards the party like a child. ‘You hear the Illithid say 
  in your mind. ‘I can sense they are close. I’ll hold them off and 
  distract them. Please take this little one and go. Oh, before 
  you go. I say three days until the little one will need to feed 
  again. Please make haste.’ 
  (MM 222 Mind flayer) 
   
   
  Some situations that arise: 
  If the player’s attempt to fight the mind flayer it will fight to 
  the death even in its injured state. In its current state it is at 
  half health and does not have any use of Dominate Monster 
  or Plane Shift left. 
  If the Party is APL 7 the Mind Flayer has full health.  
  If the party is APL 8 or higher has one use of dominate 
  monster left. 
   
  If the players wait an hour some Martial Arts Adepts who 
  were trained by Githyanki come and will attack both the party 
  and the mind flayer. The Martial Arts Adepts will fight to the 
  death and believe the party is either with the mind flayers or 
  will become one of them soon. And they also believe in doing 
  so will be able to earn a spot with the Githyanki as a trail. 
  The Base of this encounter is 2 Martial Arts Adepts. For each 
  APL above 5 add another Martial Arts Adepts. 
   
  We can heal you: If the party attempts to heal the Mind 
  Flayer it will be adamant that the party shouldn’t waste such 
  abilities on him if they are to help protect the little one. 
    
  Interaction with the squidling. The Squidling will act like a 
  toddler or a puppy. Doesn’t really understand but will cry, 
  need to be changed, take a nap, be playful, and curious about 
  
   
   
   
  Written by: Patrick Ian McGovern 
  A Hunting we will Giff 
  6 
  everything. (If you not sure how a toddler would act just 
  imagine Grougu [Baby Yoda] from the Mandalorian) 
   
  We want to keep it as a Pet/Teach it to not grow up evil: 
  While in longer term campaign this would be a fun idea, but 
  for the Adventure League time constraints it is best to 
  encourage the party that because of how Alien this creature 
  is doing so would take a lot of resources to even learn the 
  basics of it. 
   
   
   
   
  ACT2 
  Uses Map Wilderness 
  The part has several ways to travel. There are three paths. 
  The shortest path is the most dangerous. The party will be 
  able to get to the next act in just under 2 days. There is no 
  nature or survival rolls involved. But it is filled with a lot of 
  encounters. For this path use every encounter at least once 
  half on the first day and half on the second. When Each 
  encounter has been completed at least once give the party an 
  opportunity to take a short rest before moving on to Act 3 
  unless you desire to give them a Deadly Final Act. 
  (should a PC have the ability where they are traveling in the 
  mountains/Snow where they half the time of travel have all 
  the encounters be on one day instead)  
   
  The next path is to go through the mouth and the 
  surrounding forest. With passing rolls will take about 4 days. 
  The Encounters used are any 3+ the bard encounter. With 
  this path Three times a day of in game traveling. A Party 
  member will either need to make a DC 14 
  Nature/Survival/Investigation check to stay on course. The 
  encounter will be when the party stops to perform a Long 
  and or Short rest. If they pass the check, they continue. If 
  they pass by 5+ they make excellent time (6 hours ahead of 
  predicted travel time.) If they fail by 5 or less, they simply got 
  turned around (3 hours delay), If they fail by more than 5, 
  they made 6 hours’ worth of travel in the opposite direction.  
  After 8 regular successful saves/3 Success of more than 5/15 
  saves that failed but was less then by 5 or any apricate 
  combination of the three (I could easily fill a few pages worth 
  of combinations but for everyone’s mental health I won’t) 
  Move on to Act 3. 
  (If this is this provides to be too difficult due to nobody rolling 
  high or proficiency in a skill feel free to suggest one of the 
  other paths.) 
  (Some people might wonder why these three skills. This is the 
  reasoning.: Survival to make your way through the forest as if 
  you were hunting. Nature to Navigate from knowledge of the 
  local layout. While Investigation is usually more on a smaller 
  scale (to locate an object, find a clue, find a trap, Look for a 
  secret passage, etc.) I feel it is an underappreciated skill to 
  give it a chance to shine. But would work like the Survival skill 
  looking for something like clues. Imagine more Detective 
  work.) 
   
  The Long Path is the safest the only encounter is the bard. 
  But it takes about 8 days of travel. As the party is following 
  around the forest. When ready go to act 3 
   
  NOTE: These encounters were designed to be tough. But not 
  deadly in this Section (but a death can happen) this might let 
  the party decide to rest more to use up more time. 
   
   
  The Child is Hungry: This happens after 3 days (4th night or 
  later), The Squidling will attempt to feed on a PC. It will wait 
  until a PC is asleep or napping and will attempt to eat the 
  Brain of one of them. It nothing personal against the party 
  this is just is starving. This isn’t an encounter just an event 
  that starts to happen after so much time has passed. The 
  Squidling is still playful during this time but gets cranky more 
  often. After 5 days  
   
  A Bard named Roughb: You encounter a Male Half Elf with 
  black hair that is slowly starting to gray on the sides. He asks 
  the party if he might tag along and trade stories with them 
  for a few minutes. If the party agrees they can tell him any 
  story they would like, and he will tell a tale of the God’s Bane. 
  Afterwards All Player Characters gain an Inspiration point. Or 
  if they already have one their next to hit/saving/skill roll add 
  an extra d4 to the result. 
  The God’s Bane story: (if you wish to elaborate) “In a distant 
  land a long time ago there were four heroes. Because of how 
  powerful threats they handled they were given the name 
  
   
   
   
  Written by: Patrick Ian McGovern 
  A Hunting we will Giff 
  7 
  God’s Bane. The members include the Master Thief the 
  halfling Primrose. Who like had an affinity for spleens, back 
  packs, and who they say was able to hide from the God’s 
  themselves. Nim-Aer the Man Dragon Elf of Neverwinter. 
  Was a living force of nature and power. Who learned how to 
  use harness his draconic bloodline to become a gold dragon. 
  The Dwarf Cleric Theros who was a follower of Waukeen 
  who’s playful nature and loyalty gave him the privilege of 
  becoming an Angel for his god. And there was a very 
  handsome Elf named Roughb who they say could solve any 
  fight or argument with his words alone.  One-time Theros 
  won in a game of cards a Griffon. The Griffon didn’t like the 
  members of the God’s Bane. Roughb felt bad noticing the 
  Griffon wasn’t looking that happy. Nim-Aer was the only one 
  who could communicate with the Griffon. Nim-Aer didn’t free 
  the griffon only because of his respect for his friends when 
  Roughb requested for Nim-Aer’s help who was very 
  intoxicated. They were able to free the griffon and return it to 
  its family. Nim-Aer didn’t remember the night before and 
  Roughb was able to free the Griffon and convinced the town 
  and his friends there must have been some thief who took 
  the griffon. Primrose and Theros were heartbroken. Even if 
  Nim-Aer didn’t say anything he was happy the griffon was 
  away from the party. 
   
  Tell me about yourself? “My name is Roughb. And if my 
  family line was not Altered, I’m named after the God’s Bane 
  who I was told we are a Descended of. Not in a direct line but 
  I was he is my Seventh Great Uncle. 
   
  What are you doing here? ‘Sort of a pilgrimage. I’m trying to 
  follow the way the God’s Bane Once Travel. Sort of a rite of 
  passage for my family. In my Travels it also gives me 
  opportunity to learn new stories.’ 
   
  Do you know about Mind Flayers? ‘Not much. I know they 
  have a taste for knowledge and very reclusive. I know they 
  reproduce by something called Ceremorphosis, but I do not 
  know much about this act.’ He kneels down and the squidling 
  goes behind a PC member ‘I take it this little fellow is a young 
  Mind Flayer. I’ve never seen one in person.’ 
   
  Do you know anything about this area? ‘Well Icewind dale is a 
  very dangerous place. Not a bad place. So, anything I could 
  say staying close to the ten towns or stay close to the roads 
  as you can. Otherwise you can be like me and become a little 
  disoriented or even worse.’ 
   
  Have you noticed anything strange? ‘Well now that you 
  mention it there were these strange looking creatures. They 
  spoke ad looked like they had a sense of regality among 
  them. But I did avoid them due to not being sure if they were 
  friend or foe. They were very large and had the head of 
  maybe an animal. I cannot say I never saw it before. But It 
  looked like some sort of fat horse head.’ 
   
  Will you help us? ‘You look more then capable without me. 
  No offense but I wish to return to Caer-Konig as soon as 
  possible. I will stay in the area for the next week or so before 
  moving south to Neverwinter and if I’m able to take a ship 
  down to Baldur’s gate. From there I will seek companions to 
  travel to Thay by land. Before returning to Waterdeep to 
  complete this pilgrimage. If I should see you in a Tavern, I will 
  gladly raise a glass for you. If funding allows maybe even a 
  drink on me.’ 
   
  How long have you been on this pilgrimage? ‘It’s been almost 
  six years. I imagine it might be a few more before I complete 
  it.’ 
   
  Why are you fascinated with the God’s Bane? ‘Well wouldn’t 
  you be interested of a famous group one of your ancestors 
  was a part of?’ 
   
  Where do you come from? ‘Well My family home is in 
  Waterdeep. My Mother keeps it a home. Along with my 
  brother, my sister, and her husband. But once I return, I will 
  seek a position in New Olamn. My father passed sadly during 
  my travels. Luckily for me my mother is an elf, so she won’t 
  pass of old age on my travels.’ 
   
  Do you know any other stories? ‘I have many what kinds of 
  tale are you in the mood for?’ 
   
  When the party is ready to depart his company and move on, 
  he wishes the best for the party and if they are in Waterdeep 
  in a several years he would love to meet them again. 
   
  Wolves: This encounter involves 2d6+1 wolves. This is just a 
  pack of wolves who are out hunting and decided the party 
  and their small member looks like good prey. (this encounter 
  does not scale up to APL) (MM341) 
  
   
   
   
  Written by: Patrick Ian McGovern 
  A Hunting we will Giff 
  8 
   
  Winter Wolves: This encounter involves a pair of Winter Wolf 
  brothers. They will give a warning to the party as they 
  believed the party is trespassing in their hunting grounds. 
  With a DC 15 Persuasion or Intimidate DC 17 they can 
  convince the Wolves to let them through. The winter wolves 
  will give the party one chance to leave before they attack.  
  For every odd APL number above 5 add d4+1 wolves. 
  (MM340-341) 
   
  That’s Remorhaz: There is a young Remorhaz waiting under 
  the snow. The feet of the of the party have alerted it and it 
  lies in wait until someone steps over where it is waiting. 
  (MM258) 
  (This encounter does not scale up to APL) 
   
  What is up with these cats? This an encounter with 5 Crag 
  Cats. They will hide and attempt to attack the party. For every 
  Even number APL above 5 add +1 Crag Cats in the encounter. 
   
   
   
   
   
  ACT3 
  Use Map Canyon 
  The Canyon wall is 20ft up from the lower level. 
    
   
  The encounter is 2 Martial Artist Adapt at APL 5. 
  For each APL above 5 add +1 Martial Artist Adapt  
  These Martial Artists believe if they kill the squidling and its 
  caretakers the Githyanki will teach them and allow them to 
  use Psion energy and unlock their Ki. 
   
  They will wait until the party is in the Canyon before 
  attempting to trigger a mini avalanche. They wait in the snow. 
  Do 1 stealth roll for all the martial artists. Any Player 
  character whose passive perception is equal to and or greater 
  than the stealth roll notices the martial artist adapts. And has 
  advantage on the saving throw for the avalanche. The party 
  makes a DC 14 Dexterity saving throw. On a success the 
  Player takes half damage and is not knocked prone and 
  restrained. On a failure Player takes 10 (2d10) Cold damage, 
  and 10 (2d10) force damage and are knocked prone and 
  restrained. It takes a standard action to get out from being 
  restrained no roll Or a Player who is not restrained can use a 
  Bonus action to help someone get unrestrained. 
   
   
   
  PROLOGUE 
  The Mind flayer’s have a colony and have 3 mind flayers to 
  greet the players.  
  They have three thanks to the Elder brain located in the 
  colony they know of the Players and have a general idea of 
  what the players have done and their intentions. 
   
  If the PCs have actively betrayed the Mind Flayers by willingly 
  giving up the squidling or attack the mind flayers they will 
  attack to kill. Use map wilderness. 3 mind flayers. To stay and 
  fight would most likely result in death. But the PCs might be 
  able to survive. They all have their actions ready so if the PC’s 
  try to run or make an attack against them, they will all release 
  a Mind Blast at the first one to do so. They are no longer have 
  their actions ready at the start of each Mind Flayer’s turn. 
  Read or paraphrase the following: You can hear in your mind 
  and feel a very angry and disappointed mind touch yours ‘Not 
  also have you failed us. You betrayed us. We can’t let such 
  livestock be allowed to continue to interfere. Surender now 
  and will make this as painless as possible.’ 
   
  If the party was able to bring the squidling dead or alive read 
  or paraphrase the following: As you are walking along you can 
  feel something seem to touch your minds. And you hear in 
  your heads ‘We have been expecting you.’ As 3 mind flayers 
  float out from behind some trees. ‘We might have been 
  informed you have something for us.’ 
  
   
   
   
  Written by: Patrick Ian McGovern 
  A Hunting we will Giff 
  9 
  *If the squidling is alive read or paraphrase the following: The 
  squidling floats over to the Mind Flayers with it’s arms up like 
  a toddler going to see it’s parents.’ 
  *if the squidling is dead but they brought the body read or 
  paraphrase the following. ‘The Mind flayers look at each 
  other for a moment before one of them picks up the body of 
  the squidling.’ 
  ‘You have done well in bringing us this experiment.’ One of 
  the mind flayers comes up to the party holding a chest and 
  hands it to the party. As well as the key. Inside of it is Spell 
  scroll of Mind Spike. This chest isn’t a normal chest either it is 
  a chest of preserving. ‘This isn’t a reward more of a bribe. 
  Returning this experiment is a show of commitment and for 
  that we allow you to live. This is gift so you never speak to 
  anyone of this location or about us again.’ 
   
  If the party wants more read or paraphrase the following: ‘If 
  you would like we can kill you, eat you, and keep these items 
  instead?’ 
   
  When the party is ready to wrap up read or paraphrase the 
  following. The mind flayers wave at the party and start to 
  float away.’ 
   
  Rewards 
  This adventure gives 2 hours worth of play time for XP to the 
  next level. 30 GP as per the Season 10 POA 
  https://media.wizards.com/2020/dnd/downloads/AL_PGv10
  _0.pdf 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
  Written by: Patrick Ian McGovern 
  A Hunting we will Giff 
  10 
  NPC/ITEM
  ITEMS 
   
  Spell Scroll of Mind Spike: (spell can be found in 
  XGTE) (Sorcerer/Wizard/Warlock) range 60ft/ Concentration 
  up to 1 hour. 
  Level 2 spell. You reach into the mind of one creature you can 
  see 
  within range. The target must make a Wisdom saving 
  throw DC13, taking 3d8 psychic damage on a failed save, or 
  half as much damage on a successful one. On a failed 
  save, you also always know the target's location until the 
  spell ends, but only while the two of you are on the same 
  plane of existence. While you have this knowledge, the 
  target can’t become hidden from you, and if it’s invisible, 
   
  Chest of Preservation: common wondrous item 
  food and other perishable items do not age or decay while 
  inside it. The chest is 2' feet long, 1 'h feet wide, and 1 foot 
  tall with a half-barre l lid. It weighs 25 pounds. With a lock 
  and key. The lock can be picked with 
  thieves' tools and a successful DC 15 Dexterity check. 
  Smashing the lock or any other part of the chest renders 
  it nonmagical. 
    
   
   
   
   
   
  NPC 
   
   
  GNOME SQUIDLING 
  Small aberration, unaligned 
  Armor Class 8 
  Hit Points 10 (1d6) 
  Speed 15 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   
  4 (-3) 
  7 (-2) 
  10 (+0) 
   4(-3) 
  10 (+0) 
  3 (-4) 
  Senses darksight 60 ft., passive perception 10 
  Languages understands Deep speech and gnomish but can’t 
  speak.  Telepathy 60ft 
  Challenge 1/2 (100 XP) 
  Innate Spellcasting (Psionics). The squidling’s innate 
  spellcasting ability is intelligence (Spell save DC7) It can 
  innately cast levitate at will requiring no components. 
  Magic Resistance: the squidling has advantage on saving 
  throws against spells and other magical effects 
  ACTIONS 
  Tentacles. Melee Weapon Attack: +0 to hit, reach 5 ft., one 
  target, Hit: 5 (2d4) Psychic damage. If the target is Medium or 
  smaller it is grappled (escape with a DC7) and must succeed 
  on a DC 7 Intelligence saving throw or be stunned until this 
  grapple ends 
  Extract Brain. Melee Weapon Attack: +0 to hit, reach 5 ft., one 
  target, Hit: 27 (5d10) Piercing damage. If this damage reduces 
  the target to 0 hit points the squidling kills the target by 
  extracting and devouring the creature’s brain. 
  Mind Tickle (Recharge 5-6): The squidling magically emits 
  psychic energy in a 30ft cone. Each creature in that area must 
  succeed on a DC7 Intelligence saving throw or take 2 (1d4) 
  psychic damage and stunned until the end of its next turn. 
   
  
   
   
   
  Written by: Patrick Ian McGovern 
  A Hunting we will Giff 
  11 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  CRAIG CAT 
  Large Monstrosity, unaligned 
  Armor Class 13 
  Hit Points 34 (4d10+12) 
  Speed 40 ft, climb 30ft 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   
  16(+3) 17 (+3) 16 (+3) 
   4(-3) 
  14 (+2) 
  8(-1) 
  Skills: Perception+4, Stealth +7 
  Senses darksight 60 ft., passive perception 14 
  Languages ---- 
  Challenge 1 (200 XP) 
  Nondetection. The cat can’t be target or detected by any 
  divination magic or perceived through magical scrying sensors 
  Pounce: if the cat moves at least 20 ft straight towards a 
  creature and then hits it with a claw attack on the same turn 
  that target must make a dc 13 strength saving throw or be 
  knocked prone. If the target is prone the cat can make one bite 
  attack against it as a bonus action. 
  Spell Turning: The cat has advantage on saving throws 
  against any spell that targets only the cat (not an area). If the 
  cat’s saving throw succeeds and the spell is of 7th level or 
  lower the spell has no effect on the cat and instead targets the 
  caster 
  ACTIONS 
  Bite. Natural Melee Attack: +5 to hit, reach 5 ft., one target, Hit: 
  8 (1d10+3) Piercing damage.  
  Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target, 
  Hit: 7 (1d8+3) Slashing damage.  
   
  MARTIAL ARTS ADEPT 
  Medium Human, Lawful Neutral  
  Armor Class 16 
  Hit Points 60 (11d8+11) 
  Speed 40 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   
  11(+0) 17 (+3) 13 (+1)  11(+0) 16 (+3) 10 (+0) 
  Skills: Acrobatics+5, Insight+5, Stealth+5 
  Senses: passive perception 13 
  Languages Gith 
  Challenge 3(700 XP) 
  Unarmored defense (included): While the adept is wearing 
  no armor and wielding no shield it adds its wisdom modifier to 
  its AC. 
   
  ACTIONS 
  Multiattack can make either 3 unarmed strikes or 3 dart 
  attacks. 
  Unarmed strike. Natural Melee Attack: +5 to hit, reach 5 ft., 
  one target, Hit: 7 (1d8+3) Bludgeoning damage. If the target is 
  a creature the adept can choose one of the following effects 
  *The Target must succeed on a DC13 strength saving throw. 
  On a failure target drop one item it is holding (adept’s choice) 
  *The Target must succeed on a DC 13 Dexterity saving throw. 
  On a failure target is knocked prone.  
  *The Target must succeed on a DC13 Constitution saving 
  throw. On a failure target is stunned until the end of the adept’s 
  next turn. 
  Dart. ranged Weapon Attack: +5 to hit, range 20/60 ft., one 
  target, Hit: 5 (1d14+3) Piercing damage.  
  REACTION 
   
  Deflect Missile: In response to being hit by a ranged weapon 
  attack the adept deflects the Projectile. The damage it takes 
  from the attack is reduce by 1d10+3. If the damage is reduced 
  to 0 the adapt catches the projectile if it able to fit 1 hand and 
  the adept has a free hand. 
   
  
   
   
   
  Written by: Patrick Ian McGovern 
  A Hunting we will Giff 
  12 
  MAPS 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
  Written by: Patrick Ian McGovern 
  A Hunting we will Giff 
  13 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
  Written by: Patrick Ian McGovern 
  A Hunting we will Giff 
  14 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
  Written by: Patrick Ian McGovern 
  A Hunting we will Giff 
  15 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
  Written by: Patrick Ian McGovern 
  A Hunting we will Giff 
  16 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
    
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/Convention Created Content/DC-AL-adventures in baby sitting a squid 2.0.pdf