\n style='position:absolute; top:130px; left:62px; height:33px' />\n\n####          Embrace of the Viper\n*            Armor (leather armor), uncommon (requires attunement)* \nThis deep purple leather armor is emblazoned with golden serpents. It is obtained by gathering its five components from the four fanglords and their servants.\n\n##### Armor Components\n| Component | Source |\n|:----:|:-------------|\n| Belt of the Fang | Lady Anacondra |\n| Footpads of the Fang | Lord Serpentis |\n| Gloves of the Fang | Druid of the Fang |\n| Leggings of the Fang | Lord Cobrahn |\n| Armor of the Fang | Lord Pythas |\n\nWhen wearing all five parts of this armor, you gain a +1 bonus to AC and resistance to poison damage.\n\nOnce per day, the wearer may use an action to assume the shape of a Deviate Adder for one minute. This otherwise follows the Wild Shape rules for the Druid class.\n\n\n\n####          Glowing Lizardscale Cloak\n*            Wondrous item, uncommon (requires attunement)* \nThis green scaled cloak crackles with a slight charge. When wearing this cloak, you have resistance to lightning damage.\n\nAs a bonus action, the wearer can make this cloak shed bright light in a 20-foot radius and dim light for an additional 20 feet. This light is pale green and lasts for an hour or until it is dismissed as an action. \n\n\n\n####          Kresh's Back\n*            Armor (shield), uncommon (requires attunement)* \nWhile holding this shield, you have +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC.\n\nOnce 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.\n\n\n\n####          Living Root\n*            Staff, uncommon (requires attunement)* \nThis staff can be wielded as a magic quarterstaff that grants a +1 bonus to attack and damage rolls made with it. While holding it, you have a +1 bonus to spell attack rolls.\n\nThe staff has 4 charges for the following property. It regains all expended charges daily at dawn.\n\n***Spells.*** You can use an action to expend 1 or more of the staff's charges to cast one of the following spells from it, using your spell save DC: *entangle* (2 charges), *goodberry* (1 charge), or *shillelagh* (1 charge).\n\n\n\n####          Robe of the Moccasin\n*            Wondrous item, uncommon (requires attunement)* \nThis black robe is edged with white and dark purple. While you wear the robe, you gain the following benefits:\n - You are able to understand and speak to snakes.\n - You have advantage on saving throws against effects that would poison you and are resistant to poison damage.\n\n\n\n####          Snakeskin Bag\n*            Wonderous item, uncommon* \nThis green serpent skin bag is about the size of a standard 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 1d4 poisonous snakes are launched from its opening in a 10-foot cone. This effect can only happen once per day and recharges at dawn.\n\n\n####          Stinging Viper\n*            Weapon (mace), uncommon (requires attunement)* \nYou gain a +1 bonus to attack and damage rolls made with this magic weapon.\n\nWhen an attack made with this weapon hits a creature, it must make a DC 13 Constitution saving throw. On a failure, the creature takes 1d6 poison damage and is Poisoned until the end of its next turn.\n\n\n\n####          Venomstrike\n*            Weapon (any bow), uncommon (requires attunement)* \nYou gain a +1 bonus to attack and damage rolls made with this magic weapon.\n\nWhen you hit a target using this weapon and have an attack roll at least 5 greater than its AC, the target takes an extra 1d6 poison damage. This effect can only happen once per turn.\n\n\n\n
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CLASSIC | DUNGEONS | WAILING CAVERNS
\n\\page\n\n## Monsters \nThis 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.\n\n___\n> ## Deviate Adder\n>*Medium beast, chaotic neutral*\n> ___\n> - **Armor Class** 14\n> - **Hit Points** 11 (2d8 + 2)\n> - **Speed** 30 ft., swim 30 ft.\n>___\n>|STR|DEX|CON|INT|WIS|CHA|\n>|:---:|:---:|:---:|:---:|:---:|:---:|\n>|10 (+0)|18 (+4)|13 (+1)|2 (-4)|14 (+2)|3 (-4)|\n>___\n> - **Damage Immunities** poison\n> - **Senses** blindsight 10 ft., passive Perception 12\n> - **Languages** —\n> - **Challenge** 1/4 (50 XP)\n> ___\n> ### Actions\n> ***Poison Bite.*** *Melee Weapon Attack:* +6 to hit, reach 10 ft., one target. *Hit:* 6 (1d4 + 4) piercing damage and the target must succeed on a DC 12 Constitution saving throw or become Poisoned and takes 3 (1d6) poison damage at the start of their turn. The saving throw may be repeated at the end of the target's turn. On a success, end this effect.\n>\n> ## Deviate Crocolisk\n>*Large beast, chaotic neutral*\n> ___\n> - **Armor Class** 13\n> - **Hit Points** 19 (3d10 + 3) \n> - **Speed** 20 ft., swim 30 ft.\n>___\n>|STR|DEX|CON|INT|WIS|CHA|\n>|:---:|:---:|:---:|:---:|:---:|:---:|\n>|15 (+2)|10 (+0)|13 (+1)|2 (-4)|10 (+0)|5 (-3)|\n>___\n> - **Damage Immunities** poison\n> - **Senses** passive Perception 10\n> - **Languages** —\n> - **Challenge** 1/4 (100 XP)\n> ___\n> ***Hold Breath.*** The crocolisk can hold its breath for 15 minutes.\n> ### Actions\n> ***Crippling Bite*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 7 (1d10 + 2) piercing damage and the target must succeed on a DC 12 Constitution saving throw or become Poisoned, have their speed halved, and take 3 (1d6) poison damage at the start of their turn. The saving throw may be repeated at the end of the target's turn. On a success, end this effect.\n\n\n . \n\n
\n\n___\n> ## Deviate Lasher\n>*Small plant, chaotic neutral*\n> ___\n> - **Armor Class** 10\n> - **Hit Points** 9 (2d6 + 2)\n> - **Speed** 25 ft.,\n>___\n>|STR|DEX|CON|INT|WIS|CHA|\n>|:---:|:---:|:---:|:---:|:---:|:---:|\n>|10 (+0)|14 (+2)|12 (+1)|2 (-4)|10 (+0)|1 (-5)|\n>____\n> - **Damage Immunities** poison\n> - **Damage Vulnerabilities** fire\n> - **Senses** tremorsense 30 ft., passive Perception 10\n> - **Languages** —\n> - **Challenge** 1/8 (25 XP)\n> ___\n> ### Actions\n> ***Vine Slash.*** All hostile targets within 5 ft. must make a DC 12 Dexterity saving throw, or take 4 (1d4 + 2) slashing damage. \n>  \n> ## Deviate Lurker\n>*Medium beast, chaotic neutral*\n> ___\n> - **Armor Class** 13\n> - **Hit Points** 16 (3d8 + 3)\n> - **Speed** swim 40 ft.\n>___\n>|STR|DEX|CON|INT|WIS|CHA|\n>|:---:|:---:|:---:|:---:|:---:|:---:|\n>|15 (+2)|10 (+0)|12 (+1)|2 (-4)|10 (+0)|5 (-3)|\n>___\n> - **Damage Immunities** poison\n> - **Senses** passive Perception 10\n> - **Languages** —\n> - **Challenge** 1/2 (100 XP)\n> ___\n> ***Hold Breath.*** The lurker can hold its breath for 1 hour.\n> ### Actions\n> ***Bite*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 6 (1d8 + 2) piercing damage, \n\n\n
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CLASSIC | DUNGEONS | WAILING CAVERNS
\n\\page\n\n___\n> ## Deviate Python\n>*Medium beast, chaotic neutral*\n> ___\n> - **Armor Class** 13\n> - **Hit Points** 13 (2d8 + 4)\n> - **Speed** 30 ft., swim 30 ft.\n>___\n>|STR|DEX|CON|INT|WIS|CHA|\n>|:---:|:---:|:---:|:---:|:---:|:---:|\n>|15 (+2)|14 (+2)|14 (+2)|2 (-4)|14 (+2)|3 (-4)|\n>___\n> - **Damage Immunities** poison\n> - **Senses** blindsight 10 ft., passive Perception 12\n> - **Languages** —\n> - **Challenge** 1/4 (50 XP)\n> ___\n> ### Actions\n> ***Bite.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6 + 2) piercing damage.\n>\n> ***Constrict.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 6 (1d8 + 2) bludgeoning damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained and the python can not constrict another target. \n> \n> ## Deviate Raptor\n>*Medium beast, chaotic neutral*\n> ___\n> - **Armor Class** 14\n> - **Hit Points** 13 (3d8)\n> - **Speed** 50 ft.\n>___\n>|STR|DEX|CON|INT|WIS|CHA|\n>|:---:|:---:|:---:|:---:|:---:|:---:|\n>|13 (+1)|17 (+3)|11 (+0)|7 (-2)|12 (+1)|4 (-4)|\n>___\n> - **Damage Immunities** poison\n> - **Skills** Perception +3, Stealth +4\n> - **Senses** passive Perception 14\n> - **Languages** —\n> - **Challenge** 1/2 (100 XP)\n> ___\n> ***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.\n> \n> ***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.\n> ### Actions\n> ***Bite.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 7 (1d8 + 3) piercing damage.\n>\n> ***Claw.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 6 (1d6 + 3) slashing damage.\n\n___\n> ## Deviate Shambler\n>*Medium plant, chaotic neutral*\n> ___\n> - **Armor Class** 13\n> - **Hit Points** 32 (5d8 + 10)\n> - **Speed** 25 ft.\n>___\n>|STR|DEX|CON|INT|WIS|CHA|\n>|:---:|:---:|:---:|:---:|:---:|:---:|\n>|16 (+3)|9 (-1)|15 (+2)|3 (-4)|12 (+1)|3 (-4)|\n>___\n> - **Damage Immunities** poison\n> - **Damage Resistances** bludgeoning, piercing\n> - **Damage Vulnerabilities** fire\n> - **Senses** passive Perception 11\n> - **Languages** —\n> - **Challenge** 1 (200 XP)\n> ___\n> ### Actions\n> ***Slam.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 8 (1d10 + 3) bludgeoning damage.\n>\n> ***Wild Regeneration (Recharge 5-6).*** The shambler regains 3 (1d6) hit points. Until this effect is 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 ends, the shambler cannot use Wild Regeneration. \n\n\n\n
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CLASSIC | DUNGEONS | WAILING CAVERNS
\n\\page\n\n___\n> ## Deviate Venomwing\n>*Medium beast, chaotic neutral*\n> ___\n> - **Armor Class** 13\n> - **Hit Points** 11 (2d8 + 2)\n> - **Speed** 20 ft., fly 40 ft.\n>___\n>|STR|DEX|CON|INT|WIS|CHA|\n>|:---:|:---:|:---:|:---:|:---:|:---:|\n>|8 (-1)|14 (+2)|12 (+1)|2 (-4)|14 (+2)|3 (-4)|\n>___\n> - **Damage Immunities** poison\n> - **Senses** passive Perception 12\n> - **Languages** —\n> - **Challenge** 1/4 (50 XP)\n> ___\n> ### Actions\n> ***Toxic Spit.*** *Ranged Weapon Attack:* +4 to hit, range 20/60 ft., one target. *Hit:* 6 (1d8 + 2) poison damage. \n> \n> ## Druid of the Fang\n>*Medium humanoid (night elf), chaotic neutral*\n> ___\n> - **Armor Class** 11\n> - **Hit Points** 22 (4d8 + 4)\n> - **Speed** 30 ft.\n>___\n>|STR|DEX|CON|INT|WIS|CHA|\n>|:---:|:---:|:---:|:---:|:---:|:---:|\n>|10 (0)|14 (+2)|12 (+1)|12 (+1)|14 (+2)|11 (+0)|\n>___\n> - **Damage Immunities** poison\n> - **Skills** Nature +3, Perception +4\n> - **Senses** passive Perception 14\n> - **Languages** Druidic plus any two languages\n> - **Challenge** 1 (200 XP)\n>___ \n> ***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:\n>\n> Cantrips (at will): *shocking grasp* \n> 1st level (3 slots): *cure wounds, sleep*\n> ### Actions\n> ***Claw Weapon.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 4 (1d4 + 2) slashing damage.\n>\n> ***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.\n\n```\n```\n___\n> ## Nightmare Ectoplasm\n>*Medium ooze, chaotic neutral*\n> ___\n> - **Armor Class** 8\n> - **Hit Points** 19 (3d8 + 6)\n> - **Speed** 30 ft.\n>___\n>|STR|DEX|CON|INT|WIS|CHA|\n>|:---:|:---:|:---:|:---:|:---:|:---:|\n>|12 (+1)|6 (-2)|15 (+2)|1 (-5)|6 (-2)|2 (-4)|\n>___\n> - **Damage Immunities** poison\n> - **Damage Resistances** acid, cold, fire\n> - **Senses** blindsight 60 ft. (blind beyond this radius) passive Perception 8\n> - **Languages** —\n> - **Challenge** 1/2 (100 XP)\n>___ \n> ***Amorphous.*** The ectoplasm can move through a space as narrow as 1 inch wide without squeezing\n>\n> ***Corrode Metal.*** Any nonmagical weapon made of metal that hits the ooze corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the ooze is destroyed after dealing damage. The ooze can eat through 2-inch-thick, nonmagical metal in 1 round.\n> ### Actions\n> ***Pseudopod.*** *Melee Weapon Attack:* +3 to hit, reach 5 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 and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.\n\n\n\n
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CLASSIC | DUNGEONS | WAILING CAVERNS
\n","pageCount":1,"thumbnail":"","invitedAuthors":[],"lang":"en","theme":"5ePHB","gDrive":false,"trashed":false},"config":{"local":false,"publicUrl":"https://homebrewery.naturalcrit.com","baseUrl":"https://homebrewery.naturalcrit.com","environment":"production","deployment":""},"ogMeta":{"site_name":"The Homebrewery - Make your Homebrew content look legit!","title":"Wailing Caverns - wyken","description":"Years ago, the famed druid Naralex and his followers descended into the shadowy Wailing Caverns, named for the mournful cry one hears when steam bursts from the cave system's fissures. Naralex planned to use the underground springs to restore lushness to the arid Barrens. But upon entering the Emerald Dream, he saw his vision of regrowth turn into a waking nightmare, one that has plagued the caverns ever since.","image":"https://homebrewery.naturalcrit.com/thumbnail.png","type":"article"}} The Homebrewery - NaturalCrit