TEXT: The Festering Fields
  The Festering Fields
  Vigil Watch Chapter Five
  Vigil Watch Chapter Five
  
  Vigil Watch
  2
  Credits
  Developer: Travis Legge 
  Authors: Celeste Conowitch, Joshua Doetsch, Lewis Harris, 
  Joshua Heath, Jessica Ross, Roman Trevisanut 
  Editor: Brian Johnson
  Art Direction and Design: Mike Chaney
  Cover: Pat Loboyko
  Interior Art: Alex Honore
  Cartography: Alida Saxon
  Creative Director: Richard Thomas
  Special Thanks
  Scott Holden for indispensable feedback and lore wisdom.
  TheConri and the crew of Devil’s Luck Gaming for playtesting 
  and feedback.
  Sarah & Fran Stewart for the comprehensive timeline and for 
  remaining Vigilant!
   
  Vigil Watch is © 2020 Onyx Path, LLC. All rights reserved. Reference to other copyrighted material in no way constitutes a challenge 
  to the respective copyright holders of that material. Scarred Lands, Onyx Path, and their associated logos are trademarks of Onyx Path.
  Open game content may only be used under and in the terms of the Open Game License. Onyx Path, LLC are not affiliated with 
  Wizards of the Coast™. Onyx Path, LLC make no claim to or challenge to any trademarks held by Wizards of the Coast™.
  This printing of Vigil Watch is done under Version 1.0a of the Open Gaming License, and the System Reference Document, by 
  permission from Wizards of the Coast, Inc.
  Designation of Product Identity: The following items are hereby designated as Product Identity in accordance with Section 1(e) 
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  Designation of Open Content: The Open Content in this issue includes the new creatures, new class archetypes, new feats and traits, new spells, 
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  COPYRIGHT NOTICE “VIGIL WATCH” copyright © 2020 Onyx Path, LLC, all rights reserved, visit www.theonyxpath.com”.
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  Table of Contents
  3
  Contents
  Credits 
   
   
   
   
  2
  Chapter Five:  
  The Festering Fields 
   
   
  4
  History 
   
   
   
   
  4
  Geography 
   
   
   
  4
  Flora and Fauna  
   
   
  5
  Random Encounters 
   
   
  5
  Encounter Type 
   
   
   
  5
  Terrain Hazard  
   
   
  5
  Terrain Hazards 
   
   
   
  5
  Desecrated Ground 
   
   
  5
  Terrain Encounters 
   
   
  5
  Unique Terrain: Deadlands 
   
  5
  Deadland Encounters  
   
   
  5
  Plains Encounters 
   
   
   
  5
  Cavern Encounters 
   
   
   
  6
  Hills Encounters 
   
   
   
  6
  Undead 
   
   
   
   
  7
  Zombies   
   
   
   
  7
  Zombies 
   
   
   
   
  7
  Weather 
   
   
   
   
  7
  Dark Storms 
   
   
   
  7
  Adventure:  
  Damnation Trail  
   
   
  8
  Adventure Summary 
   
   
  8
  A Little Rain Must Fall  
   
  8
  Eat or Be Eaten  
   
   
  8
  What’s Mine is Mine  
   
  9
  Daylight’s Escape 
   
   
  9
  New Creatures  
   
   
  9
  Giant Zombie 
   
   
   
  9
  Giant Zombie 
   
   
   
  9
  Necromancer 
   
   
   
  10
  The Necromancer 
   
   
  10
  Pallidi 
   
   
   
   
  10
  Pallidi 
   
   
   
   
  10
  Yaga Mordi 
   
   
   
  11
  Yaga Mordi 
   
   
   
  11
  Plague of the Yaga Mordi 
   
  12
  Yagara 
   
   
   
   
  12
  Yagara  
   
   
   
  12
  The Ruin 
   
   
   
   
  13
  
  This blasted, ruined wasteland is one of the deadliest regions in all 
  of Ghelspad. The whole damnable region is infested with dark energies 
  beyond control. We should thank Tanil that the damage remains 
  contained and wall the whole place off. 
  Vigil Watch
  4
  T
  he area now comprising the Festering Fields was once 
  the westernmost portion of the great nation of Zathiske. 
  During the Titanswar, this region served as a major battlefield 
  between the titanspawn armies from the north and west and 
  the divine armies from the east.
  History
  Countless mortals expired on these fields, locked in deadly 
  combat for the glory of their patrons. In the years since the 
  Divine War, the dead have begun to rise, animated by a dark 
  necromantic force emanating from the fields. Whatever its 
  source, this region remains a dangerous wasteland where 
  the dead roam freely.
  GeoGrapHy
  Wedged between the Sweltering Plains and the Ukrudan 
  Desert, the Festering Fields are more of an arid and bleak 
  wasteland than any sort of field. The ground is blackened and 
  broken by ancient spells of mass destruction, and the earth 
  is littered with bones. As the Festering Fields approaches the 
  Mounds of Man in the south, it becomes more rocky and 
  uneven. In the north, the fields turn sandy and gradually 
  fade into the gray dust of the Ukrudan.
  CHapter Five:  
  CHapter Five:  
  tHe FesterinG Fields
  tHe FesterinG Fields
  
  The Festering Fields
  5
  Flora and Fauna
  Few species of flora can manage to subsist in the fields. 
  The most prevalent form of plant life is a black moss called 
  blackweed that seems to thrive on death, rapidly covering 
  undead and fresh corpses alike. Few animals inhabit this 
  region, but there are several forms of animate plants and 
  monstrous beasts to plague travelers of the fields. Otherwise, 
  undead and night-touched roam this wasteland, slaughtering 
  any foolish enough to travel here.
  random enCounters
  Each day of travel across the Festering Fields requires 
  multiple random encounter checks. Roll a d20 and consult 
  the Random Encounter table to find the result. While the 
  characters are exploring or camping on the Festering Fields, 
  roll a d20 four times per day, checking for encounters each 
  morning, afternoon, evening, and night. An encounter 
  occurs on a roll of 15 or higher.
  Random encounters do not take character level into ac-
  count so players may encounter creatures too powerful for 
  them to overcome directly. In these instances, allow for a 
  way in which the characters can extricate themselves from 
  the situation and avoid certain death. 
  ENCOUNTER TYPE
  D20
  ENCOUNTER
  1 – 13
  No Encounter
  14 – 15
  Terrain Hazard
  16 – 17
  Terrain Encounter
  18 – 20
  Terrain Hazard and Encounter
  terrain Hazard
  The Festering Fields is rife with death. The environment 
  itself seems to emanate malice. It is no place for the living.
  TERRAIN HAZARDS
  D20 
  TERRAIN HAZARDS
  1 – 10
  None
  11 – 15
  Deadland
  16 – 18
  Desecrated Ground
  19 – 20
  Dark Storm
  deseCrated Ground
  Entire tracts of the terrain of the Festering Field are ma-
  ligned. Such powerful and fell magics were released during 
  the Titanswar that sections of the land are irrevocably 
  besmirched by necromantic energies.
  An area of desecrated ground can be any size, and a detect 
  evil and good spell cast within range reveals its presence.
  Undead standing on desecrated ground have advantage 
  on all saving throws. 
  terrain enCounters
  While travel through the Festering Fields is unpredictable, 
  each type of terrain within the region presents a distinct 
  array of threats.
  unique terrain: deadlands
  The characters come upon an ancient battleground littered 
  with bones. 
  Deadlands typically range in size from 300 to 600 square 
  feet. When the party enters a deadland, roll a d20 and consult 
  the table to determine what creatures, if any, are present. 
  The undead rise up out of the bones and attack when the 
  characters are halfway across the field.
  DEADLAND ENCOUNTERS
  D20
  ENCOUNTER
  1–11
  No encounter
  12–14
  3d6 Skeletons
  15–17
  2d6 Pallidi
  18 
  3 Warhorse Skeletons
  19 
  1 Minotaur Skeleton
  20
  Ogre Zombie
  Every 1d4 rounds, roll again on the Deadland Encounter 
  table, ignoring results of 19 and 20, and add the resulting 
  enemies.
  The undead attack until either they or the characters are 
  dead, or the characters flee the deadlands. When fleeing 
  characters exit the deadlands, active undead return to the 
  where they animated and collapse.
  Plains Encounters
  Most of the Festering Fields are loosely considered ‘plains’, 
  only because ‘wasteland’ isn’t a standard topographic des-
  ignation. Rocky, jutting outcroppings and small copses of 
  trees (most sickly or dead) are the primary features of the 
  desolate plain.
  PLAINS ENCOUNTERS
  D10
  ENCOUNTER
  1
  Undead
  2
  Hunter’s Hounds
  3
  Corpse Pile
  4
  Giant Rats
  5
  Mistwalker
  6
  Undead
  7
  Yagara
  8
  Minotaur Skeleton
  9
  Warhorse Skeleton
  10
  Night-Touched
  
  Vigil Watch
  6
  Cavern Encounters
  Numerous tunnels and caverns crisscross and pockmark 
  the Festering Fields. The Titanswar saw vast tracts of land 
  perforated, overturned, and chaotically commingled. The 
  abundance of caves (particularly south, near the Mounds 
  of Man, and north in the foothills below Lokil) are both a 
  blessing and curse. 
  CAVERN ENCOUNTERS
  D10
  ENCOUNTER
  1
  Yagara
  2
  Undead
  3
  Warhorse Skeleton
  4
  Swarm of Insects
  5
  Giant Rats
  6
  Undead
  7
  Carrion Hound
  8
  Mistwalker
  9
  Swarm of Bats
  10
  Night-Touched
  Hills Encounters
  The hills of the Festering Fields are not majestic, rolling 
  expanses. These are craggy, broken, wart-like formations, at 
  best resembling shattered bones breaking through flesh, at 
  worst cancerous cysts on the face of Scarn. 
  HILLS ENCOUNTERS
  D10 
  ENCOUNTER
  1
  Giant Zombie
  2
  Undead
  3
  Night-Touched
  4
  Willow Tree Warrior
  5
  Corpse Pile
  6
  Undead
  7
  Swarm of Bats
  8
  Chardun-Slain
  9
  Hunter’s Hounds
  10
  Burned Ones
  Burned Ones (Creature Collection p. 29)
  The characters stumble upon a dilapidated temple inhabit-
  ed by 2d4 burned ones who  wander the surrounding fields 
  and reside in the ruin during daylight hours. 
  Carrion Hound (Creature Collection p. 36)
  The characters encounter a carrion hound emerging from 
  a tunnel looking for food.
  Chardun-Slain (Creature Collection p. 38)
  The characters pass too close to a glade inhabited by 3d6 
  Chardun-slain, judiciously spread throughout the area. At 
  the center of the grove stands an ancient monolith.
  If the party is camped, the Chardin-slain emerge from the 
  glade to attack the camp and attempt to knock characters 
  unconscious. They then drag those characters back to the 
  monolith, where they attempt to dismember them and paint 
  the monolith with their victims’ blood.
  Corpse Pile
  The players stumble across the leavings of a recent battle. 
  Bodies molder in an open field. The air is thick with the 
  scent of death.
  Giant Rats (SRD p. 378)
  3d6 giant rats emerge from a nearby crevasse searching 
  for their next meal.
  Giant Zombie (p. 9)
  A loud crunching noise rhythmically approaches. Looking 
  to the top of a nearby hill, the party sees a massive undead 
  giant lumbering toward them. The creature moans out 
  a miserable cry and drags a massive bone club along the 
  ground behind it. 
  Hunter’s Hound (Creature Collection p. 110)
  A dark baying can be heard as a small pack of 2d4 hunter’s 
  hounds emerge. Though very much resembling death dogs, 
  these hounds are substantially larger and have the fire of 
  malice in their eyes.
  Night-Touched (Creature Collection p. 137)
  A night-touched controller and 3 night-touched hounds 
  prowl the darkness.
  Minotaur Skeleton (SRD p. 346)
  Assembling from a field of shattered bones, a minotaur 
  skeleton rises and lumbers towards the party.
  Mistwalker (Creature Collection p. 129)
  1d6 mistwalkers lurk in the fog nearby. 
  Ogre Zombie (SRD p. 357)
  Though rare in the Festering Fields, some ogres who 
  died in the Divine War still wander the region as lone, 
  murderous threats.
  Swarms of Bats (SRD p. 389)
  The characters disturb 1d4 swarms of bats.
  Swarms of Insects (SRD p. 389)
  The characters are accosted by 1d4 swarms of insects. 
  At the end of the encounter, any character damaged by a 
  swarm must succeed on a DC 11 Constitution saving throw 
  or become infected with sewer plague (SRD p. 199).
  
  The Festering Fields
  7
  Warhorse Skeleton (SRD p. 346)
  A herd of 2d4 warhorse skeletons stampede toward the 
  party.
  Willow Tree Warrior (Creature Collection p. 196)
  Unbeknownst to the characters, in the stand of trees un-
  der which they sought shelter is a willow tree warrior. The 
  monster will use its False Appearance ability until the party 
  makes camp for the night. Once this happens, the tree will 
  attempt to kill whomever is on guard and strangle the rest 
  of the group in their sleep.
  Yagara (p. 12)
  One of Yaga Mordi’s hag sisters prowls the area accom-
  panied by 2d4 pallidi. The yagara is shape-changed into an 
  attractive elven woman.
  Undead
  Undead are near omnipresent in the Festering Fields. 
  Travelers journey through the fields at great peril.
  UNDEAD
  D10
  UNDEAD
  1
  Ghouls
  2 – 3
  Pallidi
  4 – 5 
  Skeletons
  6
  Wight and Zombies
  7 – 8
  Zombies
  9
  Skeletons and Ghouls (no Ghast)
  10
  Wraith and Zombies
  Ghouls (SRD p. 312)
  The stench of death precedes the coming of ghouls. Char-
  acters with a passive Wisdom (Perception) score of 12 or 
  higher hear and smell a ghoul pack approaching, consisting 
  of 2d6 ghouls led by a ghast (SRD p. 311). 
  Pallidi (p. 10)
  A small contingent of 2d6 pallidi attempt to murder the 
  adventurers.
  Skeletons (SRD p. 346)
  The characters come upon 3d6 skeletons while traveling. 
  The skeletons are either fully exposed or slightly buried 
  beneath loose soil. If this option is rolled while the group 
  is camping, the skeletons wander into the camp and attack.
  Wight (SRD p. 354)
  The characters encounter a wight stalking the Festering 
  Fields. Any character openly displaying a connection to 
  Denev is relentlessly attacked.
  Wraith (SRD p. 355)
  The party encounters a lone wraith in search of its next 
  victim.
  zombies 
  Characters catch the scent of death on the air and ad-
  venturers hear the lumbering of the undead. Roll a d10 to 
  determine what appears:
  ZOMBIES
  D10
  ZOMBIES
  1 – 5
  3d6 Zombies
  6 – 9
  3d6 Zombies accompanied by 1 Giant Zombie
  10
  4d6 Zombies accompanied by 1d6 Giant 
  Zombies
  WeatHer
  The Festering Fields is temperate year-round, but with a 
  wide variance over the course of 24 hours. The temperature 
  rarely climbs above 85 degrees F (30 degrees C) during the 
  day and dips down to around 35 degrees F (2 degrees C) 
  at night. 
  Even without precipitation, pockets of a cold mist blanket 
  the fields. Travelers inside one of the pockets of mist have 
  their visibility limited to 50 yards.
  dark storms
  Dark Storms come on suddenly, first starting as a slight 
  darkening of the sky and then rapidly expanding from a 
  central point, opening in the sky like an iris. This imposes 
  disadvantage on Wisdom (Survival) checks used to predict 
  their appearance. The Storms are typically between 1 to 2 
  square miles in size and do not move with the wind as a 
  normal storm does. Everything within the area of the Dark 
  Storm is lightly obscured, with creatures in the area having 
  disadvantage on Wisdom (Perception) checks that rely on 
  sight. The heavy rains extinguish open flames and impose 
  disadvantage on Wisdom (Perception) checks that rely on 
  hearing.
  Dark Storms persist for a minimum of 1 hour. After the 
  first hour, roll a d20. On a 13 or higher, the storm persists 
  for another 10 minutes. 
  The true danger of a Dark Storm is a vitality leeching 
  effect. Creatures directly exposed to the storm must succeed 
  on a DC 15 Constitution saving throw or suffer a level 
  of exhaustion. Every 10 minutes of exposure requires an 
  additional check. Exhaustion cannot be removed until the 
  creature is dry and no longer exposed to the storm.
  For reasons unknown, an undead’s vision is completely 
  foiled by the winds and rain of the storm. Undead find the 
  loss of their vision distasteful, and being blind only attack 
  those they can sense otherwise. Undead within the storm 
  make every effort to remove themselves, be it by burrowing, 
  seeking immediate shelter, or leaving its boundaries.
  
  Vigil Watch
  8
  adventure:  
  adventure:  
  damnation trail 
  damnation trail 
  This adventure can be used to introduce any group to the 
  dangers of the Festering Fields.
  adventure summary
  The adventure begins with characters arriving on the 
  border of the Festering Fields. Tasked with delivering some 
  much-needed alchemical supplies to an alchemist named 
  Birit (she/her, N human mage) in the hamlet of Bastion, 
  the party must pass into the fields.
  a little rain must Fall
  Many factors contribute to the difficulty in navigating the 
  Festering Fields. Trails and marked paths are few and far 
  between; no true roads wind through this desolate place. The 
  uniformly dour landscape coupled with the near-constant 
  fog only add to travelers’ woes.
  The party’s navigator makes a DC 10 Wisdom (Survival) 
  check once each morning when they strike out and once 
  every day in the late afternoon. If the check fails, the party 
  inadvertently travels in the wrong direction and becomes lost 
  (immediately roll once on the Random Encounter table and 
  apply the results). The navigator can repeat the check after 
  the party spends 1d6 hours trying to get back on course.
  As the adventurers make their way through the hills, a 
  successful DC 10 Wisdom (Survival) check with disadvan-
  tage will notify the party of an approaching storm. In the 
  distance, across a small valley, the adventurers spot a small 
  ruin that may provide shelter from the coming weather. 
  The valley walls are broken and difficult to scale, making it 
  impossible to outrace the storm going that route; the valley 
  is the quickest and most direct path.
  The floor of the valley is heavy with mist, obscuring the 
  ground beneath. While not difficult terrain, the ground is 
  lightly obscured. As the adventurers make their way through 
  the valley, they occasionally hear and feel the crunch of bone 
  underneath their boots, growing more frequent as they tread 
  deeper into the valley.
  When the party reaches 200 feet from the edge of the 
  ruin, skeletal hands and skulls slowly start to rise from the 
  mists ahead. Soon, 12 skeletons stand 60 feet ahead of the 
  party, blocking their progress through the valley. A DC 10 
  Wisdom (Perception) check will alert the party to 6 skeletons 
  rising 30 feet behind them.
  At the end of the first round of combat, the sky opens, and 
  a Dark Storm strikes the area, dispersing the undead. The 
  party must contend with the Dark Storm, seeking shelter 
  in the ruin (see The Ruin map p. 13.) 
  eat or be eaten
  As the party enters the ruin, they immediately hear 
  muffled voices from a foyer 60 feet ahead. Characters can 
  make a DC 12 Dexterity (Stealth) check to get closer to the 
  muffled voices. 
  If successful, the characters can creep closer for a better 
  listen. On a failed check, the talking stops abruptly. An 
  advancing adventurer with a passive perception of 12 or 
  higher hears footfalls approaching.
  If the character sneaks up to the foyer, they can make a 
  DC 10 Wisdom (Perception) check to discern the nature 
  of the voices. On a failed check, the character believes they 
  hear 3 different voices, arguing in 3 different languages. If 
  the check is successful, the character still hears 3 different 
  languages being spoken, but it is clearly one person speaking.
  The necromancer (he/him, CE human, p. 10) is babbling 
  back-and-forth with two skeletons propped up against the 
  far wall of the foyer. The room is clearly the site of a recent 
  battle, the dust not yet settled on everything that was dis-
  turbed during the confrontation. Once the necromancer 
  realizes the party is there, he abruptly ends his conversation 
  with the skeletons and addresses the character(s). He is quite 
  manic, seemingly on the edge of sanity.
  Depending on how the adventurers approach the necro-
  mancer, their exchange will begin in one of two ways:
  If the party approaches the necromancer non-threateningly, 
  he reacts in a bewildered but non-aggressive fashion. If the 
  party approaches showing any outward sign of aggression 
  (having weapons drawn for example), they will be met with 
  distrust that quickly turns to hostility if not countered.
  If the players manage to calm the necromancer with a 
  DC 10 Charisma (Persuasion) check, he introduces himself 
  as Zebel of Locklund and informs them that he has been 
  wandering the ruin for quite some time, having fallen down 
  a sinkhole into a subterranean passage. Unable to climb back 
  up, he had no choice but to venture further into the ruin, 
  eventually finding his way here through a series of tunnels. 
  His mania appears to be a product of being lost and starving 
  for several days; investigation will reveal caked blood around 
  the necromancer’s mouth and on his hands, and scraps of 
  flesh in the necromancer’s fingernails and teeth. His breath 
  is absolutely awful.
  
  The Festering Fields
  9
  Zebel will immediately begin to negotiate for fresh food 
  and water once he no longer feels threatened by the party. 
  He offers up a spell scroll of protection from evil and good to 
  the party in exchange for food, water, and safe passage out 
  of the ruins.
  WHat’s mine is mine
  This small ruined structure still possesses a good portion 
  of its roof and no major breaches in its outer walls, and so 
  should provide excellent shelter from the elements for a weary 
  party. More importantly, it appears to be devoid of undead. 
  Have the characters make an Intelligence (Investigation) 
  check and compare the results to the following:
  RESULT
  DISCOVERY
  10
  2d4 Trinkets amongst the debris
  15
  and 1d4 small gems (25 gp each) in a small 
  purse
  20
  and Tenara’s Locket
  A detect evil and good spell will also reveal the locket’s loca-
  tion and indicate that it is a desecrated object. If the party 
  discovers the locket, Tenara immediately phases up from her 
  resting place under the floor and attempts to possess whoever 
  holds the locket. Should she manage to possess the locket 
  holder, she will immediately put it on and attempt to flee.
  If the party does not find the locket, Tenara will wait until 
  nightfall and attempt to possess one of the adventurers while 
  the party sleeps. She will target female elves in the party first.
  Characters possessing the locket are at disadvantage when 
  resisting Tenara’s possession ability. Characters wearing the 
  locket can affect and be affected by Tenara while she is in 
  the Border Ethereal.
  Tenara uses the ghost stat block (SRD p. 311) with the 
  following changes:
  AC to 13
  Hit Points to 60 (14d8)
  Sunlight Susceptibility – While in sunlight, Tenara has 
  disadvantage on attack rolls, as well as on Wisdom (Percep-
  tion) checks that rely on sight.
  Turn Resistance – Tenara has advantage on saving throws 
  against any effect that turns undead.
  dayliGHt’s esCape
  Once the party has contended with Tenara and either 
  befriended or defeated the necromancer, daylight breaks 
  over the ruin, permitting the adventurers to take their leave 
  in relative safety. They must travel one more day through the 
  Festering Fields to arrive at their destination, leaving the fields 
  one hour before sunset if they begin their journey directly 
  at sunrise. If Zebel is still with the party, he will attempt 
  to follow them to Bastion unless they shoo him off. If the 
  party arrives with Zebel in tow, Birit will chastise them and 
  pay them only 50 gold before threatening to call the guard. 
  If Zebel is not with the party, Birit will pay 150 gold to the 
  party for their trouble in addition to offering food, lodging, 
  and 1 potion of greater healing to each party member.
  neW Creatures
  neW Creatures
  The following creatures can be found in the Festering Fields.
  Giant zombie
  Giants were utilized as pawns in the Titanswar. Many 
  died in the Festering Fields. Their remains are periodically 
  reanimated by the necrotic energies there.
  Giant zombie
  Huge undead, lawful evil
  Armor Class 12 (natural armor)
  Hit Points 85 (10d12 + 20)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  21 (+5)
  11 (+0)
  15 (+2)
  6 (−2)
  8 (−1)
  5 (−3)
  Damage Immunities poison
  Condition Immunities exhaustion, poisoned
  Senses darkvision 60 ft., passive Perception 9
  Languages understands all languages it knew in life but 
  can’t speak
  Challenge 3 (450 XP)
  Undead Fortitude. If damage reduces the zombie to 0 
  hit points, it must make a Constitution saving throw with a 
  DC of 5 + the damage taken, unless the damage is radiant 
  or from a critical hit. On a success, the zombie drops to 1 
  hit point instead.
  Actions
  Bone Greatclub. Melee Weapon Attack: +7 to hit, 
  reach 10 ft., one target. Hit: 18 (3d8 + 5) slashing 
  damage.
  Rock. Ranged Weapon Attack: +7 to hit, range 60/240, 
  one target. Hit: 21 (3d10 + 5) bludgeoning damage.
  
  Vigil Watch
  10
  neCromanCer
  Necromancers are specialist wizards who study the interac-
  tion of life, death, and undeath. Most like to dig up corpses 
  to create undead slaves.
  tHe neCromanCer
  Medium humanoid male (human), chaotic evil
  Armor Class: 12 (15 with mage armor)
  Hit Points: 66 (12d8 + 12)
  Speed: 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  9 (−1)
  14(+2)
  12(+1)
  17(+3)
  12(+1)
  11(+0)
  Saving Throws: Int +7, Wis +5
  Skills: Arcana +7, History +7
  Damage Resistances: necrotic
  Senses: passive Perception 11
  Languages: Calastian, Infernal, Ledean, Zathisk
  Challenge: 9 (5,000 XP)
  Spellcasting. The necromancer is a 12th-level 
  spellcaster. Its spellcasting ability is Intelligence (spell save 
  DC 15, +7 to hit with spell attacks). The necromancer has 
  the following wizard spells prepared:
  Cantrips (at will): chill touch, dancing lights, mage 
  hand, mending
  1st level (4 slots): false life, mage armor, ray of sickness
  2nd level (3 slots): blindness/deafness, ray of 
  enfeeblement, web
  3rd level (3 slots): animate dead, bestow curse, 
  vampiric touch
  4th level (3 slots): blight, stoneskin, shadow traitor*
  5th level (2 slots): arcane hand, cloudkill
  6th level (1 slot): circle of death
  *see Scarred Lands Player’s Guide
  Grim Harvest (1/Turn). When the necromancer kills 
  a creature that is neither a construct nor undead with a 
  spell of 1st level or higher, the necromancer regains hit 
  points equal to twice the spell’s level, or three times if it is a 
  necromancy spell.
  Actions
  Withering Touch. Melee Spell Attack: +7 to hit, reach 5 
  ft., one creature. Hit: 5 (2d4) necrotic damage.
  pallidi
  Though the night-touched were created by Hrinruuk, a 
  fragment of that creative knowledge has found its way to 
  Scarn. The Yaga’s  influence in the Festering Fields can be 
  seen by the presence of what have come to be known as 
  pallidi. The pallidi are undead who have risen possessing 
  a fraction of the power of the night-touched. Initially, only 
  Yaga Mordi and her Yagara possess the ability to create pallidi 
  with their spells but the Festering Fields are rife with dark 
  and chaotic magics and pallidi now rise of their own volition.
  Pallidi can arise from skeletal remains or corpses. Patches 
  of ink-black “flesh” cling grimly to bones or are married to 
  sickly, moldered skin. A viscous black ichor continually gush-
  es forth from a pallidi’s mouth and oozes from its wounds. 
  Dead eyes hide the malicious intent that burns behind them.
  pallidi
  Medium undead (titanspawn), neutral evil
  Armor Class: 10 (natural armor)
  Hit Points: 22 (3d8 + 9)
  Speed: 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1)
  9 (−1)
  16 (+3)
  6 (−2)
  8 (−1)
  5 (−1)
  Saving Throws: Dex +1, Con +5, Wis +1
  Damage Immunities: cold, poison
  Damage Resistances: acid, fire, lightning, thunder; 
  bludgeoning, piercing, and slashing from nonmagical 
  attacks
  Condition Immunities: exhaustion, poisoned
  Senses: darkvision 90 ft., passive Perception 8
  Languages: understands the languages it knew in life but 
  can’t speak
  Challenge: 2
  Undead Fortitude. If damage reduces the pallidi to 0 
  hit points, it must make a Constitution saving throw with a 
  DC of 5 + the damage taken, unless the damage is radiant 
  or from a critical hit. On a success, the pallidi drops to 1 hit 
  point instead.
  Night-Touched. Magical darkness doesn’t impede the 
  pallidi’s darkvision. In areas of dim light or darkness, the 
  pallidi has advantage on Dexterity (Stealth) checks to hide.
  Sunlight Sensitivity. While in sunlight, the pallidi 
  has disadvantage on attack rolls, as well as on Wisdom 
  (Perception) checks that rely on sight.
  Actions
  Multiattack. The pallidi makes three attacks: one with its 
  bite and two with its claws.
  Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 7 (2d4 + 1) slashing damage plus 1 necrotic 
  damage.
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  creature. Hit: 9 (2d6 + 1) piercing damage plus 2 necrotic 
  damage.
  Strength Drain. Melee Weapon Attack: +3 to hit, reach 
  5 ft., one creature. Hit: 9 (2d6 + 1) necrotic damage, 
  and the target’s Strength score is reduced by 1d4. The 
  target dies if this reduces its Strength to 0. Otherwise, the 
  reduction lasts until the target finishes a short or long rest.
  If a humanoid dies from this attack, a new pallidi rises from 
  the corpse 1d4 hours later.
  
  The Festering Fields
  11
  yaGa mordi
  One of the most dangerous entities to stalk the Festering 
  Fields is the hag known as Yaga Mordi. Many believe she was 
  once a necromancer of Glivid-Autel named Ylliani Mordori, 
  whose dark practices were too reckless and unsavory for her 
  contemporaries. Additionally, Ylliani’s evangelization of 
  alchemical immortality, a philosophy and approach to the 
  study of necromancy and immortality, was met with overall 
  disdain and ridicule by the Society of Immortals and the 
  majority of necromancers of Glivid-Autel.
  In Hollowfaust, while expounding the virtues of con-
  tinued and extended studies into alchemical immortality 
  would not have been met with ridicule, Ylliani’s methods 
  and approach would not be welcome in such a “controlled” 
  environment. And thus, Ylliani turned her wanderings to 
  the Festering Fields.
  It is unknown what became of Ylliani. If Ylliani is indeed 
  Yaga Mordi, perhaps one of her ancient journals could shed 
  light on her journey; shed light on her transformation from 
  human to fey. Legends tell of concoctions to which hags 
  subject their daughters in order to trigger the transformation, 
  and with the rise of the Yagara, there may be truth in that.
  yaGa mordi
  Large fey (shapechanger, titanspawn), neutral evil
  Armor Class: 17 (natural armor)
  Hit Points: 135 (18d8 + 54)
  Speed: 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0)
  16 (+3)
  16 (+3)
  20 (+5)
  14 (+2)
  16 (+3)
  Saving Throws: Con +9, Int +11, Wis +8
  Skills: Arcana +17, History +11, Insight +8, Perception 
  +8
  Damage Resistances: cold, necrotic
  Damage Immunities: poison; bludgeoning, piercing, 
  and slashing from nonmagical attacks
  Condition Immunities: exhaustion, poisoned
  Senses: darkvision 120 ft., passive Perception 18
  Languages: Dunahn, Infernal, Ledean, Primordial, 
  Sylvan, Titan Speech
  Challenge: 14
  Horrific Appearance. Any humanoid that starts its turn 
  within 30 feet of Yaga Mordi and can see her true form 
  must make a DC 13 Wisdom saving throw. On a failed 
  save, the creature is frightened for 1 minute. A creature 
  can repeat the saving throw at the end of each of its turns, 
  with disadvantage if Yaga Mordi is within line of sight, 
  ending the effect on itself on a success. If a creature’s 
  saving throw is successful or the effect ends for it, the 
  creature is immune to Yaga Mordi’s Horrific Appearance 
  for the next 24 hours. Unless the target is surprised or the 
  revelation of the hag’s true form is sudden, the target can 
  avert its eyes and avoid making the initial saving throw. 
  Until the start of its next turn, a creature that averts its eyes 
  has disadvantage on attack rolls against Yaga Mordi.
  Death Shroud. When Yaga Mordi hits with any 
  weapon, the weapon deals an additional 9 (2d8) necrotic 
  damage (included in the attack). At the start of each of her 
  turns, Yaga Mordi deals 9 (2d8) necrotic damage to any 
  creature grappling her
  Legendary Resistance (3/Day). If Yaga Mordi fails a 
  saving throw, she can choose to succeed instead.
  Spellcasting. Yaga Mordi is a 16th-level spellcaster. Her 
  spellcasting ability is Intelligence (spell save DC 19, or 
  +11 to hit with spell attacks). She has the following spells 
  prepared:
  Cantrips (at will): chill touch, toll the dead, filch
  1st (4 slots): inflict wounds, spectral hand, animate 
  undead minion
  2nd (4 slots): blindness/deafness, ray of enfeeblement, 
  aegis
  3rd (3 slots): animate dead, bestow curse, vampiric 
  touch
  4th (3 slots): blight, darkstaff, inflict susceptibility, wall of 
  darkness
  5th (3 slots): danse macabre, enervation, negative 
  energy flood, aura of death
  6th (2 slots): circle of death, soul cage
  7th (2 slots): finger of death, power word pain
  8th (1 slot): leech field
  Grim Harvest (1/Turn). When Yaga Mordi kills a 
  creature that is neither a construct nor undead with a spell 
  of 1st level or higher, she regains hit points equal to twice 
  the spell’s level, or three times if it is a necromancy spell.
  Night-Touched. Magical darkness doesn’t impede Yaga 
  Mordi’s darkvision. In areas of dim light or darkness, Yaga 
  Mordi has advantage on Dexterity (Stealth) checks to hide
  Coven Spells. Yaga Mordi’s coven practice spells not 
  only in line with her fascination with death and immortality, 
  but spells used to further the Yaga’s research into those 
  fields.
  1st level (4 slots): detect magic, inflict wounds, animate 
  undead minion*
  2nd level (3 slots): gentle repose, ray of enfeeblement
  3rd level (3 slots): animate dead, speak with dead, 
  vampiric touch
  4th level (3 slots): blight, locate creature
  5th level (2 slots): contact other plane, raise dead, 
  aura of death*
  6th level (1 slot): circle of death, create undead
  *see Scarred Lands Player’s Guide
  Actions
  Death Glare. Yaga Mordi targets one frightened 
  creature she can see within 30 feet of her. If the target can 
  see Yaga Mordi, it must succeed on a DC 13 Wisdom 
  saving throw against this magic or drop to 0 hit points.
  
  Vigil Watch
  12
  Claw. Melee Weapon Attack. +7 to hit, reach 5 ft., one 
  target. Hit: 13 (2d6 + 4) slashing damage plus 9 (2d8) 
  necrotic damage.
  Life Drain. Melee or Ranged Spell Attack. +8 to hit, 
  reach 5 ft. or range 60 ft., one target. Hit: 26 (5d8 + 4) 
  necrotic damage plus 22 (5d8) cold damage. 
  The target must succeed on a DC 16 Constitution saving 
  throw or its hit point maximum is reduced by an amount 
  equal to the necrotic damage taken. This reduction lasts 
  until the target finishes a long rest. The target dies if this 
  effect reduces its hit point maximum to 0. A humanoid slain 
  by this attack rises 24 hours later as a pallidi under Yaga 
  Mordi’s control, unless the humanoid is restored to life or 
  its body is destroyed.
  Change Shape. Yaga Mordi magically polymorphs into 
  a Medium or Large female humanoid, or back into her 
  hag form. Her statistics are the same in each form. Any 
  equipment she is wearing or carrying isn’t transformed. 
  She reverts to her hag form if she dies.
  Legendary Actions
  Yaga Mordi can take 3 legendary actions, choosing from 
  the options below. Only one legendary action option can 
  be used at a time and only at the end of another creature’s 
  turn. Yaga Mordi regains spent legendary actions at the 
  start of her turn.
  Claw. Yaga Mordi makes a claw attack.
  Life Drain (Cost 2 Actions). Yaga Mordi uses her Life 
  Drain ability.
  Summon Undead (Costs 3 Actions). Up to five 
  pallidi appear in unoccupied spaces within 30 feet of 
  Yaga Mordi and remain until destroyed. Pallidi summoned 
  in this way roll initiative and act in the next available turn. 
  Yaga Mordi can have up to five pallidi summoned by this 
  ability at a time.
  plaGue oF tHe yaGa mordi
  This spell functions as Chardun’s Army (Scarred Lands 
  Player’s Guide p. 148) with the following changes:
  4th level necromancy (divine, true ritual)
  Components: V, S, M (ensorcelled skull of a Night-Touched 
  Controller, rare herbs)
  Bones and corpses become pallidi.
  yaGara
  Knowledge of Yaga Mordi has spread across the region, 
  and a few have braved the desolate expanse of the Festering 
  Fields to request her guidance. The lure of immortality is 
  great and few supplicants realize the true cost until it’s too 
  late. Unlike traditional hags, Yaga Mordi only “enlightens” 
  willing mortal females. Mortals fortunate(?) enough to 
  survive Yaga Mordi’s Ritual of Becoming are transformed 
  into Yagara.
  yaGara
  Large fey (shapechanger, titanspawn), neutral evil
  Armor Class: 14 (Natural Armor)
  Hit Points: 58 (7d8 + 30)
  Speed: 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  13 (+1)
  16 (+3)
  16 (+3)
  14 (+2)
  12 (+1)
  Skills: Arcana +6
  Senses: darkvision 60 ft.; passive Perception 11
  Languages: Infernal, Ledean, Sylvan, Titan Speech
  Challenge: 6
  Horrific Appearance. Any humanoid that starts its turn 
  within 30 feet of a yagara and can see her true form must 
  make a DC 13 Wisdom saving throw. On a failed save, 
  the creature is frightened for 1 minute. A creature can 
  repeat the saving throw at the end of each of its turns, with 
  disadvantage if a yagara is within line of sight, ending the 
  effect on itself on a success. If a creature’s saving throw is 
  successful or the effect ends for it, the creature is immune 
  to a yagara’ Horrific Appearance for the next 24 hours. 
  Unless the target is surprised or the revelation of the hag’s 
  true form is sudden, the target can avert its eyes and avoid 
  making the initial saving throw. Until the start of its next 
  turn, a creature that averts its eyes has disadvantage on 
  attack rolls against the yagara.
  Spellcasting. A yagara is a 5th-level spellcaster. Her 
  spellcasting ability is Intelligence (spell save DC 14, or 
  +6 to hit with spell attacks). She has the following spells 
  prepared:
  Cantrips (at will): chill touch, toll the dead, filch
  1st (3 slots): inflict wounds, spectral hand, animate 
  undead minion
  2nd (2 slots): blindness/deafness, ray of enfeeblement, 
  aegis
  3rd (4 slots): animate dead, bestow curse, vampiric 
  touch
  Actions
  Claws. Melee Weapon Attack. +6 to hit, reach 5 ft., one 
  target. Hit: 12 (2d8 + 3) slashing damage.
  Change Shape. The yagara magically polymorphs into 
  a Medium or Large female humanoid, or back into her 
  hag form. Her statistics are the same in each form. Any 
  equipment she is wearing or carrying isn’t transformed. 
  She reverts to her hag form if she dies.
  
  The Festering Fields
  13
  tHe ruin
  1 sq = 5 Ft.
  
  14
  14
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