\page # FEAST OF THE RAPTOR QUEEN ## ADVENTURE SYNOPSIS The Players are in the paradise-like lands of Hincona during their annual Feast of Tribes. It is a celebration of the year’s blessings and a time for looking forward to what good things the next year will be. The celebration always wraps up with the Hinconans sending a peace offering across the Luminous Straight to their neighbors on the Island to the South and vice versa. Culturally, the two Islands have never gotten along, but have also never been at open war. But when one of the tribes is suspected of kidnapping a local village, war seems a likely outcome.
- Target Party and Level: 4 level 5 players - Expected Playtime Playtime: 4-5 Hours - Tone: Adventurous Rescue Mission
You can grab the PDF Here [AMPLUS ORDO GAMES](https://www.patreon.com/amplusordogames)
You can also watch a "shortened" live play here [AOG on Youtube](https://www.youtube.com/watch?v=u7O1fNhn920) We hit a few audio issues, but if you're looking for a rundown of the adventure... there it is.
### TABLE OF CONTENTS
- **[SETUP INFORMATION](#p3)** - **[ACT 1: The Feast of Tribes](#p4)** - **[ACT 2: Taken in the Night](#p4)** - **[ACT 3: The Southern ShoresE](#p5)** - **[ACT 4: The Gratttbbt Grung Tribe](#p5)** - **[ACT 5: Trip Through The Jungles](#p5)** - **[ACT 6: The Queen’s Table](#p6)** - **[ACT 7: The Lizardfolk Lair](#p6)** - **[CLOSING](#p7)** - **[APPENDICES](#p8)** - **[Playing an AOG Adventure](#p9)** - **[Expanded Lore](#p9)** - **[Important Locations](#p9)** - **[Important NPCs](#p10)** - **[MAPS](#p11)** - **[STAT BLOCKS](#p16)**
``` ``` ## PLAYING AN A.O.G. ADVENTURE If you’ve never played an AOG adventure, I thought it wise to give you some notes on how I write them. Cuz I do some stuff non traditional like. I’ll put those notes down in the Appendices. ## PROGRESSION OVERVIEW This is a fairly linear adventure. And while there is room for *wandering off*, the overall flow is pretty straight forward. It starts with a local Festival. Turns out one of the tribes hasn’t shown up which is very odd. An investigation reveals that they were likely kidnapped by Grung who live across the Straight on the other island. The adventurers head off to rescue the villagers only to find out that they have already been traded to the Lizard Folk tribe to the south. The clock is ticking as the party races south to stop the Lizard Folk from devouring the villagers in a celebratory festival of their own! ## CREDITS AND ACKNOWLEDGEMENTS - Wizards of the Coast and D&D for the amazing job they do providing RPG Content for us to use! - Original Story Written by Amplus Ordo Games - All Maps and Handouts were done by Amplus Ordo Games using Inkarnate - PDF Formatting done using The Homebrewery ## Reccomended Reading! I found this amazing Reddit post on Jungles that will really help inform you as to the environment. [Guide to the Jungle](https://www.reddit.com/r/DnDBehindTheScreen/comments/6acd7t/guide_to_the_jungle/) \page
# SETUP INFORMATION ### SETTING **Hincona**, the land, is made up of two major islands, the Northern and the Southern. The two islands are dramatically different in ecology and society. In both cases, the tops of the mountains here are always covered in thundering storm clouds, although the islands themselves have weather systems that do not reflect the raging storms above them. The north island has some of the fairest weather imaginable, sunny or partly cloudy throughout the day with light rain overnight, and is considered to be something of a tropical paradise. The South Island typically has clear nights and has heavy rainfalls on and off throughout the day in typical rainforest fashion. Unlike the North the South, while equally beautiful, is considered extremely dangerous if not deadly to most folk. The strange weather and ecological differences have led many to believe that the islands themselves were artificially created in some magical process though no one knows for certain.
The nation of Hincona is located on the Northern Island with dozens of large villages and smaller settled areas on its shores. Long ago the island was settled by Sea Elves who longed to return to the surface. However, once there they found that they did not care for the civilization that mortals had wrought onto the land. They found it wasteful and a disrespect to the waters that they believe birthed life. And so they traveled back to their home, but found no welcome there. Wandering the sea and shores for many years they eventually settled on Hincona. The settlement grew and attracted many Elves and other folk from the “civilized” nations who shared the Sea Elves distaste for structured society. In Hincona a family is responsible for their own survival and expected to take only what they need. If they cannot care for themselves they are to paddle a small canoe out into the waters and let the ocean reclaim them.
Hinconians happily interact with the rest of the world, and allow travelers use of their bays and ports for stopping to resupply. But they accept no one into their culture unless they vow to live freely and cast off the trappings of society. This has led nations and those ignorant of their ways to believe them easy targets for raiding and capture. Many a vessel of slavers and even a few armies have found themselves drowned when an angry storm drives them back into the wrath filled sea that has risen to protect Hincona. Hincona’s tribes live relatively close together and function as one although each is led by their own Druid. An Arch Druid lives up in the mountains and is said to sleep until the sea warns them of danger. Every ten years the wisest of tribe leaders cast lots to decide who will take a journey into the mountains to check on the welfare of the Arch Druid. The one who travels to the peak never returns. The Hinconians believe that they become one with the storm and continue to protect the island.
The Southern Island is populated by numerous tribes of more savage and even feral beings that are almost in conflict with one another and in many cases themselves. Clans of Gnolls, Lizard Folk, Orcs, Grung, and other beastial creatures have carved out territory across the island and ferociously protect it from outsiders. Each governs themselves by their own standards, but usually in a “might makes right” fashion. The land itself is also filled with dangerous predators and hazardous environments. There are scattered ruins covering the landscape, but they have been long picked over by the locals or those willing to brave the dangers in search of treasures.
### BACKGROUND STORY It began as all things do… with the Sea. The waters were angered by those that refused to honor them. And so they raged and rose against the land washing away the contamination of the abusers. The Sea then sent her children to populate the shores of what remained behind. She sent those that loved peace to the North and those that loved conflict to the South, so that both Her aspects would be displayed for those that would dwell in her presence. So that all could see both Her kindness and Her wrath. To better guide mortals along their path, the Sea called out to the Druids. She beckoned them to come and guid the people and to serve as her voice. It was then that The Great Druids appeared. We do not remember their names, nor anything about their forms. Only that they were the messengers of the Sea’s goodness and the harbinger of Her anger. These Druids raised up others to lead the Hinconian people, and once the people had learned the ways of the Waters the Great Ones traveled up into the mountains and have dwelt there ever since.
### HOOKS - Main: Random People are missing HELP! - Backup: Someone they personally know was taken! - Backup Backup: HERE TAKE SOME MONEY!
### IMPORTANT LOCATIONS More detailed descriptions and maps, if there are any, can be found in the Appendices. - **Hinconna**: The Major Port city of the island. The only settlement that functions like a typical city. The rest of the settlements on the island are villages of varying sizes. - **Grung Rock:** A large stone rising out of the swamps in the Southern Island. The Gratttbbt Grung Trib live here, and consider the stone sacred. - **The Abandoned Ziggurat:** One of the most well preserved of the ancient ruins on the Southern Island. The Sharp Tooth Lizard Folk hold religious ceremonies here. - **Sharp Tooth Lair:** A cavern at the far end of the valley between the mountains that the Sharp Tooth Brood reside. - **Cackling Rock Stronghold:** A fortress of sorts built upon some rocky crags. The land around the stronghold is fairly desolate, a reflection of the Gnolls lack of care, and one of the only places on either island not covered by rainforest. \page
### IMPORTANT NPCs I will give a little better description and provide necessary Stat Blocks of these NPCs in the Appendices. - **Hincona Elder Druid, Aralias Wavewalker:** The current Druid Elder of the North. - **Hincona Grung, Oubu:** This is a young Grung Ranger that the party could come across. He is part of the Northern Society and will be quite helpful, and the party could recruit him. - **Grung Chieftain D'Deehb:** Leader of the Gratttbbt Grung Tribe. He is big and girthy. More Bullfrog than Treefrog in appearance. - **Queen Psasssa Gold Scale:** LizardFolk Queen. She is twice the size of a normal LizardFolk, and rides a Raptor large enough to support her..
### IMPORTANT FACTIONS I will give a little better description and deeper information in the Appendices. - **Hincona:** Think Hawaiian Islander culture. Majority of the population are Sea Elves, another good chunk of the people here are “ocean” themed cultures. It is a nation of small tribal villages each led by a Clan Druid. These Druids hold council to rule the land. - **The Gratttbbt Tribe:** A large tribe of Grung that hold the swamp lands on the Southern Island. They don’t like outsiders but aren’t overly aggressive. - **The Sharp Tooth Clan:** A highly aggressive clan of Lizard Folk who have tamed Raptors and use them as battle mounts. They are currently the dominant culture on the island. - **The Cackling Maw Pack:** A group of savage Gnolls that tolerate no infringement on their lands. They also fight amongst themselves regularly, which keeps them from becoming the dominant faction on the Southern Island.
## OPENING CUT-SCENE > "The blowgun dart zips through the air and makes no sound as it pierces the neck of the target. Thinking it a biting insect the victim slaps the spot where the dart hits. Pinching the dart between their fingers the individual pulls it free and attempts to examine it, but it is too late. The toxin has already begun to overcome their nervous system as their eyes roll back and they topple over paralyzed and unconscious.”
``` ``` ## ACT 1: The Feast of Tribes The players are in the “city” of Hincona. Which is a port town for foreigners. The actual residents live in dozens of smaller hut villages scattered everywhere on the Island. Hincona operates much like many a port town, and attracts all manner of people. It is monitored closely by the residents and their druidic clan leaders. They are here during what the locals call The Feast of Tribes. A festival similar in concept to American Thanksgiving. So there will be a lot of food and drinking and happy social interaction. There may even be some fun competitions happening. Check the Expanded Lore section in the appendices for more information on the Festival.
This Act is designed to do character intros and any other businesses they may have in a town before the adventure starts. Hincona is a Port city so there would be a respectable amount of trade that happens here. They could find equipment and maybe some basic magical needs like scrolls and potions.
## ACT 2: Taken in the Night Sometime during the festival, ideally later, once the party is done for the evening and ready for bed, a commotion will arise. One of the tribes up the coast has disappeared! They did not come to the festival which everyone thought was weird, so the elders sent a runner to see what was causing their delay. That runner has returned with news that the villagers (34 People) have gone missing and there were signs of a fight. This will prompt the elders to stop the festival and send scouts and or adventurers out to other villages to make sure there are no further threats. Our adventures will be tasked to help investigate the village of missing people.
Have them make appropriate checks once they get to the village. Survival, Perception, Investigation… They should be Medium Difficult.
**The Investigation should reveal things like...** - Amphibian footprints are everywhere. - Drag marks from bodies being taken away. - Small Blowgun Darts with Paralyze poison on them. (Fading away so not reusable) - The people were likely taken in their sleep.
*Ultimately they should be able to piece together that the villagers were taken by Grung. The only local Grung live across the Luminous Straight (Expanded Lore) on the Southern island. They questions is why?*
The Grung have never been a problem before and out of the three tribes in the South they are the most amenable to the Hinconans of the Southern Tribes. Unbeknownst to the Hinconans the Grung are on the losing end of a violent struggle with the Sharp Tooth Lizard Folk to their South. In order to keep the Lizard Folk at bay, the Grung have promised them a tribute of captives that will be eaten at a Sacrificial Feast. In order to keep from having to give up their own people they Grung crossed the Straight and took the villagers captive in the night. They then turned the villagers over rather than sacrifice their own people.
\page
## ACT 3: Southern Shores The Party will have to cross the Luminous Straight to the North half of the Southern Island. The Southern Island is home to three competing tribes. There the Gratttbbt Grung tribe in swampy jungles in the North. The Cackling Maw Pack hills in the South, and the Sharp Tooth Lizard Folk tribe in the South East between the mountains. These tribes are far less civilized than the residents of the Northern Island, and do not get along well with neighbors. All are very protective of their territory, but the Grung are typically reasonable if approached with respect. Unfortunately in this adventure, they are the first problem the players encounter and will be a challenge to overcome without resorting to violence.
But before they deal with the Grung, they will have to travel to the Grung. The Jungle on this part of the island is low and swampy. Movement should be slowed by difficult terrain. It is also filled with all manner of dangerous creatures and hazards. I recommend them dealing with two encounters or hazards along the way. I have provided a Random d10 list to help. They should also encounter some Grung along the way at least once. The Grung will always attack and disappear into the Jungle, each time they will attempt to lead the party away, AND toward danger.
##### Swamp Jungle Encounters | Roll | Encounter | |:----:|:-------------| | 1 | Swarm of Insects - They carry diseases | | 2 | Quicksand | | 3 | Toxic Plants - Cause the Poisoned Condition | | 4 | Assassin Vines | | 5 | Green Ooze - Only eats fleshy stuff not plants | | 6 | Flock of Stirges | | 7 | Vine Blights | | 8 | Giant Constrictor Snakes | | 9 | Giant Crocodile | | 10 | Froghemoth |
**MAP: Jungle**
## ACT 4: The Gratttbbt Grung Tribe After dealing with the Jungle the Party arrives at Gratttbbt Rock where the Grung Chieftain D'Deehb dwells.
**MAP: Grung Rock**
The Grung will hide nearby and under the water and await the command to attack. They party will have the opportunity to parlay, but the Chieftain will obviously be on edge. They are not an evil or a deceptive people and there is some remorse for what they have done. But in this instance survival drove them to the brutality of the event. What is going to complicate matters… is that the Grung have already turned the captives over to the Sharp Tooth Clan.
So here is how I see this playing out… feel free to vary this interaction. - As the players approach, the Grung Chief and his some of his guards will emerge from the dens under the Rock and tell the players that the Lizards to the South have their people and that they should be on their way. - This obviously will not settle well with the Players and they will almost certainly object tot leaving without answers - The Chieftain will not give up answers easily, but if approach politely and diplomatically he may be persuaded to tell them what happened. This would be a Hard Check - If the players are really savy they may be able to persuade the Grung to help attack the Lizardfolk and get some revenge. - If Negotiations fail, the Grung will use the opportunity of the players attempting to be civil to launch an ambush - Threats and intimidation tactics will result in the Grung attacking.
**ENCOUNTER: Grung Ambush**
If it comes down to a fight the Grung will attack from their hidden places. I wouldn't quite qualify this as a surprise attack, but perhaps give the Grung advantage on initiative. Their basic plan of attack will be to paralyze players from range and then move in for melee. If they win this fight they will not kill the players. Instead they will give them to the Raptor Queen as more tribute. This unexpected turn will change how the final ACTS play out and I have not accounted for this turn of events in this module. so if it goes this way... good luck...
## ACT 5: Trip Through The Jungles The trip through the Jungle to the South is far less difficult physically than the trip to Grun Rock. The ground is far firmer as they leave the swamp behind. However the jungle itself is far more dangerous. Use the d12 table below if you need some ideas. If you get something a second time feel free to reroll or combine the event with the next one in the list!!
##### Upper Jungle Encounters | Roll | Encounter | |:----:|:-------------| | 1 | Toxic Plants - They cause the Poisoned Condition | | 2 | Assassin Vines | | 3 | Flock of Stirges | | 4 | Vine Blights | | 5 | Giant Poisonous Snakes | | 6 | Displacer Beasts | | 7 | Phase Spiders | | 8 | Flock of Axebeaks | | 9 | Hunting Wyverns | | 10 | Jungle Treant |
**MAP: Jungle**
\page
## ACT 6: The Queen’s Table
**MAP: The Ziggurat**
The Majority of the captured villagers have been taken to a forgotten ziggurat at the mouth of the valley between the two mountains. There is little of note about the place itself, other than it exists. It has been found and explored and forgotten many times since it was built and forgotten ages ago. I have nothing else extra planned here other than stopping the Lizard Folk. However, this location is ripe for some bonus content if you want to drop something else in! Also on the reverse side… if you are running short on time you can easily end the adventure here.
The Lizard Folk have brought their captives here for a Victory Feast of their own. The captives are going to be ritually sacrificed and eaten. Depending on how long it took the players to get here you may want to have the players catch the Lizard Folk in the act or even have some of the villagers already been eaten. Unlike the Grung there is really no way to resolve this encounter peacefully… but you never know what players may do. Typically, the moment the Sharp Tooth’s becomes aware of the intruders they will attack.
##### ENCOUNTER: Battle at the Queen’s Table - 4 Warriors, 6 Hunters and The Raptor Queen up on Ziggurat - Their Raptor mounts which will come in flanking the players from the jungle around them in round 2.
6 Lizard Folk Hunters will begin shooting while the Warriors and the Queen swarm down the ziggurat and attack the players directly. The hunters will not get into melee unless they have to. The moment the players get the upper hand, or the Queen gets badly hurt, she will retreat taking captives with her. As I said before, if you’re short on time, then the Sharp Tooths will not flee. Hop down to the Rewards section of Act Seven to give them the Queen’s Loot.
## ACT 7: Lizardfolk Lair The Lair is built into the side of the cliffs about an hour west of the ziggurat. It is well hidden and very defensible. This is a short dungeon crawl that shouldn’t take more than an hour. The final fight may add a smidge to that if they’re trying to get optimal advantage against the Sharp Tooths. The cavern is very earthy, with roots and vines bursting through and holding the walls together almost everywhere. There are several places where natural light peeks through, but rarely is the opening big enough for even a small creature to squeeze through. The lair is filled with simple wind chime like devices made from bones and traps that are more intended to alert the lizard folk rather than hurt the players. Once they spot these things they can easily avoid them.
**MAP: The Raptor Queen's Lair** ### LOCATIONS ##### 1) The Cavern Entrance The entrance to the cave is pretty easy to spot. Particularly in this instance since the Lizard Folk just made a beeline back here in an attempt to defend against the players. They will have prepared an attack for when the players arrive.
**ENCOUNTER: Raptors**
As the players approach this they will be attacked by Raptors while arrows rain down on them from 6) above. A Very hard check can be made to spot the archers on the ledge. Otherwise they obviously know the arrows came from above but the safest assumption would be from the top of the cliffs. (You may want to use the Jungle Map for this one as there is more room to move around.)
**MAP: Jungle**
##### 2) The Lower Pool This room is flooded from the rains. The pool hits 15’ deep in the center and shallows as the area heads west. The ceiling is low and only a few feet above the surface of the water. ##### 3) The Upper Pool This room is much shallower than area 2), but the cavern itself is much larger. There is a large hole in the chamber near the ceiling which is 60’ above them. ##### 4) The Living Quarters There will be a lot of Nests in this room. The majority of the Lizard Folk sleep here. They will not be here at the moment. They were either killed in the Ziggurat battle or are preparing to defend the Queen. ##### 5) The Great Hall This is more of a chamber broken up by cavern walls and features. The entire area is decorated with trophies of things that the tribe has defeated. This includes some dino skulls and several hides of fallen Gnolls and Grung.
**ENCOUNTER: The Raptor Queen**
The Lizard Folk will ambush the players here attacking from both areas 6) and 7). They will fight to the death in this combat.
- Eight Lizard Folk (four on each side) - The Raptor Queen - Yellow Scale, Her Mount
**REWARDS: The Queen’s Treasures**
- The Queen is wearing Magical Hide +2 - Wielding a Spear of Bleeding +1 (If the attack roll made with this spear hits 5 or more over the targets AC they will take 1d4 Bleeding Damage per size level Medium and higher) - And has a Necklace of Evasion (Ring of Evasion in Necklace Form)
##### 6) The Overlook This is where the archers were firing from when the players attempted to enter the cave. They might find this and attempt to enter here. They will have to squeeze through the passages which the Lizard Folk will take full advantage of and begin attacking them there. ##### 7) The Throne Room The final prisoners needed to be rescued will be here. Lizard folk do not keep much in the way of treasure, but the players might find some things here if their DM is generous. Maybe some particular item trophies the Queen has taken from adventurers who dared trespass here before. I think a magic helm sitting on a skull would be really kinda cool!
**REWARDS: Magical Helm**
- Helm of Protection +1 (Like the Ring but a Helm) \page
## CLOSING
It is time to gather the survivors and head back to Hincona. You could take some more time here to do a few random encounters or deal with the problems that a group of villagers who have been through a harrowing experience would endure while traveling through a savage Jungle. However, I've found that doing things like that often belabor the point and end the Adventure on a slow or even sour note.
So I recommend having them head back right out. Upon returning have the Druids resume the Festival and make the party Guests of Honor. During this Festival they will be presented with many gifts.
**REWARDS: For returning the villagers**
- Citizenship, The Villages will be extremely grateful for having rescued thier people. Their first reward will be the title of Citizen to any who are not already. This is a huge honor to any outsider. - Gold, 25gp per rescued Villager should be reasonable for their level - An Idol of Good Fortune (Grants a Luck Roll as the Feat. Can be used by anyone in the party as long as one member is attuned. Has 10 charges, and then becomes a Semi-Valuable Trinket 50gp) ``` ``` ## Thanks for playing an AOG Adventure. If you enjoyed it please leave me some comments on wherever you found this adventure. You can support more content like this by subscribing to our Patreon.
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**DM Map of the Raptor Queen's lair** \page
# APPENDICES ### PLAYING AN AOG ADVENTURE #### Homebrewed World First off, almost all my adventures are set in my Homebrew World of Taalist, particularly the Continent of Krenshad. Which the majority of has a very Gothic Art and Renaissance Period cultural feel to it. With some Greek and Middle Eastern Cultre from the same time period thrown in there for flavor. That said… Almost all of my Adventures can be easily ported into your location of choice. If you would like to play in Taalist my Campaign Guide (All 150+ Pages of it) can be accessed on our Discord for Patreon Members. #### The Lay Out I divide my adventures into “Acts”. An Act doesn’t necessarily reflect an amount of time, but more of an important series of events or locations. Some Acts may take 5 minutes, some 5 hours. Why? I dunno, ask the players who over complicate simple matters and simplify the overly complex. #### Skill Check DCs I don’t spend a lot of time defining DCs as I play with a bit wider scale of success and failures. What does that mean? So for reference the DC scale in 5E looks like this.... Very Easy DC5, Easy DC10, Medium DC 15, Hard DC 20, Very Hard DC 25, Nearly Impossible DC 30. When I list a DC I will tell you it is Hard. But Hard for one party may be easy for another so I leave the actual number value up to you. I also play with a “Success but with Consequences” mentality so if they get close they still accomplish their goal but there is a “but” to that success. An Example? Hard Stealth DC is 20, they roll an 18, I tell them “You sneak past the guard you see but the guard you didn’t see heard something and is headed your way.” I think it adds more to the story that way. #### Search Checks I often reference Search Checks. What is a Search Check? When the players want to “search” something or for something I let them use either Investigation or Perception. I know that isn’t RAW but it just makes things so much easier. I got real tired of explaining to players who have been playing with me for years the difference between the two… just let them look for stuff! #### Opening Cutscene I like to start my games with an Opening Cutscene which is read before anything else happens. These are usually really vague bits of information that give a glimpse into something that will maybe happen later, happened before the adventure, or is story adjacent to it. I have found these to be great tools to set the mood and create a little mystery. ``` ``` #### Setting, Background Info, and Hooks These portions can be used as you see fit. Each one is a little different, so it is hard for me to say how best to use them. Some will play better if you can get them into the hands of the players before the game. Others may have better influence when read just after the Cutscene. Some are really only relevant to moments in the story. But as in all things you do what is best for your game! That is always the way to go. #### Skill Challenges I use the idea of Skill Challenges a lot. What is that? It is an event in the game that isn’t quite an encounter and it isn’t a simple skill check. It is a problem they solve with their whole skill set. Typically they must get three successes before three failures in order to succeed in a skill check. The thing about a Skill challenge is they’re are vague on purpose to allow players to be creative in solving a problem. An example may help here. > - DM says “Your Boat is taking on water. What would you like to do?” > - Player 1 responds with “I use my carpentry tools to fix the hole” and they make a Tool Check. But they roll a 2 so they fail. Too much water. > - Player 2 says “ wants to row harder with the crew to get us toward shore faster” They make an Athletics Check and roll an 18. So that is a success. > - Player 3 “I use Destroy Water to get water out” OK, well it only destroys 10 gallons so it isn’t super helpful, but the momentary reprieve allows a little drywork to happen and allow player 1 to reroll. Stuff like this. \page
### EXPANDED LORE #### The Feast of Tribes The Tribes didn’t always get along as well as they do now. The Island and the Sea are both rich in natural resources, but that doesn’t mean mortal nature doesn’t get in the way. There was a moment long ago when the Hinconans almost went to war with one another. However the Elder Druids at the time instead created the Feast of Tribes. They called for all the tribes to gather and compete with one another in various games designed to test their skill and fortitude. There were races, weapon skill challenges, feats of strength and dexterity, and much more. The winners got the pick of the best resources for that year. The Feast continues to this day and every year the challenges are different to keep things fair and so that the Tribes cannot overly “prepare” ahead of time. The Feast of Tribes has kept the peace for centuries. #### Strange Geography Hincona is home to two of the World’s most beautiful and fascinating wonders. The Luminous Straight, which is the body of water that separates the North and South Islands. And the Thunderous Peaks, the two sets of mountains in the Islands that are constantly covered by Thunder Clouds.
**The Luminous Straight** is named so for the large amount of bioluminescent life that lives in its crystal clear waters, including huge glowing coral reefs that lay further below the water’s surface than coral normally grows. Many of the other inhabitants of the Straight glow as well, from small crustaceans and jellyfish to large predatory beast such as sharks. The Straight is a wonder to behold. In fact the light given off by it can be seen from many miles away. The light makes it quite easy to spot wrecks of invaders ships that lie scattered across the Sea floor and serve as a warning to those that think the Hinconan’s to be helpless islanders.
**The Thundering Peaks** are a unexplainable weather phenomenon. Both islands have a small but steep and tall mountain ranges. These mountain’s peaks are continually covered by Thunder Clouds, which do not rain. They rumble often and are continually light by bolts of arcing lightning. While not magical in the mechanical sense there is no natural explanation for their existence. Legends say they were created by the Arch Druids whom the sea called forth to guide the Hinconans to a balanced life. They also say that the Druids live there still in Mountain Top Shrines. Whether that is true or not, none know… for those that venture into the clouds do not return. ### IMPORTANT LOCATIONS #### Hinconna Hincona is the Major Port city of the island. The Hinconans are friendly to outsiders but do not wish to adopt their ways. Still, having a place that they feel comfortable is important to them as well, and so this is the only settlement that functions like a typical city. It isn't overly large as most of the non-Hinconans are travelers and sailors only stopping to make use of the safe port or trade in local goods.
Those that are permanent residents typically run service businesses to cater to the needs of all those that pass through. There is a large fortress on the cliff that defends both the town and the island should the need arise. Most Hinconans prefer to stay away from the city, but they all do appreciate the service it provides their culture. #### Grung Rock Grung are a strange folk. They are at home living simple lives deep in the jungles and swamps in lands no one else would really even think about settling in. These particular Grung have made their home in the tunnels under a large stone rising out of the swamps in the Southern Island. The Gratttbbt Grung Tribe have lived here many generations, and consider the stone sacred to their people. The Grung do not know it, but this stone is part of a large petrified Titan who was defeated eons ago during a Planar war. The rock poking its way out of the swamps is one of its fingers. If it could be seen completely, it would easily resemble a heavily armored warrior pointing toward the sky. #### The Abandoned Ziggurat There are quite a few ruins scattered about the Southern Island. It was at one point a thriving civilization, but that was before a tsunami wiped the culture from the face of the sphere. Now only broken walls and vine covered foundations remain. The Ziggurat is one of the most well preserved of the ancient ruins on the island. Currently the Sharp Tooth Lizard Folk Clan hold religious ceremonies here. They are drawn to it for reasons they do not understand. The truth of the matter is that the Ziggurat was long ago dedicated to Dengar the Night Serpent, and even though there is no discoverable evidence of the Elder Being's influence, it still holds some sway over cold blooded creatures and beings. #### Sharp Tooth Lair The Sharptooth Clan makes their home in a cavern at the far end of the valley between the mountains. Their lair is well hidden behind the heavy vines that cover the cliffs and the thick foliage of the Jungle itself. It is also well defended. The Sharp Tooths have domesticated the local Raptor population and the beast patrol the rain forest around the lair keeping it free of invaders and larger predators. The interior of the cavern is very earthen, and were it not for the tangled network of vines and roots may well collapse in on itself. #### Cackling Rock Stronghold Gnolls are vicious beings, that follow a more vicious demonic being. They also dominate the Western end of the Southern Island. Here they have constructed a fortress of sorts. Building wooden palisades and stone walls upon the rocky crags of the area. In their construction of their stronghold they have stripped the area of larger vegetation making it fairly desolate, a reflection of the Gnolls lack of care, and one of the only places on either island not covered by rainforest. They hunt in large packs and will immediately descend on any intruder they find in their territory. \page
### IMPORTANT NPCs #### Elder Druid, Aralias Wavewalker Aralias is the current Druid Elder of the North Island. She is Half Elven and old beyond reason, as many druids of her skill level are. She is a kindly but stern old woman who knows how to put her people first. The Druids of Hincona believe that she will be the next one of their order to make the trek to into the Storm Clouds to check on the welfare of the Arch Druid that resides there. #### Hincona Grung, Oubu Oubu is a young Grung Ranger (Level 5) that some time ago washed up on the shores of the Northern Island. He became fascinated with their way of life and decided to take some time to lear their ways. Soon after he decided to stay. The Hinconians welcomed him into their culture and he has been here several years now. The party could come across him at the Festival or during their investigation of the village. He will be scouting nearby looking for clues while they are doing the same in the village. If they are kind to him he will be quite helpful, and the party could recruit him. Oubu could be a very useful source of information for the players, as he knows his people farr better than they posibly could. #### Grung Chieftain D'Deehb Most Grung have a lithe appearance, like a Dart Frog or a Tree frog. The leader of the Gratttbbt Grung Tribe is quite unusual as he is big and girthy. He looks more Bullfrog than Treefrog in appearance, and his mannerisms reflect his nature. He is a bit of a brute and as stubborn as an ox. He does not feel remorse for having kidnapped and traded the Hinconans to spare his people. But he is also not keen on more fighting. He can be persuaded to help the players, but he will not be intimidated or threatened. He has had enough of both of those attitudes. #### Queen Psasssa Gold Scale Psassa is the LizardFolk Queen, and has earned that place by right of combat many times over. She is green gold in colorization with bright red eyes that seem to have an unnatural glow about them. She stands twice as tall as a normal LizardFolk, and rides a yellow scaled Raptor large enough to support her. She has a belt with the claws of all those that have stood in her way or opposed her rule. She is not open to negotiations with outsiders and will attack intruders on sight. She is not tactically reckless however. She will regroup at her stronghold if she finds herself in a fight she can’t win.
\page
## The Hincona Islands \page
## Random Jungle Battlemap \page
## Grung Rock \page
## The Ziggurat \page
## The Raptor Queen's Lair \page
# STAT BLOCKS ___ >## Green Ooze >*Large ooze, unaligned* / *Reflavored Orche Jelly* >___ >- **Armor Class** 8 >- **Hit Points** 45 (6d10 + 12) >- **Speed** 10 ft., climb 10 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|15 (+2)|6 (-2)|14 (+2)|2 (-4)|6 (-2)|1 (-5)| >___ >- **Damage Resistances** acid >- **Damage Immunities** lightning, slashing >- **Condition Immunities** blinded, charmed, deafened, exhaustion, frightened, prone >- **Senses** blindsight 60 ft. (blind beyond this radius), passive Perception 8 >- **Languages** — >- **Challenge** 2 (450 XP) >___ >***Amorphous.*** The jelly can move through a space as narrow as 1 inch wide without squeezing. > >***Spider Climb.*** The jelly can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. > >### Actions >***Pseudopod.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 9 (2d6 + 2) bludgeoning damage plus 3 (1d6) acid damage. > >### Reactions >***Split.*** When a jelly that is Medium or larger is subjected to lightning or slashing damage, it splits into two new jellies if it has at least 10 hit points. Each new jelly has hit points equal to half the original jelly's, rounded down. New jellies are one size smaller than the original jelly. ___ >## Vine Blight >*Medium plant, neutral evil* >___ >- **Armor Class** 12 (natural armor) >- **Hit Points** 26 (4d8 + 4) >- **Speed** 10 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|15 (+2)|8 (-1)|14 (+2)|5 (-3)|10 (+0)|3 (-4)| >___ >- **Skills** Stealth +1 >- **Condition Immunities** blinded, deafened >- **Senses** blindsight 60 ft. (blind beyond this radius), passive Perception 10 >- **Languages** Common >- **Challenge** 1/2 (100 XP) >___ >***False Appearance.*** While the blight remains motionless, it is indistinguishable from a tangle of vines. > >### Actions >***Constrict.*** *Melee Weapon Attack:* +4 to hit, reach 10 ft., one target. *Hit:* 9 (2d6 + 2) bludgeoning damage, and a Large or smaller target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the blight can't constrict another target. > >***Entangling Plants (Recharge 5–6).*** Grasping roots and vines sprout in a 15-foot radius centered on the blight, withering away after 1 minute. For the duration, that area is difficult terrain for nonplant creatures. In addition, each creature of the blight's choice in that area when the plants appear must succeed on a DC 12 Strength saving throw or become restrained. A creature can use its action to make a DC 12 Strength check, freeing it self or another entangled creature within reach on a success. \page
___ >## Assassin Vine >*Large plant, unaligned* >___ >- **Armor Class** 13 (natural armor) >- **Hit Points** 85 (10d10 + 30) >- **Speed** 5 ft., climb 5 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|10 (+0)|16 (+3)|1 (-5)|10 (+0)|1 (-5)| >___ >- **Damage Resistances** cold, fire >- **Condition Immunities** blinded, deafened, exhaustion, prone >- **Senses** blindsight 30 ft., passive Perception 10 >- **Languages** — >- **Challenge** 3 (700 XP) >___ >***False Appearance.*** While the assassin vine remains motionless, it is indistinguishable from a normal plant. > >### Actions >***Constrict.*** *Melee Weapon Attack:* +6 to hit, reach 20 ft., one creature. *Hit:* The target takes 11 (2d6 + 4) bludgeoning damage, and it is grappled (escape DC 14). Until this grapple ends, the target is restrained, and it takes 21 (6d6) poison damage at the start of each of its turns. The vine can constrict only one target at a time. > >***Entangling Vines.*** The assassin vine can animate normal vines and roots on the ground in a 15-foot square within 30 feet of it. These plants turn the ground in that area into difficult terrain. A creature in that area when the effect begins must succeed on a DC 13 Strength saving throw or be restrained by entangling vines and roots. A creature restrained by the plants can use its action to make a DC 13 Strength (Athletics) check, freeing itself on a successful check. The effect ends after 1 minute or when the assassin vine dies or uses Entangling Vines again. ___ >## Stirge >*Tiny beast, unaligned* >___ >- **Armor Class** 14 (natural armor) >- **Hit Points** 2 (1d4) >- **Speed** 10 ft., fly 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|4 (-3)|16 (+3)|11 (+0)|2 (-4)|8 (-1)|6 (-2)| >___ >- **Senses** darkvision 60 ft., passive Perception 9 >- **Languages** — >- **Challenge** 1/8 (25 XP) >___ >### Actions >***Blood Drain.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one creature. *Hit:* 5 (1d4 + 3) piercing damage, and the stirge attaches to the target. While attached, the stirge doesn't attack. Instead, at the start of each of the stirge's turns, the target loses 5 (1d4 + 3) hit points due to blood loss. >The stirge can detach itself by spending 5 feet of its movement. It does so after it drains 10 hit points of blood from the target or the target dies. A creature, including the target, can use its action to detach the stirge. ___ >## Giant Constrictor Snake >*Huge beast, unaligned* >___ >- **Armor Class** 12 >- **Hit Points** 60 (8d12 + 8) >- **Speed** 30 ft., swim 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|19 (+4)|14 (+2)|12 (+1)|1 (-5)|10 (+0)|3 (-4)| >___ >- **Skills** Perception +2 >- **Senses** blindsight 10 ft., passive Perception 12 >- **Languages** — >- **Challenge** 2 (450 XP) >___ >### Actions >***Bite.*** *Melee Weapon Attack:* +6 to hit, reach 10 ft., one creature. *Hit:* 11 (2d6 + 4) piercing damage. > >***Constrict.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one creature. *Hit:* 13 (2d8 + 4) bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the creature is restrained, and the snake can't constrict another target. \page
___ >## Giant Crocodile >*Huge beast, unaligned* >___ >- **Armor Class** 14 (natural armor) >- **Hit Points** 85 (9d12 + 27) >- **Speed** 30 ft., swim 50 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|21 (+5)|9 (-1)|17 (+3)|2 (-4)|10 (+0)|7 (-2)| >___ >- **Skills** Stealth +5 >- **Senses** passive Perception 10 >- **Languages** — >- **Challenge** 5 (1,800 XP) >___ >***Hold Breath.*** The crocodile can hold its breath for 30 minutes. > >### Actions >***Multiattack.*** The crocodile makes two attacks: one with its bite and one with its tail. > >***Bite.*** *Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 21 (3d10 + 5) piercing damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the crocodile can't bite another target. > >***Tail.*** *Melee Weapon Attack:* +8 to hit, reach 10 ft., one target not grappled by the crocodile. *Hit:* 14 (2d8 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone. ___ >## Froghemoth >*Huge monstrosity, unaligned* >___ >- **Armor Class** 14 (natural armor) >- **Hit Points** 184 (16d12 + 80) >- **Speed** 30 ft., swim 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|23 (+6)|13 (+1)|20 (+5)|2 (-4)|12 (+1)|5 (-3)| >___ >- **Saving Throws** Con +9, Wis +5 >- **Skills** Perception +9, Stealth +5 >- **Damage Resistances** fire, lightning >- **Senses** darkvision 60 ft., passive Perception 19 >- **Languages** — >- **Challenge** 10 (5,900 XP) >___ >***Amphibious.*** The froghemoth can breathe air and water. > >***Shock Susceptibility.*** If the froghemoth takes lightning damage, it suffers several effects until the end of its next turn: its speed is halved, it takes a −2 penalty to AC and Dexterity saving throws, it can't use reactions or Multiattack, and on its turn, it can use either an action or a bonus action, not both. > >### Actions >***Multiattack.*** The froghemoth makes two attacks with its tentacles. It can also use its tongue or bite. > >***Tentacle.*** *Melee Weapon Attack:* +10 to hit, reach 20 ft., one target. *Hit:* 19 (3d8 + 6) bludgeoning damage, and the target is grappled (escape DC 16) if it is a Huge or smaller creature. Until the grapple ends, the froghemoth can't use this tentacle on another target. The froghemoth has four tentacles. > >***Bite.*** *Melee Weapon Attack:* +10 to hit, reach 5 ft., one target. *Hit:* 22 (3d10 + 6) piercing damage, the target is swallowed if it is a Medium or smaller. A swallowed creature is blinded and restrained, has total cover against attacks and other effects outside the froghemoth, and takes 10 (3d6) acid damage at the start of each of the froghemoth's turns. >The froghemoth's gullet can hold up to two creatures. If the Froghemoth takes 20 damage or more on a single turn from a creature inside it, the Froghemoth must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures. If the froghemoth dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 10 feet of movement, exiting prone. > >***Tongue.*** The Froghemoth targets one Medium or smaller creature that it can see within 20 feet of it. The target must make a DC 18 Strength saving throw. On a failed save, the target is pulled into an unoccupied space within 5 feet of the froghemoth, and the froghemoth can make a bite attack against it as a bonus action. \page
___ >## Grung Elite Warrior >*Small humanoid (grung), lawful evil* >___ >- **Armor Class** 13 >- **Hit Points** 49 (9d6 + 18) >- **Speed** 25 ft., climb 25 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|7 (-2)|16 (+3)|15 (+2)|10 (+0)|11 (+0)|12 (+1)| >___ >- **Saving Throws** Dex +5 >- **Skills** Athletics +2, Perception +2, Stealth +5, Survival +2 >- **Damage Immunities** poison >- **Condition Immunities** poisoned >- **Senses** passive Perception 12 >- **Languages** Grung >- **Challenge** 2 (450 XP) >___ >***Amphibious.*** The grung can breathe air and water. > >***Poisonous Skin.*** Any creature that grapples the grung or otherwise comes into direct contact with the grung's skin must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with the grung can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. > >***Standing Leap.*** The grung's long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start. > >### Actions >***Dagger.*** *Melee or Ranged Weapon Attack:* +5 to hit, reach 5 ft. or range 20/60 ft., one target. *Hit:* 5 (1d4 + 3) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or take 5 (2d4) poison damage. > >***Shortbow.*** *Ranged Weapon Attack:* +5 to hit, range 80/320 ft., one target. *Hit:* 6 (1d6 + 3) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or take 5 (2d4) poison damage. > >***Mesmerizing Chirr (Recharge 6).*** The grung makes a chirring noise to which grungs are immune. Each humanoid or beast that is within 15 feet of the grung and able to hear it must succeed on a DC 12 Wisdom saving throw or be stunned until the end of the grung's next turn.
___ >## Chieftain D'Deehb >*Small humanoid (grung), lawful evil* >___ >- **Armor Class** 13 >- **Hit Points** 100 (9d6 + 58) >- **Speed** 25 ft., climb 25 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|7 (-2)|16 (+3)|15 (+2)|10 (+0)|11 (+0)|12 (+1)| >___ >- **Saving Throws** Dex +5 >- **Skills** Athletics +2, Perception +2, Stealth +5, Survival +2 >- **Damage Immunities** poison >- **Condition Immunities** poisoned >- **Senses** passive Perception 12 >- **Languages** Grung >- **Challenge** 2 (450 XP) >___ >***Amphibious.*** The grung can breathe air and water. > >***Poisonous Skin.*** Any creature that grapples the grung or otherwise comes into direct contact with the grung's skin must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with the grung can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. > >***Multi Attack.*** Chieftain D'Deehb makes three attacks, two with his fists and one with his tongue. > >### Actions >***Meaty Fist.*** *Melee Weapon Attack:* +8 to hit, reach 5 ft. one target. *Hit:* 8 (2d4 + 3) Bludgeoning damage, and the target must succeed on a DC 12 Constitution saving throw or take 5 (2d4) poison damage and be paralyzed. They can repeat the save at the end of their turn. > >***Tongue*** *Ranged Weapon Attack:* +8 to hit, range 15 ft., one target. *Hit:* 6 (1d6 + 3) bludgeoning damage, and the target must succeed on a DC 12 Constitution saving throw or take 5 (2d4) poison damage and be paralyzed. They can repeat the save at the end of their turn. > >***Mesmerizing Chirr (Recharge 5-6).*** The grung makes a chirring noise to which grungs are immune. Each humanoid or beast that is within 15 feet of the grung and able to hear it must succeed on a DC 12 Wisdom saving throw or be stunned until the end of the grung's next turn. >### Legendary Action / 1 Per Round >***Shoot Them*** Chieftain D'Deehb calls on his archers to make a ranged attack. Half of the remaining archers will respond. \page
___ >## Assassin Vine >*Large plant, unaligned* >___ >- **Armor Class** 13 (natural armor) >- **Hit Points** 85 (10d10 + 30) >- **Speed** 5 ft., climb 5 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|10 (+0)|16 (+3)|1 (-5)|10 (+0)|1 (-5)| >___ >- **Damage Resistances** cold, fire >- **Condition Immunities** blinded, deafened, exhaustion, prone >- **Senses** blindsight 30 ft., passive Perception 10 >- **Languages** — >- **Challenge** 3 (700 XP) >___ >***False Appearance.*** While the assassin vine remains motionless, it is indistinguishable from a normal plant. > >### Actions >***Constrict.*** *Melee Weapon Attack:* +6 to hit, reach 20 ft., one creature. *Hit:* The target takes 11 (2d6 + 4) bludgeoning damage, and it is grappled (escape DC 14). Until this grapple ends, the target is restrained, and it takes 21 (6d6) poison damage at the start of each of its turns. The vine can constrict only one target at a time. > >***Entangling Vines.*** The assassin vine can animate normal vines and roots on the ground in a 15-foot square within 30 feet of it. These plants turn the ground in that area into difficult terrain. A creature in that area when the effect begins must succeed on a DC 13 Strength saving throw or be restrained by entangling vines and roots. A creature restrained by the plants can use its action to make a DC 13 Strength (Athletics) check, freeing itself on a successful check. The effect ends after 1 minute or when the assassin vine dies or uses Entangling Vines again. ___ >## Giant Poisonous Snake >*Medium beast, unaligned* >___ >- **Armor Class** 14 >- **Hit Points** 11 (2d8 + 2) >- **Speed** 30 ft., swim 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|18 (+4)|13 (+1)|2 (-4)|10 (+0)|3 (-4)| >___ >- **Skills** Perception +2 >- **Senses** blindsight 10 ft., passive Perception 12 >- **Languages** — >- **Challenge** 1/4 (50 XP) >___ >### Actions >***Bite.*** *Melee Weapon Attack:* +6 to hit, reach 10 ft., one target. *Hit:* 6 (1d4 + 4) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. ___ >## Wyvern >*Large dragon, unaligned* >___ >- **Armor Class** 13 (natural armor) >- **Hit Points** 110 (13d10 + 39) **Speed** 20 ft., fly 80 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|19 (+4)|10 (+0)|16 (+3)|5 (-3)|12 (+1)|6 (-2)| >___ >- **Skills** Perception +4 >- **Senses** darkvision 60 ft., passive Perception 14 >- **Challenge** 6 (2,300 XP) >___ >### Actions >***Multiattack.*** The wyvern makes two attacks: one with its bite or claws and one with its stinger. > >***Bite.*** *Melee Weapon Attack:* +7 to hit, reach 10 ft., one creature. *Hit:* 11 (2d6 + 4) piercing damage. > >***Claws.*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 13 (2d8 + 4) slashing damage. > >***Stinger.*** *Melee Weapon Attack:* +7 to hit, reach 10 ft., one creature. *Hit:* 11 (2d6 + 4) piercing damage. And make a DC 15 CON saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one. \page
___ >## Displacer Beast >*Large monstrosity, lawful evil* >___ >- **Armor Class** 13 (natural armor) >- **Hit Points** 85 (10d10 + 30) **Speed** 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|15 (+2)|16 (+3)|6 (-2)|12 (+1)|8 (-1)| >___ >- **Senses** darkvision 60 ft., passive Perception 11 >- **Challenge** 3 (700 XP) >___ >***Avoidance.*** When subjected to an effect that allows for a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and half damage if it fails. > >***Displacement.*** It projects an illusion makeing it appear to be standing near its true location. Attacks against it have disadvantage. If it is hit, this trait is disrupted until the end of its next turn. or when the displacer beast is incapacitated or has a speed of 0. > >### Actions >***Multiattack.*** The displacer beast makes two attacks with its tentacles. > >***Tentacle.*** *Melee Weapon Attack:* +6 to hit, reach 10 ft., one target. *Hit:* 7 (1d6 + 4) bludgeoning damage plus 3 (1d6) piercing damage. ___ >## Axe Beak >*Large beast, unaligned* >___ >- **Armor Class** 11 >- **Hit Points** 19 (3d10 + 3) >- **Speed** 50 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|12 (+1)|12 (+1)|2 (-4)|10 (+0)|5 (-3)| >___ >- **Senses** passive Perception 10 >- **Languages** — >- **Challenge** 1/4 (50 XP) >___ >### Actions >***Beak.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 6 (1d8 + 2) slashing damage. ___ >## Treant >*Huge plant, chaotic good* >___ >- **Armor Class** 16 (natural armor) >- **Hit Points** 138 (12d12 + 60) >- **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|23 (+6)|8 (-1)|21 (+5)|12 (+1)|16 (+3)|12 (+1)| >___ >- **Damage Vulnerabilities** fire >- **Damage Resistances** bludgeoning, piercing >- **Senses** passive Perception 13 >- **Languages** Common, Druidic, Elvish, Sylvan >- **Challenge** 9 (5,000 XP) >___ >***False Appearance.*** While the treant remains motionless, it is indistinguishable from a normal tree. > >***Siege Monster.*** The treant deals double damage to objects and structures. > >### Actions >***Multiattack.*** The treant makes two slam attacks. > >***Slam.*** *Melee Weapon Attack:* +10 to hit, reach 5 ft., one target. *Hit:* 16 (3d6 + 6) bludgeoning damage. > >***Rock.*** *Ranged Weapon Attack:* +10 to hit, range 60/180 ft., one target. *Hit:* 28 (4d10 + 6) bludgeoning damage. > >***Animate Trees (1/Day).*** The treant magically animates one or two trees it can see within 60 feet of it. These trees have the same statistics as a **treant**, except they have Intelligence and Charisma scores of 1, they can't speak, and they have only the Slam action option. An animated tree acts as an ally of the treant. The tree remains animate for 1 day or until it dies; until the treant dies or is more than 120 feet from the tree; or until the treant takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible. \page
___ >## Lizardfolk Warrior >*Medium humanoid (lizardfolk), neutral* >___ >- **Armor Class** 16 (scale mail, shield) >- **Hit Points** 32 (5d8 + 10) >- **Speed** 30 ft., swim 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|15 (+2)|10 (+0)|14 (+2)|7 (-2)|12 (+1)|7 (-2)| >___ >- **Skills** Athletics +4, Perception +3, Survival +5 >- **Senses** passive Perception 13 >- **Languages** Draconic >- **Challenge** 1 (200 XP) >___ >***Hold Breath.*** The warrior can hold its breath for 15 minutes. > >### Actions >***Multiattack.*** The warrior makes two melee attacks, each one with a different weapon. > >***Morningstar.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 6 (1d8 + 2) piercing damage. > >***Bite or Claw.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6 + 2) piercing damage. ___ >## Lizardfolk Hunter >*Medium humanoid (lizardfolk), neutral* >___ >- **Armor Class** 15 (natural armor, shield) >- **Hit Points** 22 (4d8 + 4) >- **Speed** 30 ft., swim 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|15 (+2)|10 (+0)|13 (+1)|7 (-2)|12 (+1)|7 (-2)| >___ >- **Skills** Perception +3, Stealth +4, Survival +5 >- **Senses** passive Perception 13 >- **Languages** Draconic >- **Challenge** 1/2 (100 XP) >___ >***Hold Breath.*** The lizardfolk can hold its breath for 15 minutes. > >### Actions >***Multiattack.*** The lizardfolk makes two attacks. It Prefers its shortbow. > >***Bite or Claw.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6 + 2) piercing damage. > >***Shortbow*** *Ranged Weapon Attack:* +4 to hit, range 60/180 ft., one target. *Hit:* 5 (1d6 + 2) piercing damage. ___ >## Large Velociraptor >*Medium beast, unaligned* >___ >- **Armor Class** 13 (natural armor) >- **Hit Points** 25 (3d4 + 3) >- **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|6 (-2)|14 (+2)|13 (+1)|4 (-3)|12 (+1)|6 (-2)| >___ >- **Skills** Perception +3 >- **Senses** passive Perception 13 >- **Languages** — >- **Challenge** 1/2 (100 XP) >___ >***Pack Tactics.*** The velociraptor has advantage on an attack roll against a creature if at least one of the velociraptor's allies is within 5 feet of the creature and the ally isn't incapacitated. > >### Actions >***Multiattack.*** The velociraptor makes two attacks: one with its bite and one with its claws. > >***Bite.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 5 (1d6 + 4) piercing damage. > >***Claws.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 4 (1d4 + 4) slashing damage. \page
___ >## The Raptor Queen >*Medium humanoid (lizardfolk), chaotic evil* >___ >- **Armor Class** 15 (natural armor) >- **Hit Points** 125 (12d8 + 75) >- **Speed** 30 ft., swim 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|17 (+3)|12 (+1)|15 (+2)|11 (+0)|11 (+0)|15 (+2)| >___ >- **Saving Throws** Con +4, Wis +2 >- **Skills** Perception +4, Stealth +5, Survival +4 >- **Condition Immunities** frightened >- **Senses** darkvision 60 ft., passive Perception 14 >- **Languages** Abyssal, Draconic >- **Challenge** 4 (1,100 XP) >___ >***Hold Breath.*** The lizardfolk can hold its breath for 15 minutes. > >***Skewer.*** Once per turn, when the Queen makes a melee attack with her spear and hits, the target takes an extra 10 (3d6) damage, and the Queen gains temporary hit points equal to the extra damage dealt. > >### Actions >***Multiattack.*** The Queen makes two attacks: one with its bite and one with its claws or spear or two melee attacks with its spear. > >***Bite.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 6 (1d6 + 3) piercing damage. > >***Claws.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 5 (1d4 + 3) slashing damage. > >***Blood Letting Spear.*** *Melee Weapon Attack:* +7 to hit, reach 10 ft. one target. *Hit:* 9 (1d8 + 5) piercing damage, or 11 (1d10 + 5) piercing damage if used with two hands to make a melee attack. If the attack total is 5 over the tardets AC it also takes an additional 1d4 bleeding damage if it is a medium creature. It takes an additional d4 per each size category larger > >### Legendary Actions (3 Points) >***Raptor Rampage (2 Points)*** While Yellow Scale is alive the Queen can use the mobile feat and make an extra Spear attack. > >***Draining Bite (1 Points)*** The Queen makes a bite attack. The target must make a DC14 Constitution Save or be drained 2d4 of its Max HP. The Queen Heals this ammount. > >***Legendary Resistance (3/Day).*** If the Queen fails a saving throw, it can choose to succeed instead. > ___ >## Yellow Scale, Raptor >*Large beast, unaligned* >___ >- **Armor Class** 15 (natural armor) >- **Hit Points** 50 (3d4 + 3) >- **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|12 (+1)|14 (+2)|14 (+2)|8 (-1)|12 (+1)|6 (-2)| >___ >- **Skills** Perception +3 >- **Senses** passive Perception 13 >- **Languages** — >- **Challenge** 2 (400 XP) >___ >***Pack Tactics.*** The velociraptor has advantage on an attack roll against a creature if at least one of the velociraptor's allies is within 5 feet of the creature and the ally isn't incapacitated. > >### Actions >***Multiattack.*** The velociraptor makes two attacks: one with its bite and one with its claws. > >***Bite.*** *Melee Weapon Attack:* +8 to hit, reach 5 ft., one creature. *Hit:* 11 (2d6 + 4) piercing damage. > >***Claws.*** *Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 9 (2d4 + 4) slashing damage.