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Wailing Caverns

Wake the Dreamer. End the Nightmare.

Overview
Prologue
Lushwater Oasis
Cavern of Mists
Cave's Mouth
Underground Lake
Disciple's Haven
Screaming Gully
Southern Shore
Streambed
Northern Shore
Pit of Fangs
Adder's Nest
Cobra's Climb
Crag of the Everliving
Skum's Grotto
Upper Tunnels
Cave of the Guardian
Dreamer's Rock
Return to Disciple's Haven
Spirits of the Fallen Fanglords
Awaken the Dreamer
End of the Nightmare
Treasure
Monsters

Created by James Wiken

Special Thanks to
Blizzard Entertainment
Original dungeon design and characters, quest and adventure journal text, art assets, maps
wowhead.com
Dungeon, NPC, and item information, screenshots
GM Binder
Wailing Caverns

Y
ears ago, the famed druid Naralex and his Once connected to the Dream however, the druid's vision
followers descended into the shadowy Wailing somehow became a nightmare. Soon the Wailing Caverns
Caverns, named for the mournful cry one hears began to change - the waters turned foul and the once-docile
when steam bursts from the cave system's creatures inside metamorphosed into vicious, deadly
fissures. Naralex planned to use the predators. These walking nightmares have ventured forth
underground springs to restore lushness to the from the caverns and have attacked the nearby wildlife and
arid Barrens. But upon entering the Emerald settlements, spreading the corruption as they go.
Dream, he saw his vision of regrowth turn into a waking Naralex still resides somewhere inside the heart of the
nightmare, one that has plagued the caverns ever since. labyrinth, trapped beyond the edges of the Emerald Dream.
The adventurers have been sent to the Wailing Caverns to Even his former acolytes have been corrupted by their
aid the Disciples of Naralex in ending the nightmare master's waking nightmare - transformed into the wicked
Druids of the Fang. The greatest of these have declared
Overview themselves the fanglords and now work to spread the
nightmare emanating from their former master.
Wailing Caverns is a dungeon designed for characters from
levels 2 to 4. It is meant to be standalone and can be inserted Prologue
into any campaign.
In this dungeon, the adventurers have been tasked with This section will describe the quests leading up to this
investigating the mutated beasts which have been attacking dungeon. If you are dropping this into another campaign, you
wildlife and settlements in the Northern Barrens from can skip to the next section, "Lushwater Oasis".
Lushwater Oasis. During the investigation, the characters Located in The Crossroads is a tauren druid named Tonga
learn the corruption is leaking from a cave system that opens Runetotem. He is currently looking for adventurers to
up into the oasis. Inside, the Disciples of Naralex are working investigate a bizarre burst of rampant growth that has sprung
to wake their leader and namesake from his nightmare, the up in the oases around the Barrens. Runetotem sends any
source of the corruption. interested parties to study the local flora and fauna to
Naralex is currently slumbering in a network of determine the cause of this odd occurrence.
underground caverns within the heart of Northern Barrens. First, Tonga has the adventurers travel to the Forgotten
Dubbed the 'Wailing Caverns', these natural caves were filled Pools, northwest of the Crossroads, to search its waters for a
with steam fissures which produced long, mournful wails as source of power. Underneath the water of the oasis' main pool,
they vented. Naralex believed he could use the caverns' is a fissure in the earth with power emanating from it. The
underground springs to restore lushness and fertility to the characters can report this as a possible cause of the
Barrens - but to do so would require siphoning the energies of overgrowth to the curious druid.
the fabled Emerald Dream.

CLASSIC | DUNGEONS | WAILING


CAVERNS
3
Given their findings, Tonga Runetotem asks the party to meet
up with one of his associates, Jerrik Highmountain, who is 1. Cavern of Mists
currently investigating the Stagnant Oasis, southeast of the Leaving Lushwater Oasis behind, the adventurers take their
Crossroads. To see the effects of the overgrowth firsthand, first steps into the Wailing Caverns. They are met with bare
Tonga sends his 'eyes', an eagle companion, with the rocky tunnels inhabited by raptors and venomwings. However,
characters. This eagle allows the druid to witness the damage these tunnels soon open into a massive underground cavern
the unchecked growth has caused. with a lake fed by an active geyser suggesting there is much
Jerrik, another tauren, tasks the adventurers with more to this cave network.
investigating the flora and fauna of the Stagnant Oasis. He
gives the party some dead, infertile seeds to place within 1a. Cave's Mouth
another fissure, if they can find one in this oasis as well. In
addition to the change in plant life, the animals around the The outermost tunnels are rather unremarkable. Stalactites
oasis have been altered too. A species of snapjaw turtles have and stalagmites break up the monotony of the bare stone
had a recently explosion in population. Moreover, they have walls. In a few locations, small pools of water cover the
grown larger and more aggressive. Highmountain implores otherwise featureless cave floor.
that you collect a few of their shells so Tonga can further study The tunnels have a few branches. The ones that lead east
them. contain large animal bones, gnawed and drug in by the
The adventurers find another fissure within the oasis, and inhabitants of the tunnels. The western branch contains
when the infertile seeds are placed with it they fill with new remnants of a small camp that has been long abandoned.
life. The party returns to Tonga with the revitalized seeds and A few beasts, corrupted by the nightmare leaking from the
altered turtle shells. He thanks them for their continued depths of the Wailing Caverns, roam these halls. Roll from
efforts and tells them of another associate who is working to this section's Random Encounter Table to determine these
get to the bottom of this curiosity. tunnels' inhabitants. These beasts do not roam as a pack but
The druid tells the adventurers to seek out Nalpak, another are instead distributed through the Cave's Mouth.
druid dedicated to study and research of the ecology of the At the end of the tunnel, immediately before opening into
Barrens. He is currently investigating the Wailing Caverns, a the Underground Lake, is a deep pool that contains any
cave system located in the Lushwater Oasis southwest of the Deviate Lurkers that were rolled for.
Crossroads, for a source of the overgrowth and the corruption
that seems to accompany it. Random Encounter Table
Roll Monsters
Lushwater Oasis 1 4 Deviate Venomwings
A veritable paradise in an otherwise arid land, Lushwater 2 3 Deviate Raptors
Oasis is a noted landmark in the Barrens. The oasis is
comprised of two pools surrounded by dense ferns and palm 3 1 Nightmare Ectoplasm, 2 Deviate Lurkers
trees. The southernmost pool is filled with large snapping 4 2 Deviate Raptors, 1 Deviate Lurker
turtles like those found in the Stagnant Oasis. The more 5 1 Deviate Raptor, 2 Deviate Venomwings
northern and larger pool abuts a rocky hill. On the southern
face of this hill is an interesting rock formation in the shape of 6 1 Nightmare Ectoplasm, 2 Deviate Venomwings
an enormous skull. From the mouth comes the sounds of
never-ending wailing echoing up from the caverns below. 1b. Underground Lake
The adventurers can enter the Cave's Mouth to descend into
the Wailing Caverns and locate Nalpak. Entering this cavern, the smell of overgrowth hits the
adventurers. In stark contrast to the previous tunnels, this
massive cave is full of ferns, giant mushrooms, and vines
  dangling from the cavern ceiling. The entrance to this cavern
is on top of a cliff overlooking a large lake being fed by an
active geyser. A hot mist rises from the lake and fills the lower
parts of the cave. Thick pillars dot the eastern and southern
shores of this lake.
Ramps down from the cliff are along the western and
eastern sides of the underground pool. However, more
mutated beasts are currently arrayed along these ramps. Roll
from the previous section's Random Encounter Table to
determine the monsters on each ramp (roll for each ramp
separately). Any Deviate Lurkers are in the lake, itself.
Another tunnel continues south from the cavern, leading
deeper into the Wailing Caverns.

CLASSIC | DUNGEONS | WAILING


CAVERNS
4
1c. Disciple's Haven Deviate Hides
Just past the Underground Lake, the Disciples of Naralex have Description
set up a small camp. Around the camp are an array of torches
of wards setup to keep back the darkness and nightmare with As Naralex descended deeper into his nightmare, a strange
the caverns, respectively. The adventurers can safely rest here. breed of beasts arose from beneath the Barrens into the
Within the camp are three druids, two male tauren and one Wailing Caverns.
female night elf, all simple dressed. One tauren, Muyoh These deviate creatures have strange, otherworldly
appears to be preparing a ritual of some kind. The other properties. Their very existence causes great pain to the earth. I
tauren is Nalpak, the associate Tonga Runetotem sent you to believe that slaying them will greatly aid our work in healing the
assist, is engrossed in study of a collection of plants and caverns.
scales. He is too focused on his work to notice the adventurers
approach the camp. Ebru, is currently redressing one of her If you feel up to the task, slay as many as you can and bring
bandages on what looks like a recently obtained wound. She is me their scales, only perfect specimens will do. With enough of
keeping watch and will notice the party approaching if they them, I may be able to use them to improve your armor against
are not attempting to be stealthy. poison and decay.
The druids are happy to accept the adventurers' help and Mechanics and Reward
explain that the source of corruption is from their former When the adventurers kill a Deviate Adder, Deviate Crocolisk,
master, Naralex, and his fallen disciples, the fanglords. Their Deviate Lurker, Deviate Python, Deviate Raptor, or Deviate
previous efforts to wake Naralex and expel the fanglords have Venomwing they can make a DC12 Survival Check to skin the
been met with failure. Speaking to each druid will reveal
information about Naralex and the fanglords along with beast, on a successful one they collect 1d4 Perfect Deviate
providing side-quests to obtain materials helpful in completing Scales. For every 5 Perfect Deviate Scales the adventurers bring
their main goal. to Nalpak he can add the following effect to one set of armor:
"While wearing this armor, the bearer may as a free action
Nalpak become resistant to poison and acid damage for one minute.
The scientist of the group, Nalpak is researching the effects This effect can be used once per day. Additionally, this armor is
that Naralex's nightmare is having on the caves flora and immune to corrosion from Nightmare Ectoplasms."
fauna. While he is a brilliant researcher, he is a pacifist at
heart and refuses to fight. He will tell the party to speak with .
ebru and Muyoh on how to defeat the fanglords and wake Preemptive Methods
Naralex, respectively.
Instead, he will send the adventurers out to gather new Description
samples for him. In exchange, he can improve their equipment There is an herb in these caverns that holds untold power, .
and provide them with powerful poultices. See the quests, Perhaps you wish to help me collect it?
"Deviate Hides" and "Preemptive Methods", for descriptions It is a rare flower called Serpentbloom. I believe that in
of the quests and their respective rewards. greater quantities it has the potential to prevent nightmares

  like Naralex's from ever occurring.


Unfortunately, Serpentbloom can only be found in the
darkest recesses of this place. Bring me any that you find and I
can make you healing poultices to assist you in the caverns.
Mechanics and Reward
Once per location, one adventurer can search for
Serpentbloom by making a D12 Nature Check, finding 1d6
Serpentbloom on a successful one, half as much on a failed
one. If any monsters are currently alive in the area, this roll is
made with disadvantage. For every 3 Serpentbloom the
adventurers bring to Nalpak he gives them a Serpentbloom
Poultice
*** Serpentbloom Poultice.*** A character who drinks the
magical dark purple fluid in this vial regains 2d4 + 2 hit points
and gains advantage on saving throws against poison for I hour.
It confers no benefit to undead or constructs. Drinking or
administering this poultice takes an action.

CLASSIC | DUNGEONS | WAILING


CAVERNS
5
Muyoh
Muyoh is the ritualist for the group of disciples. He is Cleansing the Caverns
responsible for waking Naralex and is currently preparing a Description
ritual to do so. However, even when the ritual is ready it Naralex had a noble goal.
cannot be performed until the fanglords have been defeated Our great leader aspired to enter the Emerald Dream and
and their spirits purged from the Wailing Caverns as their
power is strengthening the nightmare gripping Naralex. He help regrow these harsh lands back into the lush forest it once
instructs the party to speak with Ebru to learn more about the was. But something went terribly wrong. Naralex's trusted
fanglords and how to defeat them. allies, the Druids of the Fang, turned on him! They seek not to
Once the fanglords have been defeated, the adventurers can heal the Barrens, but to dominate it.
return to Muyoh to escort him to Naralex so he can perform Adventurers, before we can awaken Naralex and restore
the ritual to free Naralex and the Wailing Caverns from his balance to this vital place, you need to eradicate the Fanglords.
nightmare. Their influence has sunk too deeply. Speak to me further if you
want to learn about each of the four fanglords.
Muyoh's Request On Lady Anacondra
Scarletleaf, or Lady Anacondra as she calls herself now, is a
Naralex sleeps again!
powerful spellcaster. She maintains a powerful aura to protect
Long ago, Naralex journeyed to this cavern with the
herself in close combat. She maintains a telepathic connection
honorable goal of entering the Emerald Dream and regrowing
with the other fanglords. I would suggest taking her down first
the Barrens into a lush forest. His focus waned and his
to disrupt their communication.
thoughts became tainted by serpentine visions.
On Lord Pythas
Now, reptilian beasts seep from his dreams to the land. He
Lord Pythas, or Aryn as he was once known, is a skilled melee
must be awoken from the nightmare or he will be forever lost,
combatant. He traditionally wields two axes and strikes with
and a great evil unleashed.
lightning speed. Keep him at arm's length if you can as his axes
Only after his corrupted servants, the fanglords, have been
will bite deeper than any serpent in these caverns.
slain can I perform the awakening ritual. Speak with Ebru to
On Lord Cobrahn
learn more of the fanglords.
Jarlaxla has always been a talented shapeshifter. Mammals,
birds, fish, you name hit he could learn to morph into it. More
Ebru recently he has taken a liking to a form from which he takes his
Ebru is the best trained fighter of the gathered Disciples of new name, a deadly cobra.
Naralex. Even so, she has been recently wounded in her last On Lord Serpentis
attempt to fight the fanglords deeper in the Wailing Caverns.
She is currently recovering from her wounds and is in no Serpentis is the leader of the fanglords. He has now declared
condition to fight. himself "The Serpent King". He has always been ambitious, first
She has studied the fanglords extensively and even worked seeking to be a "shan'do" or great teacher at an earlier age than
with some in the past, before Naralex's nightmare twisted any before him. This ambition, however, may have led to his
their minds with serpentine visions. She will task the party current state. Be warned, he is a dangerous foe. These wounds
with doing what she has not been able to do, slaying the you see are testament to that fact.
fanglords. She can provide information on the capabilities and Mechanics and Reward
fighting styles of the four fanglords if asked by the Delve deeper into the Wailing Caverns and defeat the four
adventurers. See "Cleansing the Caverns" for the information
she gives the characters. fanglords within. Return to the Disciples' Haven once the deed
is complete so Muyoh can begin the awakening ritual to free
  Naralex from his nightmare.

CLASSIC | DUNGEONS | WAILING


CAVERNS
6
A small camp is set up on the western end of the southern
2. Screaming Gully clifftops. In the center of this camp is a ring of torches with a
The Screaming Gully is an underground riverbed flowing east female night elf druid, Lady Anacondra, casting a ritual. 1d4 /
to west. Steep cliffs on both sides of the river form the gully. 2 Druids of the Fang and 1d4 / 2 Deviate Raptors, both
On the clifftops, raptors have made their nests and roam in rounded down, roam about the camp. The druids are clad in
small packs. purple leather armor with yellow serpents woven on it. The
raptors will make a Perception check against intruders if they
The shallow river flows into and out of the Screaming Gully come within 75 feet. If they detect intruders, they will sound
through narrow tunnels leading east and west, respectively. an alarm, alerting the druids in the camp.
Across the gully is a tunnel leading north to Dreamer's Rock,
the chamber where Naralex fitfully slumbers. Lady Anacondra
"None can stand against the Serpent Lords!"
2a. Southern Shore Scarletleaf was the first to volunteer for Naralex's self-
A 15-foot cliff lines the entirety of the southern shore of appointed mission to the Barrens. After her master's
Screaming Gully. Along the clifftop, magical torches have nightmare shattered her mind, the young acolyte cast aside
been setup, illuminating much of the Screaming Gully. More her name, now envisioning a sinister reptilian future for
torches can be seen on the opposite clifftop, casting light and Azeroth.
shadow in the far end of this cavern. Natural bridges connect Lady Anacondra (marked by a red skull on the map) is one
to the northern shore on both the far east and west ends of the of the four fanglords and must be defeated to wake Naralex.
cliff. A natural ramp near the center of the rocky cliffs leads She is a powerful spellcaster and prioritizes spellcasting over
down to the streambed. other actions.
The eastern end of the southern clifftops is inhabited by a When Lady Anacondra is defeated, the party can loot
small pack of 1d4 Deviate Raptors. They are protecting a few Snakeskin Bag and Belt of the Fang (Embrace of the
nests with raptor eggs and will make a Perception check Viper). Any Druids of the Fang in Wailing Caverns can drop
against intruders if they come within 75 feet. Gloves of the Fang (Embrace of the Viper) when defeated.

CLASSIC | DUNGEONS | WAILING


CAVERNS
7
While Kresh is a formidable opponent, he will not attack
unless provoked first. Characters can make a DC14 Animal
Lady Anacondra Handling check to approach Kresh, on a successful one he
Medium humanoid (night elf), chaotic evil will allow the adventurers to join him on patrol. Crocolisks
give Kresh a wide berth and will not attack anyone within 10
Armor Class 12 feet of him.
Hit Points 27 (5d8 + 5) When Kresh is defeated, the party can make a DC12 Nature
Speed 30 ft. Check. On a success they can obtain Kresh's Back.
2c. Northern Shore
STR DEX CON INT WIS CHA
Overlooking the whole of the northern shore of the river is a
10 (0) 14 (+2) 12 (+1) 12 (+1) 16 (+3) 11 (+0) 20 foot cliff. Natural bridges from the southern shore connect
to the far western and eastern ends of the cliff face. In the
Damage Immunities poison center of the shore, a tunnel leads north to Dreamer's Rock.
Skills Nature +3, Perception +5 Along the cliff's edge, dim torches provide meager light into
Senses passive Perception 15 the northern reaches of the caves.
Languages Druidic, Common, Elvish Hidden in the shadows on each end of the cliff face is a
Challenge 1 (200 XP) pack of 1d4 Deviate Raptors (2 packs in total). These raptors
have advantage on stealth rolls when in the shadow. They will
Spellcasting. Anacondra is a 3rd level spellcaster. Her make a Perception check against intruders if they come within
spellcasting ability is Wisdom (spell save DC 13, +5
to hit with spell attacks). It has the following spells
75 feet. If they detect intruders, they immediately attack
prepared:
darting in and out of the shadows.
Cantrips (at will): shocking grasp
1st level (3 slots): cure wounds, sleep
Thorns Aura. When Lady Anacondra or creatures
Kresh
Large beast, unaligned
friendly to and within 15 ft of her are hit with melee
weapon or spell attacks, the attacker takes 2 (1d4)
piercing damage. Armor Class 16
Hit Points 42 (5d10 + 15)
Actions Speed 20 ft., swim 20 ft.
Quarterstaff. Melee Weapon Attack: +2 to hit, reach 5
ft., one target. Hit: 3 (1d6) bludgeoning damage. STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 16 (+3) 2 (-4) 10 (+0) 5 (-3)
2b. Streambed Damage Immunities poison
The bottom of Screaming Gully is filled with ankle deep slow Senses passive Perception 10
moving water. Algae and small mushrooms line the riverbank Languages —
and fishbones can be seen scattered along the shoreline. Challenge 1 (100 XP)
Along the riverbed, there are 1d4 Deviate Crocolisks lazily
wading in the water. The crocolisks stay away from each other Hold Breath. Kresh can hold its breath for 15
as they are territorial. As such, a crocolisk will attack if an minutes.
adventurer comes within 20 feet of it. Also in the river is a
huge snapjaw turtle, Kresh, maintaining an endless patrol up Actions
and down the bottom of Screaming Gully. Crushing Bite Melee Weapon Attack: +5 to hit, reach
Heading downstream leads to a small tunnel connecting to 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage,
the Den of Fangs. Heading upstream, into the eastern and if the target is wearing nonmagical armor, its
stretches of the Wailing Caverns, leads to the Crag of the armor is partly crushed and takes a permanent and
Everliving. cumulative -1 penalty to the AC it offers. The armor
is destroyed if the penalty reduces its AC to 10.
Kresh
An ancient resident of the Wailing Caverns, this giant turtle
wanders the underground caves, his resilient mind unaffected
by Naralex's relentless nightmares. Don't be fooled by his
happy disposition; Kresh has thwarted many adventurers who
longed to steal his massive shell.
Kresh continuously patrols up and down the riverbed. He is
too large to fit through the narrow openings into the Pit of
Fangs and the Crag of the Everliving.

CLASSIC | DUNGEONS | WAILING


CAVERNS
8
3. Pit of Fangs Lord Pythas
Once through the narrow tunnel leading from Screaming Medium humanoid (night elf), chaotic evil
Gully, the water from the river seeps through cracks in the
cave floor. The adventurers find themselves in the Pit of
Fangs, a massive, high ceilinged cavern. Tall steep cliffs ring Armor Class 13
Hit Points 32 (5d8 + 10)
the cavern. The characters must navigate dark, twisting, and Speed 30 ft.
snake infested tunnels to climb and explore the tops of these
cliffs. Two fanglords, Lord Pythas and Lord Cobrahn, dwell in
these tunnels that make up the western reaches of Wailing STR DEX CON INT WIS CHA
Caverns.
16 (+3) 11 (+0) 14 (+2) 12 (+1) 12 (+1) 11 (+0)
3a. Adder's Nest
Damage Immunities poison
At the northwestern end of the initial cavern is a ramp leading Skills Nature +3, Perception +3
up to the cliffs above. Unlike the Screaming Gully, there are Senses passive Perception 13
no torches here and the Pit of Fangs is largely shrouded in Languages Druidic, Common, Elvish
darkness. Much of this ramp is dotted with thick rock pillars Challenge 1 (200 XP)
which further obscure vision and hide poisonous serpents
made even more deadly from the nightmare's corruption. Spellcasting. Pythas is a 3rd level spellcaster. His
Distributed amongst this maze of stone are 1d4 + 2 Deviate spellcasting ability is Wisdom (spell save DC 11, +3
Adders. These serpents have advantage on any stealth checks to hit with spell attacks). He has the following spells
while hidden about the pillars and will attack anyone that prepared:
comes within 15 feet of them. Cantrips (at will): shocking grasp
Once the adventurers have navigated through the maze of 1st level (3 slots): cure wounds, sleep, thunder clap
rock and fangs, they find themselves on a clifftop perched over
the northern end of the lower cave. Patches of small Actions
bioluminescent mushrooms dot the clifftop offering a faint Multiattack. Pythas makes two melee attacks.
glow. At the far end of the cliff, a small camp is set up around a
small fire, the only major source of light on the clifftop. Handaxe. Melee Weapon Attack: +5 to hit, reach 5 ft.,
Patrolling this area are two separate Druids of the Fang each one target. Hit: 6 (1d6 + 3) slashing damage.
accompanied by a Deviate Adder. In the camp is Lord Pythas,
one of the four fanglords. Also in the camp is a battered chest
containing two serpentbloom poultices. The cavern is dimly lit by an array of small candles and faintly
Away from the cliff's face towards the northern end of the glowing wards and totems lining the otherwise featureless
clifftop is a tunnel leading north and upwards. Going into this walls. The characters can make out a group of nightmare
tunnel will lead the adventurers to the Cobra's Climb. corrupted creatures and druids practicing their profane
Lord Pythas magics. Roll from this section's Random Encounter Table to
"The coils of death will crush you!" determine the exact inhabitants of this cave. Another tunnel
A childhood friend of Naralex, the warrior Aryn was a quick leads south from this cavern.
study in druidism. Despite his training, the acolyte was Random Encounter Table
defenseless against the corruption that would strip away his Roll Monsters
sanity. Aryn has taken on the name Pythas, combining his
impressive melee prowess with his druidic arsenal to 1 1 Druid of the Fang, 1 Deviate Python
vanquish intruders. 2 1 Druid of the Fang, 1 Deviate Adder
Lord Pythas (marked by a yellow skull on the map) is one of
the four fanglords and must be defeated to wake Naralex. He 3 1 Druid of the Fang
is a skilled melee combatant and prioritizes melee weapon 4 1 Deviate Adder, 1 Deviate Python
attacks over other actions.
When Lord Pythas is defeated, the party can loot Stinging 5 2 Deviate Pythons
Viper and Armor of the Fang (Embrace of the Viper). 6 2 Deviate Adders

3b. Cobra's Climb This tunnel quickly opens into a second cavern very similar
Heading north from Pythas' camp leads into a narrow to the prior one. Candles, totems, and wards all provide a low
lightless tunnel with a gentle slope leading upwards. The path light through the cavern and another group of nightmare
soon turns west and at the end of the tunnel faint flickering creatures and druids reside in this chamber. Roll from this
lights illuminate a small cavern. As the adventurers make section's Random Encounter Table to determine the denizens
their way towards the end of the tunnel, they can look down on of this cave. If the adventurers make any loud noises in the
the Adder's Nest through a few cracks in the southern wall. prior chamber. The denizens of this cave can make a DC10
Perception check. On a success, they will go to the northern
cavern to investigate the disturbance. Another opening in the
cave leads south.
CLASSIC | DUNGEONS | WAILING
CAVERNS
9
Leaving the pair of caves behind them, the adventurers step
out onto a clifftop towering over the chamber where they first
entered the Pit of Fangs below. Across this chasm, the faint Lord Cobrahn
glow of the mushroom on the clifftop of the Adder's Pit can be Medium humanoid (night elf), chaotic evil
seen. The clifftop the party is currently on wraps around the
southern side of the bottom chamber. On the far side of the Armor Class 13
cliff, a light source can be seen emitting from an otherwise Hit Points 27 (5d8 + 5)
hidden alcove. Speed 30 ft.
Inside this alcove is a meager camp built around a low
burning fire. Around the camp are many small cages
containing snakes of all types and colors. Studying these STR DEX CON INT WIS CHA
serpents is Lord Cobrahn, one of the four fanglords. If the 10 (0) 16 (+3) 12 (+1) 12 (+1) 12 (+1) 11 (+0)
characters inspect the cliff face below the alcove they will see
a set of otherwise hidden ledges (marked with an L on the Damage Immunities poison
map) that can used to quickly get back to the bottom of the Pit Skills Nature +3, Perception +3
of Fangs. Senses passive Perception 13
Languages Druidic, Common, Elvish
Lord Cobrahn Challenge 1 (200 XP)
"You will never wake the dreamer!"
Jarlaxla's skill at harnessing animal forms earned him Spellcasting. Cobrahn is a 3rd level spellcaster. His
renown among the druids of the Cenarion Circle. However, spellcasting ability is Wisdom (spell save DC 11, +3
the Wailing Caverns' corruption twisted his unique abilities. to hit with spell attacks). He has the following spells
Now, Jarlaxla has perfected a deadly serpentine form, prepared:
renaming himself Cobrahn to reflect his vicious newfound Cantrips (at will): poison spray, shocking grasp
power. 1st level (3 slots): cure wounds, sleep
Lord Cobrahn (marked by a green skull on the map) is one
of the four fanglords and must be defeated to wake Naralex. Actions
He is a talented shape shifter and prefers to fight in his Multiattack (Wild Shape only). Cobrahn makes two
serpent form. melee attacks.
When Lord Cobrahn is defeated, the party can loot Robe of
the Moccasin and Leggings of the Fang (Embrace of the Claw Weapon. Melee Weapon Attack: +5 to hit, reach
Viper). 5 ft., one target. Hit: 4 (1d4 + 3) slashing damage.
Wild Shape (Recharges after a Short or Long Rest). Lord
Cobrahn can use a bonus action to assume the shape
of a Deviate Adder. It follows the Wild Shape rules
for the Druid class.

4. Crag of the Everliving


Located in the eastern stretches of the Wailing Caverns, the
Crag of the Everliving contains the massive shambler, Verdan
the Everliving. The fourth and final fanglord, Lord Serpentis,
also resides within its twisting tunnels.
Tales tell of an ancient guardian of the caves residing deep
within the eastern reaches of the Wailing Caverns. One can
only hope the corruption has not reached it yet.
4a. Skum's Grotto
The adventurers head upstream from Screaming Gully
through a set of tight squeezes between tunnel walls. One
through, a massive, high-ceilinged cavern opens up before
them. Streams of water fall from high cliffs and cracks in the
cavern ceiling into a shallow pool, the source of the river the
characters just followed. The mist rising from the pool
promotes rampant plant growth throughout the damp cave.
On the shore of the pool is Skum, a large thunder lizard
with mottled grey skin and glowing plates buzzing with
charged energy. The crocolisks in the pool give him a wide
berth as he takes long drinks from the pool.

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CAVERNS
10
Skum will attack if he notices any intruders. In the center of 4b. Upper Tunnels
the the cavern is a large flat boulder that can be used to hide
behind if the characters want to avoid aggravating the Having made it through the grotto, the tunnels begin to lead
corrupted thunder lizard. When hiding behind the boulder, the upwards. As the adventurers make their way further up, thick
adventurers have advantage on any stealth rolls against Skum. glowing moss dots the walls and floor of the tunnels,
At the southern end of the grotto is a tunnel leading into the providing an eerie glow to the cave system. The corruption
Upper Tunnels. has spread here as well, twisting the vegetation into crazed
plant monsters, Deviate Lashers and Deviate Shamblers.
Skum The tunnels loop around the grotto, looking down on the
Skum first journeyed to the Wailing Caverns for relief from pool below. Scattered through the tunnels are campfires
the Barrens' hostile environment. Like many of the caves' around which are more Druids of the Fang practicing their
other inhabitants, he quickly succumbed to corruption. His profane magic on the caverns' botany. Roll from this section's
veins now pulse with dark energies that have transformed him Random Encounter Table to determine what inhabits this
into a mighty and ruthless beast beyond redemption. stretch of tunnels.
Skum (marked by a red skull on the map) is an unfortunate
victim of the nightmare. Driven mad, he will blindly attack Random Encounter Table
anyone who enters his territory. If no one is in melee range of Roll Monsters
him, he prefers to Charge the nearest creature. If there are 1 1 Druid of the Fang, 2 Deviate Lashers
several creatures within 15 feet of each other he will prioritize
using Chained Bolt. 2 1 Nightmare Ectoplasm, 1 Druid of the Fang
When Skum is defeated, the party can obtain glowing lizard 3 5 Deviate Lashers
scales. These can be brought to Nalpak for him to craft
Glowing Lizardscale Cloak for the party. 4 1 Druid of the Fang, 2 Deviate Lashers
5 2 Deviate Shamblers
6 1 Deviate Shambler, 3 Deviate Lashers
Skum
Large beast, chaotic neutral As the tunnels reach the point above the southern end of the
grotto, the characters find themselves on a precipice. They
Armor Class 15 can see that the Upper Tunnels continue upwards across the
Hit Points 45 (6d10+ 12) chasm, but they will have to jump across to continue further.
Speed 40 ft. The adventurers can each make a DC 13 Athletics Check to
jump across the chasm. If they fail, they fall into the pool
below. If Skum is still in his grotto, this will alert him and we
STR DEX CON INT WIS CHA will immediately head towards the source of the splash.
18 (+4) 8 (-1) 15 (+2) 2 (-4) 12 (+1) 5 (-2) Having crossed the chasm, the adventurers continue
climbing. Here, darting amongst the stalactites, are poisonous
Damage Immunities lightning, poison winged serpents ready to swoop down on unsuspecting prey.
Senses passive Perception 11 More Druids of the Fang and nightmare plants can be found
Languages — here as well. Roll from this section's Random Encounter Table
Challenge 2 (200 XP) to determine what inhabits this stretch of tunnels. In addition
to these monsters, two Deviate Venomwings are here as well.
Charge. If Skum moves at least 20 feet straight The tunnel continues north and into the Cave of the
toward a target and then hits it with a gore attack on Guardian.
the same turn, the target takes an extra 9 (2d8)
bludgeoning damage. If the target is a creature, it 4c. Cave of the Guardian
must succeed on a DC 15 Strength saving throw or
be knocked prone. The Cave of the Guardian is a massive cavern that extends far
above the adventurers. The southern end of the cave
Actions overlooks Skum's Grotto below. Along this clifftop is another
Gore. Melee Weapon Attack: +6 to hit, reach 5 ft.,
small druid camp. In it stands the leader of the fanglords,
one target. Hit: 14 (2d8 + 4) bludgeoning damage. Lord Serpentis the Serpent King. He is flanked by two Druids
of the Fang.
Chained Bolt. Ranged Spell Attack: +4 to hit, range 30 In the northern recesses of the cave, a massive plant
ft., one target. 11 (2d10) lightning damage. If the monster, Verdan the Everliving, is skulking in the shadows. He
closest creature to this target is within 15 feet of it, is the guardian the legends spoke of. Unfortunately, Serpentis
that creature takes 5 (1d10) lightning damage. has turned him to the nightmare. When the adventurers
defeat the Serpent King, Verdan lumbers out of the depths of
the cavern. The death of Serpentis has granted him a brief
escape from the nightmare and he looks to see the state of his
  beloved caverns.

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11
If the characters have killed any Deviate Shamblers or Deviate Verdan the Everliving
Lashers, Verdan sees them as agents of the nightmare and is Little is known about this creature prior to Naralex's arrival at
hostile towards them. If they have not destroyed any of his the Wailing Caverns. Thought to be the caves' original
children, the adventurers can attempt to reason with Verdan guardian, Verdan the Everliving could not escape the
to let them leave the cavern in peace. For every minute after corruption that befell its home. Verdan is allied with the
Lord Serpentis' defeat, Verdan the Everliving must make a insane druids and maintains its vigil against those who
DC10 Wisdom Saving Throw. On a failed save, he once again trespass into its domain.
succumbs to the nightmare and becomes hostile to the Verdan the Everliving (marked by a green skull on the map)
characters. is located in the northern end of the Cave of the Guardian.
In the northern most end of the cave, behind Verdan the This end of the cavern is overgrown with twisted moss and
Everliving's haunt, is a steep shaft leading down to a deep pool vines. If the adventurers have killed any Deviate Lashers or
of water. The adventurers may slide down this shaft to return Deviate Shamblers in the Wailing Caverns, Verdan will be
to near the entrance of the Crag of the Everliving. This pool of automatically be hostile towards them. When Grasping Vines
water is on the eastern end of Screaming Gully and is marked is available to use, Verdan the Everliving will attempt to get as
with an "S" on the map. many hostile creatures within 20 feet of him as possible and
Lord Serpentis
use it.
"I am the serpent king! I can do anything!" When Verdan the Everliving is defeated, the party can loot
Living Root
The Druids of the Fang's leader was once Naralex's finest
student. His tragic downfall stemmed from his desire to
become a shan'do, or "honored teacher", like Naralex. As
insanity took root, Serpentis rallied his brethren to his side Verdan the Everliving
and formed the Druids of the Fang. large plant, chaotic neutral
Lord Serpentis, marked by a purple skull on the map, can
be found in a camp in the southern end of Cave of the Armor Class 14
Guardian. He is accompanied by two Druids of the Fang and Hit Points 51 (6d10 + 18)
will attack anyone who is not a part of his order. He prefers to Speed 20 ft.
be up front in the fight with his subjects supporting him.
When Lord Serpentis is defeated, the party can loot
Venomstrike and Footpads of the Fang (Embrace of the STR DEX CON INT WIS CHA
Viper) 18 (+4) 9 (-1) 16 (+3) 3 (-4) 12 (+1) 3 (-4)

Damage Immunities poison


Lord Serpentis Damage Resistances bludgeoning, piercing
Damage Vulnerabilities fire
Medium humanoid (night elf), chaotic evil
Senses passive Perception 11
Languages —
Armor Class 13 Challenge 2 (200 XP)
Hit Points 32 (5d8 + 10)
Speed 30 ft.
Actions
Slam. Melee Weapon Attack: +6 to hit, reach 10 ft.,
STR DEX CON INT WIS CHA one target. Hit: 15 (2d10 + 4) bludgeoning damage.
16 (+3) 11 (+0) 14 (+2) 12 (+1) 14 (+2) 11 (+0) Wild Regeneration (Recharge 5-6). Verdan the
Everliving regains 4 (1d8) hit points. Until this effect
Damage Immunities poison is cancelled, Verdan regains 3 (1d6) hit points at the
Skills Nature +3, Perception +4 start of its turn. This effect is cancelled if it takes
Senses passive Perception 14 acid or fire damage. This action cannot be used if
Languages Druidic, Common, Elvish Verdan is currently under the effect of Wild
Challenge 1 (200 XP) Regeneration.
Grasping Vines (Recharge 6). Grasping vines sprout
Spellcasting. Pythas is a 3rd level spellcaster. His from the ground in a 20 foot circle around Verdan
spellcasting ability is Wisdom (spell save DC 12, +4 the Everliving, turning the ground in the area into
to hit with spell attacks). He has the following spells difficult terrain. Creatures in this area must succeed
prepared: on a DC 13 Strength saving throw or be Restrained
Cantrips (at will): shocking grasp by the vines and take 3 (1d6) bludgeoning damage.
1st level (3 slots): cure wounds, sleep A creature restrained by the vines can use its action
to make a DC 13 Strength check. On a success, it
Actions frees itself.
Battleaxe. Melee Weapon Attack: +5 to hit, reach 5
ft., one target. Hit: 8 (1d10 + 3) slashing damage.

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12
Although the adventurers have slain the fanglords, their
5. Dreamer's Rock spirits continue to hold sway over the nightmare permeating
The resting place of Naralex. Heart of the nightmare and the Wailing Caverns. Muyoh must complete a ritual to banish
source of the corruption threatening to spill out into the these spirits completely so they will no longer maintain their
Barrens. The adventurers must enter this final chamber to hold on Naralex. The characters must protect Muyoh so he
awaken Naralex and free the Wailing Caverns from his waking can complete this process.
nightmare. As Muyoh begins his ritual, the torches flare casting light
and shadow across the cavern walls. From the shadow
manifests four Deviate Adders composed of pure nightmare.
These serpents are also resistant to bludgeoning, piercing,
and slashing damage. The adventurers must make a DC 12
Wisdom saving throw. If they fail, the characters have
disadvantage on the initiative roll for this combat. The
serpents will attack Muyoh, attempting to prevent the ritual
from cleansing the caverns of the Fanglords' spirits.
During the ritual, Muyoh cannot take any actions. Instead,
on each round of combat Muyoh will attempt to banish the
attacking spirits by making a DC14 Wisdom Check. On a
successful one, Muyoh deals 11 psychic damage to one of the
serpents at random. If Muyoh has taken any damage since the
end of his last turn, he has disadvantage on this check. The
ritual is completed when all four of the serpents have been
defeated.
"The caverns have been purified. To Naralex's chamber we
go!" —Muyoh
Once the Wailing Caverns have been cleansed of the
fanglords' spirits, Muyoh leads the party to Dreamer's Rock.
The adventurers cross the western bridge to the Northern
Shore of Screaming Gully. If the characters have not been in
this area before, refer to the Screaming Gully - Northern
Shore section earlier in this adventure. Leaving Screaming
Gully via a tunnel leading north, the adventurers make their
way into Dreamer's Rock.
C. Awaken the Dreamer
A. Return to Disciple's Haven "Beyond this corridor, Naralex lies in fitful sleep. Let us go
"These caverns were once a temple of promise for regrowth in awaken him before it is too late." —Muyoh
the Barrens. Now, they are the halls of nightmares. Come. We From the tunnel, Muyoh leads the party into a large open
must continue. There is much to be done before we can pull cavern. Most of the cavern is submerged in murky, corrupted
Naralex from his nightmare." —Muyoh water. In center of the cavern lays Naralex, the slumbering
Once the four fanglords have been defeated, the adventurers druid, laying on a rock slab flanked by two magically burning
must return to the Disciples of Naralex in Disciple's Haven to braziers. Ritualistic candles and totems line the southern wall
begin the next step of awakening Naralex. The characters can of the cavern. The surface of the murky pool is broken by
take some time to rest and give materials to Nalpak so he can multiple torches vainly trying to push away the darkness
make items for them while Muyoh makes his final emanating from the pool. Large half-submerged bones are
preparations. scattered around the pool. Reminders of creatures foolish
When Muyoh and the adventurers are prepared, they leave enough to drink from the heart of the nightmare.
Disciple's Haven for Lady Anacondra's camp where the spirits
of the slain fanglords will be cleansed from the Wailing
Caverns.
B. Spirits of the Fallen Fanglords
"Within this circle of fire I must cast the spell to banish the
spirits of the slain fanglords." —Muyoh
Muyoh leads the adventurers back down the winding tunnel
into Screaming Gully. Once there, the party turns west and
heads to the camp where the characters defeated Lady
Anacondra. The ring of torches in the camp continue to burn
and Muyoh moves to the center of the circle.

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13
"Protect me brave souls as I delve into the Emerald Dream to End of the Nightmare
rescue Naralex and put an end to this corruption!"—Muyoh
Upon seeing his sleeping master, Muyoh rushes to the side "Ah, to be pulled from the dreaded nightmare! I thank you, my
of Naralex. He hurriedly starts preparing to cast this final loyal Disciple, along with your brave companions. We must go
ritual to awaken the druid and end this waking nightmare. and gather with the other Disciples. There is much work to be
Muyoh, eager to begin, tells the adventurers he will begin once done before I can make another attempt to restore the
they give him the go ahead. Barrens. Farewell, brave souls!" —Naralex
As Muyoh begins to perform the awakening ritual on With Naralex awake, the nightmare's grip is released from
Naralex, the surface of the murky water begins to bubble. the Wailing Caverns. The corruption that altered the flora and
From the pool, 3 Deviate Adders slither up towards Naralex fauna of the cave system withers away leaving the denizens in
and Muyoh. After the serpents are killed or after four rounds their original forms. Balance has returned.
of combat, 3 Nightmare Ectoplasm manifest from the pool Naralex thanks the adventurers for their bravery and efforts
and move to attack Naralex and Muyoh. After the serpents and to free him from his nightmare. He and Muyoh then take the
ectoplasm are killed or after four more rounds of combat, form of eagles and fly to the Disciples' Haven to gather the
Mutanus the Devourer, a pure manifestation of Naralex's rest of his remaining disciples so they can work on another
nightmare, rises from the shadowy depths. After a sickening way to restore the Barrens, leaving the party to find their own
gurgle, it extracts itself from the pool and lumbers towards way out of the Wailing Caverns.
Naralex and Muyoh.
When Mutanus the Devourer is defeated, all other enemies
dissipate and Naralex finally awakens from his nightmare. Mutanus the Devourer
Mutanus the Devourer Large humanoid (murloc), chaotic evil
From the darkest corners of Naralex's twisted mind, the
corruption plaguing the Emerald Dream has manifested in the Armor Class 14
form of the druid's worst enemy: murlocs. The aberration Hit Points 45 (6d10 + 12)
known as Mutanus has come to the waking world to devour Speed 30 ft., swim 30 ft.
any who seek to liberate Naralex from the Nightmare's
clutches. STR DEX CON INT WIS CHA
Mutanus the Devourer (marked by a yellow skull on the
map) is a creature of pure nightmare. He first prioritizes on 16 (+3) 10 (+0) 14 (+2) 8 (-1) 16 (+3) 11 (+0)
using Nightmare Claws to debuff hostile creatures. If one has
a debuff, Mutanas prefers using higher level spell slots first. If Damage Immunities acid, poison
surrounded, he uses thunder wave and poison spray. Senses passive Perception 13
When Mutanus the Devourer is defeated, the party can loot Languages —
Deep Fathom Ring. Challenge 2 (400 XP)

  Spellcasting. The murloc is a 4th level spellcaster. Its


spellcasting ability is Wisdom (spell save DC 13, +5
to hit with spell attacks). It has the following spells
prepared:
Cantrips (at will): poison spray
1st level (3 slots): thunder wave
2nd level (2 slots): sleep (2nd level)
3rd level (2 slots): fear
Actions
Nightmare Claws. Melee Weapon Attack: +5 to hit,
reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing
damage plus 3 (1d6) necrotic damage. Any creature
hit by this attack has disadvantage on their next
saving throw against a spell cast by Mutanus.

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14
         Living Root
Treasure             Staff, uncommon (requires attunement)
This section provides descriptions for the treasure found This staff can be wielded as a magic quarterstaff that grants a
within the Wailing Caverns. The source of each of these items +1 bonus to attack and damage rolls made with it. While
is given in the above sections. holding it, you have a +1 bonus to spell attack rolls.
The staff has 4 charges for the following property. It regains
         Deep Fathom Ring all expended charges daily at dawn.
            Ring, uncommon (requires attunement) Spells. You can use an action to expend 1 or more of the
While wearing this ring. you do not need to breathe when staff's charges to cast one of the following spells from it, using
underwater, you have a swimming speed equal to your your spell save DC: entangle (2 charges), goodberry (1 charge),
walking speed. and you gain a +2 bonus to attack rolls and or shillelagh (1 charge).
saving throws when completely submerged in water.
         Robe of the Moccasin
         Embrace of the Viper             Wondrous item, uncommon (requires attunement)
            Armor (leather armor), uncommon (requires This black robe is edged with white and dark purple. While
attunement) you wear the robe, you gain the following benefits:
This deep purple leather armor is emblazoned with golden
serpents. It is obtained by gathering its five components from You are able to understand and speak to snakes.
the four fanglords and their servants. You have advantage on saving throws against effects that
would poison you and are resistant to poison damage.
Armor Components
Component Source
         Snakeskin Bag
            Wonderous item, uncommon
Belt of the Fang Lady Anacondra This green serpent skin bag is about the size of a standard
Footpads of the Fang Lord Serpentis backpack. The bearer of the bag can use a bonus action to
arm it with a command word so that the next time it is opened
Gloves of the Fang Druid of the Fang 1d4 poisonous snakes are launched from its opening in a 10-
Leggings of the Fang Lord Cobrahn foot cone. This effect can only happen once per day and
recharges at dawn.
Armor of the Fang Lord Pythas
         Stinging Viper
When wearing all five parts of this armor, you gain a +1             Weapon (mace), uncommon (requires attunement)
bonus to AC and resistance to poison damage. You gain a +1 bonus to attack and damage rolls made with this
Once per day, the wearer may use an action to assume the magic weapon.
shape of a Deviate Adder for one minute. This otherwise When an attack made with this weapon hits a creature, it
follows the Wild Shape rules for the Druid class. must make a DC 13 Constitution saving throw. On a failure,
the creature takes 1d6 poison damage and is Poisoned until
         Glowing Lizardscale Cloak the end of its next turn.
            Wondrous item, uncommon (requires attunement)
This green scaled cloak crackles with a slight charge. When          Venomstrike
wearing this cloak, you have resistance to lightning damage.             Weapon (any bow), uncommon (requires attunement)
As a bonus action, the wearer can make this cloak shed You gain a +1 bonus to attack and damage rolls made with this
bright light in a 20-foot radius and dim light for an additional magic weapon.
20 feet. This light is pale green and lasts for an hour or until it When you hit a target using this weapon and have an attack
is dismissed as an action. roll at least 5 greater than its AC, the target takes an extra 1d6
poison damage. This effect can only happen once per turn.
         Kresh's Back
            Armor (shield), uncommon (requires attunement)
While holding this shield, you have +1 bonus to AC. This
bonus is in addition to the shield's normal bonus to AC.
Once per short rest, you can force a beast that is medium or
smaller make a DC 11 Wisdom saving throw. On an
unsuccessful one, the beast is afraid of the bearer of this
shield until the end of their next turn.
 

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15
.
Monsters
This section includes stat blocks for all non-boss monsters
found in Wailing Caverns. These monsters can be used either
by using the Random Encounter Tables found in each section
or building your own encounters.

Deviate Adder
Medium beast, chaotic neutral

Armor Class 14
Hit Points 11 (2d8 + 2)
Speed 30 ft., swim 30 ft.
Deviate Lasher
STR DEX CON INT WIS CHA Small plant, chaotic neutral
10 (+0) 18 (+4) 13 (+1) 2 (-4) 14 (+2) 3 (-4)
Armor Class 10
Damage Immunities poison Hit Points 9 (2d6 + 2)
Senses blindsight 10 ft., passive Perception 12 Speed 25 ft.,
Languages —
Challenge 1/4 (50 XP)
STR DEX CON INT WIS CHA

Actions 10 (+0) 14 (+2) 12 (+1) 2 (-4) 10 (+0) 1 (-5)


Poison Bite. Melee Weapon Attack: +6 to hit, reach Damage Immunities poison
10 ft., one target. Hit: 6 (1d4 + 4) piercing damage Damage Vulnerabilities fire
and the target must succeed on a DC 12 Senses tremorsense 30 ft., passive Perception 10
Constitution saving throw or become Poisoned and Languages —
takes 3 (1d6) poison damage at the start of their Challenge 1/8 (25 XP)
turn. The saving throw may be repeated at the end of
the target's turn. On a success, end this effect.
Actions
Deviate Crocolisk Vine Slash. All hostile targets within 5 ft. must make a
Large beast, chaotic neutral DC 12 Dexterity saving throw, or take 4 (1d4 + 2)
slashing damage.
Armor Class 13
Hit Points 19 (3d10 + 3) Deviate Lurker
Speed 20 ft., swim 30 ft. Medium beast, chaotic neutral

STR DEX CON INT WIS CHA Armor Class 13


Hit Points 16 (3d8 + 3)
15 (+2) 10 (+0) 13 (+1) 2 (-4) 10 (+0) 5 (-3) Speed swim 40 ft.

Senses passive Perception 10


Languages — STR DEX CON INT WIS CHA
Challenge 1/4 (100 XP) 15 (+2) 10 (+0) 12 (+1) 2 (-4) 10 (+0) 5 (-3)

Hold Breath. The crocolisk can hold its breath for 15 Damage Immunities poison
minutes. Senses passive Perception 10
Languages —
Actions Challenge 1/2 (100 XP)
Crippling Bite Melee Weapon Attack: +4 to hit, reach
5 ft., one target. Hit: 7 (1d10 + 2) piercing damage Hold Breath. The lurker can hold its breath for 1 hour.
and the target must succeed on a DC 12
Constitution saving throw or become Poisoned, have Actions
their speed halved, and take 3 (1d6) poison damage
Bite Melee Weapon Attack: +4 to hit, reach 5 ft., one
at the start of their turn. The saving throw may be
target. Hit: 6 (1d8 + 2) piercing damage,
repeated at the end of the target's turn. On a
success, end this effect.

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16
Deviate Python Deviate Shambler
Medium beast, chaotic neutral Medium plant, chaotic neutral

Armor Class 13 Armor Class 13


Hit Points 13 (2d8 + 4) Hit Points 32 (5d8 + 10)
Speed 30 ft., swim 30 ft. Speed 25 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 14 (+2) 2 (-4) 14 (+2) 3 (-4) 16 (+3) 9 (-1) 15 (+2) 3 (-4) 12 (+1) 3 (-4)

Damage Immunities poison Damage Immunities poison


Senses blindsight 10 ft., passive Perception 12 Damage Resistances bludgeoning, piercing
Languages — Damage Vulnerabilities fire
Challenge 1/4 (50 XP) Senses passive Perception 11
Languages —
Challenge 1 (200 XP)
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one Actions
target. Hit: 5 (1d6 + 2) piercing damage.
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft.,
Constrict. Melee Weapon Attack: +4 to hit, reach 5 one target. Hit: 8 (1d10 + 3) bludgeoning damage.
ft., one creature. Hit: 6 (1d8 + 2) bludgeoning
damage, and the target is grappled (escape DC 14). Wild Regeneration (Recharge 5-6). The shambler
Until this grapple ends, the target is restrained and regains 3 (1d6) hit points. Until this effect is
the python can not constrict another target. cancelled, the shambler regains 2 (1d4) hit points at
the start of its turn. This effect is cancelled if the
shambler takes acid or fire damage. Until this effect
Deviate Raptor ends, the shambler cannot use Wild Regeneration.
Medium beast, chaotic neutral

Armor Class 14
Hit Points 13 (3d8)
Speed 50 ft.

STR DEX CON INT WIS CHA


13 (+1) 17 (+3) 11 (+0) 7 (-2) 12 (+1) 4 (-4)

Damage Immunities poison


Senses passive Perception 14
Languages —
Challenge 1/2 (100 XP)

Pack Tactics. The raptor has advantage on attack rolls


against a creature if at least one of the raptor's allies
is within 5 feet of the creature and the ally isn't
incapacitated.
Pounce. If the raptor moves at least 20 feet straight
toward a creature and then hits it with a claw attack
on the same turn, that target must succeed on a DC
13 Strength saving throw or be knocked prone. On a
success, the raptor may make one bite attack against
it as a bonus action.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 7 (1d8 + 3) piercing damage.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 6 (1d6 + 3) slashing damage.

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CAVERNS
17
Deviate Venomwing Nightmare Ectoplasm
Medium beast, chaotic neutral Medium ooze, chaotic neutral

Armor Class 13 Armor Class 8


Hit Points 11 (2d8 + 2) Hit Points 19 (3d8 + 6)
Speed 20 ft., fly 40 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 12 (+1) 2 (-4) 14 (+2) 3 (-4) 12 (+1) 6 (-2) 15 (+2) 1 (-5) 6 (-2) 2 (-4)

Damage Immunities poison Damage Immunities poison


Senses passive Perception 12 Damage Resistances acid, cold, fire
Languages — Senses blindsight 60 ft. (blind beyond this radius)
Challenge 1/4 (50 XP) passive Perception 8
Languages —
Challenge 1/2 (100 XP)
Actions
Toxic Spit. Ranged Weapon Attack: +4 to hit, range Amorphous. The ectoplasm can move through a
20/60 ft., one target. Hit: 6 (1d8 + 2) poison space as narrow as 1 inch wide without squeezing
damage.
Corrode Metal. Any nonmagical weapon made of
Druid of the Fang metal that hits the ooze corrodes. After dealing
damage, the weapon takes a permanent and
Medium humanoid (night elf), chaotic neutral cumulative -1 penalty to damage rolls. If its penalty
drops to -5, the weapon is destroyed. Nonmagical
Armor Class 11 ammunition made of metal that hits the ooze is
Hit Points 22 (4d8 + 4) destroyed after dealing damage. The ooze can eat
Speed 30 ft. through 2-inch-thick, nonmagical metal in 1 round.
Actions
STR DEX CON INT WIS CHA Pseudopod. Melee Weapon Attack: +3 to hit, reach 5
10 (0) 14 (+2) 12 (+1) 12 (+1) 14 (+2) 11 (+0) ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage
plus 7 (2d6) acid damage, and if the target is wearing
nonmagical metal armor, its armor is partly corroded
Damage Immunities poison
and takes a permanent and cumulative -1 penalty to
Skills Nature +3, Perception +4
the AC it offers. The armor is destroyed if the penalty
Senses passive Perception 14
reduces its AC to 10.
Languages Druidic plus any two languages
Challenge 1 (200 XP)

Spellcasting. The druid is a 3rd level spellcaster. Its


spellcasting ability is Wisdom (spell save DC 12, +4
to hit with spell attacks). It has the following spells
prepared:
Cantrips (at will): shocking grasp
1st level (3 slots): cure wounds, sleep
Actions
Claw Weapon. Melee Weapon Attack: +4 to hit, reach
5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.
Wild Shape (Recharges after a Short or Long Rest). The
druid assumes the shape of a Deviate Adder. It
follows the Wild Shape rules for the Druid class.

CLASSIC | DUNGEONS | WAILING


CAVERNS

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