Quell Omen's Rage

The great demigod Omen was once blessed by Elune herself. This two headed wolf roamed the length and breadth of the world, guiding hunters and aiding all that he encountered as a paragon of strength and goodness. When the Burning Legion invaded Azeroth during the War of the Ancients, the stalwart Omen was one of Azeroth's most righteous defenders.

Alas, tragedy struck. During an encounter with the demons he was grievously wounded by a fel-infused strike, and the chaotic magics infused into his very being. In an effort to stave off the corruption he went into a deep slumber, only to find himself plagued by nightmares. When he awoke centuries later, the demigod of wisdom and protection instead had become a beast of mad rage, tearing across the land and kill all that he came across. That was, until he came to Nighthaven village in Moonglade. There a group of heroes stood fast against the corrupted Omen and struck him down with the aid of Elune, forcing him to retreat into Lake Elune'ara.

His slumber would not last forever however, and every Lunar Festival when Elune's power is at its greatest the mad beast stirs once more.

As part of the Lunar Festival, the Cenarion Circle organises the Grand Hunt, a competition set out to any who would participate to quell Omen's rage, and receive the blessing of Elune. This serves both a practical purpose, and is used to symbolically 'dismiss' the pains of the past year, looking forward to a more prosperous new year under Elune's shining guidance.

DM Note: Single Party

The hunt for Omen is intended as both a collaborative and competitive effort between multiple parties of adventurers instead of just one. However, if your version of Azeroth is light on adventuring parties and your players are the only ones in action then you will need to excise or modify parts of descriptions and encounters later on. It won't prevent you from running this Quest, but it might detract somewhat from the excitement of competing in the hunt.

Included in this quest are a number of creatures and magic items, all of which are included at the end of the document in their respective appendix.

Part 1: The Hunt Begins

The Grand Hunt begins in Nighthaven Village, on the shores of the Lake, either as the opening to the quest if you're starting it immediately, or shortly after they arrive in Moonglade. Read or paraphrase the following to the party:

Nestled on the north shore of Lake Elune'ara, Nighthaven Village seems perpetually swaddled in the gentle darkness of a moonlit night, even during the day. Its wooden buildings that seem as much grown as constructed are ancient, perhaps thousands of years old, but they are as strong - or stronger - than any building freshly constructed. You've assemblemed alongside your fellow adventurers in the central square of the village. There's a quiet buzz of discourse between the various groups assembled around you, but the tone is solemn and respectful - the air of the land you're in demands it.

After a short period of waiting a Night Elf climbs atop a small stand. He's old, though whether that means ten hundred or ten thousand years is anyone's guess, but his green hair that once showed hints of vibrancy has darkened, and his long flowing beard stretches from chin to navel. The feathered cloak that wraps around him and wooden staff topped with a carved bird mark him as a Druid of the Talon. He coughs to call for quiet, before announcing in a loud deep voice:

"Greetings and welcome to all those who have come to participate in the latest Grand Hunt. I am Valadar Starsong, and I am once again given the greater honour of being Huntmaster. Among the faces I see here gathered there are some familiar to me - welcome back. But for those who are here for the first time please allow me to explain how it will work."

The Grand Hunt is a simple fare, and each year it usually plays out in much the same way with two stages: The Culling and the Quelling.

The Culling is the longest stage, which involves the various parties spreading across Moonglade destroying the Minions of Omen in order to summon Omen himself. Once Omen has been summoned, the Quelling begins, which involves defeating the beast and sending him back to the depths of the lake.

Parties gain and lose points based upon their actions during both the Culling and Quelling, and the party that acquires the most points during the Grand Hunt is declared the victor, gaining a Blessing of Elune. Allow the party time to question Valadar regarding Omen (or make a DC15 Religion check for the information contained at the start of this quest) or to chat with the other adventuring groups, scope out the competition, or shop for supplies in Nighthaven Village, but once they seem ready to move out, continue to Part 2: The Culling.

Grand Hunt Act Points Gained/Lost
Kill a Minion of Omen +1
Participate in the Quelling +10
Save another party/innocent +3
Harm nature or recklessly damage Moonglade -3
Non-lethally hinder another party -1
Attack or kill another party Immediate Disqualification

Druids of the Talon roam the skies of Moonglade during the competition, following parties and keeping track of them to avoid any foul play. While they can be evaded (DC20 Stealth check) doing so might likewise hinder your point tally, and is against the spirit of the hunt.

Instead of tracking each NPC party's points, simply assume that if the party reaches a point threshold of 25 that they are the victor of the Grand Hunt. The point threshold is intended to be simple to reach assuming they actively take part and don't fail in the hunt - the party are the heroes, after all!

Part 2: The Culling

The Culling involves the various parties of the Hunt splitting off to roam Moonglade. For this, they will come across a number of semi-random encounters, each detailed below. Roll a d6+5 at the start of the Culling. The resulting number is how many hours until Omen is summoned. For each encounter they participate in that involves Minions of Omen, reduce this number by 1.

For every half hour the party is seeking out danger (and not resting) roll a d20 on the table below to decide what encounter they face. If you roll a duplicate of a previous encounter, consider rerolling, especially if you get more than one type in a row. In general, you should expect to have them encounter roughly 4-5 encounters during the Culling before they continue on to the Quelling, depending on the number of short rests they take and the number of times they fight a Minion of Omen.

DM Note: Single Party

If your party is the only one participating in the Grand Hunt, you will need to excise Encounters B, C and D. You should also have Omen summoned successfully after 3 encounters that involve Minions of Omen instead of relying on a timeline.

Dice Roll Encounter
1-11 Encounter A: Minions of Omen
12-13 Encounter B: Sudden Rescue!
14 Encounter C: Dwarven Drinks
15 Encounter D: It's a Trap
16-17 Encounter E: Unwanted Intruder
18-19 Encounter F: Wandering Merchant
20 Encounter G: Absentminded Druid

Encounter A: Minions of Omen

The most common encounter rolled during the Grand Hunt, the party locates a pack of wandering Minions of Omen. They are generally not acting stealthily, but their keen nose and eyes will usually preclude the party from sneaking up on them through the dense forests.

Read or paraphrase the following:

Through the trees you see a flash of moon-white fur, blood-red eye, and razorsharp teeth. They match you, eye to eye, and with a howl of bloodlust the foul spawn of the corrupted demigod rush towards you!

Light: Dim Light.

Creatures: 1d4+2 Minions of Omen.

Setup: This encounter will usually start at range, but no more than 100 feet from each other. Each side becomes aware of the other at the same time unless the party beats the Minion of Omen's passive perception (18). As with most encounters in Moonglade, dense trees will offer significant cover from attacks and movement, forcing the party to weave through them and having their ranged strikes interrupted.

Tactics: The Minions of Omen close in on the nearest creature with all speed. They will attempt to gang up on one as much as possible to make best use of their pack tactics, but may break off if attacked by another creature to redirect. They will only go for a kill if there are no other creatures conscious within their standard (not dash) movement range, otherwise they will down an enemy before moving on to the next closest. They will not flee from pain, maddened by their progenitor's rage, and will fight to the death.

Encounter B: Sudden Rescue!

The party stumbles across another adventuring group in over their heads, whether through overambition, carelessness or just ill luck. They won't survive if the party doesn't intervene. The encounter includes three separate party types, in case of repeated rolls on the Hunt encounter table.

Read or paraphrase the following:

You hear the sounds of combat before you see it. Peering through the dense trees, some 100 feet away, you see them: a party just like yours being overwhelmed by Minions of Omen. Even in just the half-moment you take to grasp their situation you can see their are overmatched and will die without your help...if you want to offer it in the first place.

Light: Dim Light.

Creatures: 1d6+6 Minions of Omen and one of the following: 5 Night Elf Huntresses, 4 Tauren Druids, or 2 Ogre Magi.

Setup: This encounter likewise starts at range with the party 100 feet away from the fight inside dense trees that break into a clearing after fifty feet. The adventuring party are engaged in combat with the Minions of Omen. In the case of the Night Elf Huntresses and Tauren Druids, one of their number has been downed and will start making death saving throws once initiative has been rolled. The others should be down 10 health each. Both ogres should be down by ten health, and will have mage armour active.

Tactics: The Minions of Omen follow the same tactics as those in Encounter A. The Night Elf Huntresses will try to gain range to use their longbows but are reticent to abandon their fallen comrade. The Tauren druids will Wildshape into Bear and Cat form as much as they are able. The Ogre Magi fight toe-to-toe.

Reward: In addition to the Hunt points gained for saving them, the rescued party offer the party an additional boon.

The Huntresses offer the party a reward of two Radiant Protection Potions (Minor) if at least 3 of them survive. If all of them survive, they also give them a quiver of 20 Enchanted Moonlight Arrows.

The Tauren Druids offer the party a Dreamless Sleep Potion if at least two of them survive. If all survive, they also give you a set of Phytoskin Spaulders.

If one Ogre survives, they give you a Mageblood Potion (Minor). If both survive, they also give you a Mageblood Potion (Major).

Encounter C: Dwarven Drinks

There need not be just combat inside the Moonglade, and some participants are taking time out for a much needed (or at least, desired) rest. As a non-combat encounter, stats for the Dwarven Adventurers are not included.

Read or paraphrase the following:

A break in the trees reveals a small cluster of dwarves sat in a small clearing on a heavy duty rug. Six kegs of alcohol sit around them, at least one of which has already been emptied. Once they spot you, they gesture for you to come join them in their merrymaking. A dwarf doesn't hunt sober, after all!

Light: Dim Light.

Creatures: 4 Dwarven Adventurers.

Setup: Regardless of party makeup or race, they are nevertheless welcomed to drink with the dwarves. There is no ill-will or malice in their invitation, nor any trick. They are simply enjoying a well deserved break. If the party takes the opportunity to short rest with them, they gain an additional +1d10 hit points if they expend a hit dice to heal due to the rejuvenating effects of the dwarves' alcohol. Once their rest is complete, the dwarves and their party go their separate ways - both perhaps stumbling a bit more than usual.

Encounter D: It's a Trap!

While many of the hunting groups seek out their prey, some prefer to wait in patience. Occasionally, however, that means they trap the wrong prey.

Read or paraphrase the following:

You enter a clearing devoid of any animal life or activity. Only a quiet wind blows through the trees, rustling the leaves. High above in the night sky is the full moon, blazing down and drawing one's eye towards the heavens instead of the ground.

Light: Bright Light.

Creatures: Three Night Elf Huntresses, 1d4+4 Minions of Omen.

Setup: This small clearing has been set up with a vast number of rope traps intended to snare wayward Minions of Omen. Their traps are concealed and require a passive perception of 19 to spot. The Huntresses themselves are concealed in the nearby treetops, and require a successful perception check of 24. If the party fail to spot the traps, choose one party member at random and have the make DC15 dexterity save to avoid being captured and hoisted into the air by the rope snare. Should the party get caught or linger in the area for more than a minute, the Huntresses reveal themselves and request the party move on to other hunting grounds, pointing out the trap locations to allow them to leave unharmed.

As they do so, two groups of the Minions of Omen, evenly split on opposite sides of the party enter the clearing to attack the party and huntresses both.

Tactics: The Huntresses fight at range to make best use of their longbows and try to position themselves to lure the Minions of Omen the rope snares. The Minions of Omen act per the tactics detailed in Encounter A.

Reward: If the party stays and fights, and the Huntresses survive, they are impressed by the party's performance and offer to teach them proficiency in perception, survival, stealth, or nature once the Hunt comes to a close. With a week of downtime under intense training, each party member learns one of the skills of their choice.

Encounter E: Unwanted Intruder

The conflict of the Hunt and Omen's rousing has stirred a Chimera to swoop down from Mount Hyjal in search of prey - and it finds the party.

Read or paraphrase the following:

Twin roars split the air above you along with heavy wingbeats. Peering up through the canopy you get a glimpse of purple scales attached to an enormous two headed monster: A chimaera on the hunt. No rider sits atop it to mark it as one in service of the Night Elves, and so you can only assume this one is wild and, more importantly, hungry - no doubt attracted by the Hunt and the many morsels that Moonglade now offers.

Light: Dim Light.

Creatures: 1 Chimaera.

Setup: The Chimera appears above the tree tops some 60 feet in the air, 60 feet away from the party. There should be sufficient gaps in the trees that the Chimera can swoop down without squeezing at any point, but equally the canopy might make it difficult for ranged creatures to target the Chimera before it does so.

Tactics: The Chimera will open with its breath weapons to weaken the party. If these are recharging, it will instead swoop down to bite at the weakest looking target before flying away, risking any opportunity attacks in the process. If reduced to half health, it will attempt to flee.

Rewards: If the party neutralises, but does not kill, the chimera either by non-lethally knocking it out or by forcing it to flee they receive an ad-hoc +1 Hunt point. If they kill it, they do not lose any points (as it attacked them) but neither do they gain any.

Encounter F: Wandering Merchant

As the party continues their exploration and Hunt, they come across an unusual sight: A goblin merchant and his cart of goods, looking to make a tidy profit As a non-combat encounter, statistic for the goblin and his hobgoblin are not included.

Read or paraphrase the following:

A break in the trees reveals one of the few roads that stretch through Moonglade.The ground is not stone, but rather gently worked earth, that has been tenderly used by man and beast alike for thousands of years until it has been pressed down into a path. A short way down the road is a large cart, gaudily decorated with an enormous sign of "HUNTSMAN, SHOP HERE!" An eager goblin spots you and calls out for you to approach, offering his wares - for a price. The cart itself is pulled by a hobgoblin, one who barely gives you notice and only stops when his companion tells him to.

Light: Dim Light.

Creatures: An enterprising goblin merchant and his hobgoblin mook.

Setup: The goblin's cart is stocked to the brim of all sorts of non-magical goods. They can buy any non-magical weapons, armour, ammunition or adventuring gear from the tables included in the Player's Handbook, but their price is 50% higher than usual due to the "inherent danger" of the marketplace.

In addition, he also sells the following:-

  • Potion of Healing (5 in stock): 100gp each
  • Carrot on a Stick (1 in stock): 200gp
  • Eerie Stable Lantern (2 in stock): 200gp each
  • Heart of Agammagan (1 in stock): 500gp

Encounter G: Absentminded Druid

Not everyone in Moonglade is involved in the Grand Hunt. Some are merely continuing their work without a care, and the party comes across one such individual: A druid, practicing his craft. Old as he is, his mind isn't quite what it used to be, and the ambient magic of the Lunar Festival has some unexpected side effects.

Read or paraphrase the following:

While much of Moonglade is left untamed your progression through its dense forest breaks into what appears to be a small botanical garden. Carefully curated plants sit in enclosures, though less for aesthetic and more for function, it seems. A Night Elf dressed in furs potters about between the plants muttering to himself and making notes on a piece of parchment. He doesn't seem to notice you, no matter how much noise you're making.

Light: Bright Light.

Creatures: One Absentminded Druid, Four Moonlit Lashers

Setup: If the party calls out to the the druid, he doesn't notice - not unless they physically get close. Regardless, he's happy to share his botanical findings and talks at length about his latest investigation into infusing Elune's moon-energy into plants so that they become bioluminscent. As he's describing his findings, the Moonlit Lashers he's tending to spring up to life behind him and attack! The druid is Surprised by the attack and cannot act on the first round, but the party is not and can fight freely. Regardless the encounter starts in close quarters.

Tactics: Moonlit Lashers have no tactics to speak of and merely attack whatever attacked them last that is within their movement range, or whatever is closest.

Reward: If the druid survives, or if the party loots his corpse, they receive three Wildvine Potions. If the druid survived, they also gain +3 Hunt points for saving an innocent, even if it was not from Minions of Omen.

Part 3: The Quelling

Once the Culling has progressed and enough of his Minions have been killed, Omen emerges from Lake Elune'ara with a howl that shakes the entire zone of Moonglade. None, not even the deaf, could fail to hear his awakening. From there it's a mad rush towards the lakeside to be one of the few hopefuls to bring an end to the beast.

Assuming the party moves immediately they will arrive first. If they instead choose to wait and take a short or long rest, Omen will be dead before they arrive, and they fail to participate in the Quelling.

Read or paraphrase the following:

The shores of Lake Elune'ara are as beautiful as ever. Glimmering white-blue water as still as glass, reflecting the pale full moon, brings a sheer brightness to the area that was lost among the darkened forests of the glade. Stomping, howling, thrashing madly, on the shores of the lake is your quarry and foe, the maddened demigod Omen. This enormous beast was clearly the template from which its minions were derived: A wolf with two heads, its body rippling with powerful musculature beneath moon-white fur and eyes gleaming with maddened crimson rage. Every step it takes shakes the area and its very form seems to shed celestial light. Despite the vast distance and tree cover the fallen demigod seems to sniff you out.

Light: Bright Light.

Creatures: Omen

Setup: The encounter takes place on the shores of the lake, and so the terrain to the west of Omen is water. The closest tree cover is 60 feet away, but Omen detects any approaching creatures who enter within 120 feet via his Starfall, and so the encounter starts with the party at roughly 120 feet away from Omen.

If the party appears to be struggling with Omen, consider having other adventuring groups (such as the ones from either It's a Trap! or Sudden Rescue!) appear partway through the fight to lend their aid. After all, other groups also want to participate in the Quelling.

Tactics: Omen will always first call his Minions to aid him, and then will attempt to do so again if the ability recharges. Elsewise he will attempt to close the distance with whomever has garnered his attention the most and bite at them. He will attempt to bite and grapple with both heads, so if he has already grappled one creature, he will move to do so to another. Omen will not flee under any circumstances.

Part 4: Hunt's Conclusion

When Omen falls, he emits one final zone-splitting howl before his body begins to dissolve into moonlight, his rage and madness quelled and pacified for another year. The party's reception back in Nighthaven village will depend on if they were the victors of the Hunt or not.

If they are, they receive a heroes welcome, with Valadar Starsong congrutulating them - and the other participants - on a well fought victory.

Read or paraphrase the following speech from Valadar:

"With these brave warrior's victory over Omen we are graced with another year of freedom from his rage, and he in turn is graced from another year of harming others - something that would be anathema to the noble soul he once possessed. Your victory is a celebration, a celebration of the might of Omen, of you and your allies, and of the peace you have given this tragic hero of our past. I invite you all to reflect upon this, and strive to live this year and all other years in a way that the Omen of the past would be proud of. Elune bless you all."

Valadar then offers the party their reward for victory.

Reward: An Icon of Elune, and each party member recieves a Charm of Heroism (DMG).

If they failed to succeed in the Grand Hunt as its victors, Valadar utters the same speech though it's directed towards the group that did attain victory. Participants receive no reward beyond those which they acquired during the Hunt itself, if any.

Whether they won or lost, the Grand Hunt is now concluded.

Appendix A: Magic Items

Carrot on a Stick

Wondrous Item, Common

When you're not powerful or rich enough for a teleport but absolutely need to get where you're going faster, this enchanted carrot-on-a-stick is your answer. While you have this item on your person, any creature that you mount has its movement speeds increased by 10'.

Dreamless Sleep Potion

Potion, Uncommon

Straining a purple lotus flower results in this sickly green coloured potion that tastes vaguely of aspirations unfulfilled. By consuming this potion you instantly fall unconscious for 10 minutes. This ends early if you take damage or someone uses an action to shake or slap you awake. If you remain unconscious for the full duration you gain the benefits of a short rest. You can only benefit from a dreamless sleep potion once per long rest.

Eerie Stable Lantern

Wondrous item, Common

A curiosity that was reportedly once held by a ghostly stablekeep. This hooded lantern is imbued with a Continual Flame that burns bright blue. When holding the lantern and shining its light, creatures within a 15' radius of the lantern may hear the whispers of the dead. They may offer helpful clues or information, or speak utter madness.

Enchanted Moonlight Arrows

Ammunition (Arrow), Rare

These arrows were blessed by the Sisterhood of Elune. On a successful hit they deal an additional 1d6 Radiant damage. They lose their magic after one use, even if they miss.

Heart of Agammagan

Armour (shield), Uncommon

Thankfully this shield is not actually the heart of the great boar Ancient. Rather, it is an item imbued with Agammagan's strength and power, crafted from wood and encircled by boar tusks. The shield has 3 charges. When wielding the shield you can use your bonus action to expend one charge to end one Condition currently affecting you. The shield regains all expended charges at dawn.

Icon of Elune

Wondrous Item, Very Rare

This small carved statuette is imbued with Elune's power. As an action you may call upon the moon goddess to aid you. Describe the assistance you seek and roll a d6. On a roll of 5 or 6 Elune intervenes in a manner that the DM decides is appropriate, which is usually the effect of any Cleric or Cleric domain spell up to 7th level. Once Elune intervenes, you cannot use the icon again for 7 days. If she does not intervene, you can't attempt to have her do so until you finish a Long Rest.

Mageblood Potion (Minor)

Potion, Uncommon

Not actually created from the blood of a mage, but instead a flower bearing the same name, this dirty green liquid grants mages additional power - though they must be careful not to over indulge. When imbibed this potion restores spell slots with a combined level equal to a roll of 1d4. This cannot restore spell slots above 3rd level. If you drink more than one Mageblood potion (regardless of quality) before completing a long rest you instantly trigger a Wild Surge (as the sorcerer feature) and your next spell also triggers a Wild Surge.

Mageblood Potion (Major)

Potion, Rare

This functions the same as its minor counterpart, but it restores 2d4 levels of spell slots, and can restore up to 5th level slots.

Phytoskin Spaulders

Armour (Studded Leather), Rare

These spaulders are attached to a set of +1 studded leather. The plantlife growing from them gives them additional protection against puncturing attacks. When you take piercing damage, the amount taken is reduced by half your Dexterity modifier, rounded up.

Radiant Protection Potions (Minor)

Potion, Uncommon

When you drink the potion you gain a special pool of temporary hit points for 10 minutes, which is separate to normal temporary hit points. This pool only protects against, and can only be reduced by, Radiant type damage. The size of the pool is equal to 1d8+2, and it lasts for 10 minutes or until the pool is reduced to 0.

Wildvine Potion

Potion, Uncommon

Who originally came up with this recipe is unknown. The 'civilised' arcanists of Dalaran purport it to be the makings of a savage troll witch doctor, but it could as easily be something dreamed up in a drunken mage's laboratory. When you drink this potion roll a d100. You regain that many hit points.

Appendix B: Creature Statistics

Friendly Creatures


Night Elf Huntress

Medium Humanoid, Lawful Good


  • Armor Class 14 (Leather)
  • Hit Points 35 (7d8+14)
  • Speed 30'

STR DEX CON INT WIS CHA
11 (+0) 18 (+4) 14 (+2) 10 (+0) 13 (+1) 10 (+0)

  • Skills. Stealth +8, Survival +5, Perception +5, Nature +2
  • Damage Resistances. Poison.
  • Senses passive perception 13, darkvision 60'.
  • Languages Common, Darnassian
  • Challenge 1 (200xp)
  • Proficiency Bonus. +2

Shadowmeld. The Huntress can attempt to hide even when she is only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Actions

Multiattack. The Huntress can make two weapon attacks with either their glaive or their longbow.

Glaive. Melee Weapon Attack +6 to hit, reach 5 ft, one target. Hit: 6 (1d6 +4 ) slashing damage.

Longbow. Ranged Weapon Attack +6 to hit, range 150/600ft, one target. Hit: 7 (1d8 +4 ) piercing damage.

Bonus Actions

Cunning Action. The Huntress can use its bonus action on each turn to take the dash, dodge, or hide actions.


Tauren Druid

Medium Humanoid, Neutral Good


  • Armor Class 13
  • Hit Points 42 (7d8+21)
  • Speed 30'

STR DEX CON INT WIS CHA
14 (+2) 13 (+1) 14 (+2) 12 (+1) 18 (+4) 8 (-1)

  • Skills Nature +3, Perception +6, Survival +6, Medicine +6
  • Senses Passive perception 16,
  • Languages Common, Taurahe
  • Challenge 2 (450xp)

Spellcasting. The Tauren Druid is a 4th-level druid. Its spellcasting ability is Wisdom (spell save DC 14, to hit with spell attacks +6)

Cantrips (at will): Produce Flame, Poison Spray, Thorn Whip, Mending

1st level (4 slots): Cure Wounds, Purify Food and Drink, Speak with Animals, Healing Word, Goodberry

2nd level (3 slots): Locate Animals or Plants, Enhance Ability

Endurance. The tauren druid gains one additional hit point for each hit dice (already calculated in its hit point total).

Actions

War Stomp (1/LR). The Tauren Druid can cast Earth Tremor using no components with a DC of 12.

Bonus Actions

Wild Shape (2/SR). As abonus action on their turn the tauren druid can Wild Shape (as the druid ability) into either a Panther or a Black Bear.


Ogre Magi

Large Giant, Chaotic Neutral


  • Armor Class 11 (13 with mage armor)
  • Hit Points 76 (9d10 + 27)
  • Speed 40ft.

STR DEX CON INT WIS CHA
19 (+4) 9 (-1) 16 (+3) 14 (+2) 11 (+0) 7 (-2)

  • Skills. Arcana +5, History +5
  • Senses darkvision 60', passive perception 15
  • Languages Common, Ogre
  • Challenge 4 (1100xp)

Spellcasting. The ogre is a 5th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The ogre has the following mage spells prepared:

Cantrips (at will): blade ward, acid splash, fire bolt

1st level (4 slots): armor of agathys, mage armor, magic missile

2nd level (3 slots): enlarge/reduce, scorching ray, see invisibility

3rd level (2 slots): haste, slow

Multicast. Whenever an ogre magi casts a cantrip or a magic missile, roll a d4. On a 4, cast it again on the same target without expending a spell slot, and roll another d4. Continue rolling until you roll 1, 2, or 3.

Two Heads. The ogre has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.


Actions

Maul. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.


Absentminded Druid

Medium Humanoid, Neutral


  • Armor Class 16 (Barkskin)
  • Hit Points 43 (6d8 + 12)
  • Speed 30'.

STR DEX CON INT WIS CHA
10 (0) 12 (+1) 13 (+1) 14 (+2) 18 (+4) 9 (-1)

  • Saving Throws. Wis +7, Cha +2
  • Skills. Nature +8, Arcana +5, Performance +2
  • Senses darkvision 60', passive perception 14
  • Languages Common, Druidic, Darnassian
  • Challenge 4 (1100xp)

Treeskin. The druid is affected by a permanent Barkskin spell which does not require Concentration. If dispelled, it returns at the start of the druid's next turn.

Spellcasting. The druid is a 7th level spellcaster. Its spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). It has the following spells prepared:

Cantrips (at will): sacred flame, guidance

1st level (4 slots): Create or destroy water, faerie fire, goodberry

2nd level (3 slots): Moonbeam, Pass Without Trace, Enhance Ability

3rd level (3 slots): Slow, Daylight

4th level (1 slot): Divination

Actions

Dagger. Melee Weapon Attack: +4 to hit, reach 5ft, one target. Hit: 3 (1d4+1) piercing damage.

Bonus Actions

Nocturnal Balm (3/LR). As a bonus action the druid can bless a creature it can see witin 120' of it. The target regains 3d6 hit points and gains 7 temporary hit points.

Hostile Creatures


Chimaera

Large Dragon, Neutral


  • Armor Class 14 (natural armour)
  • Hit Points 114 (12d10+48)
  • Speed 30', fly 60'

STR DEX CON INT WIS CHA
19 (+4) 11 (+0) 19 (+4) 3 (-4) 14 (+2) 10 (+0)

  • Skills. Perception +8
  • Saving Throws. Strength
  • Senses darkvision 60', passive perception 18
  • Languages Understands draconic and darnassian, but can't speak
  • Challenge 6 (2300xp)

Actions

Multiattack. The chimaera makes three attacks: one with its corrosive bite, one with its frozen bite, and one with its claws. When its Twin Breath is available, it can use the breath in place of both bite attacks.

Corrosive Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage + 4 (1d8) acid damage.

Frozen Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage + 4 (1d8) cold damage.

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (2d6 + 4) slashing damage.

Twin Breath (Recharge 6). The chimaera unleashes a breath of ice in a 15' cone and a breath of acid in a 30' line. They can be targeted in different directions. Each breath prompts a separate DC15 dexterity saving throw against creatures within their area of effect. Each breath deals 4d6 damage of cold and acid types respectively. A successful saving throw halves the damage taken from that breath.


Moonlit Lasher

Small Plant


  • Armor Class 14 (natural armour)
  • Hit Points 33 (6d6 + 12)
  • Speed 30', climb 20'.

STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 14 (+2) 4 (-3) 8 (-1) 3 (-4)

  • Skills Stealth +5
  • Damage Vulnerabilities fire
  • Damage Resistances radiant
  • Condition Immunities blinded, deafened
  • Senses blindsight 60' (blind beyond this), passive perception 9
  • Languages none
  • Challenge 2 (450xp)

False Appearance. While the lasher remains motionless, it is indistinguishable from an ordinary flower.

Moonlit Body. When a creature strikes the lasher with a weapon or spell attack, moonlight strikes the attacker dealing 1 radiant damage.

Actions

Multiattack. The lasher makes two Radiant Thorns attacks.

Radiant Thorns. Melee Weapon Attack: +5 to hit, reach 5', one target. Hit: 1 piercing damage + 6 (1d6+3) radiant damage.


Minion of Omen

Medium Fiend, Chaotic Evil


  • Armor Class 14 (natural armour)
  • Hit Points 37 (5d8+15)
  • Speed 50ft.

STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 16 (+3) 3 (-4) 12 (+1) 7(-2)

  • Skills Perception +3, Stealth +4
  • Condition Immunities blinded
  • Senses Passive perception 18, Darkvision 60'.
  • Languages -
  • Challenge 2 (450xp)

Keen Senses. Minions of Omen have advantage on perception checks involving scent or sight.

Pack Tactics. The Minion of Omen has advantage on an attack roll against a creature if at least one of the Minion's allies is within 5 feet of the creature and the ally isn't incapacitated.

Moonlit Charge. If a Minion of Omen moves at least 20 ft. straight toward a target and then hits it with a bite attack on the same turn, searing moonlight obscures the target's eyes. They must succeed on a DC 13 constitution saving throw or be blinded until the end of their next turn.

Actions

Twin Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone


Omen

Gargantuan Fiend, Chaotic Evil


  • Armor Class 18 (natural armour)
  • Hit Points 152 (16d12 + 48)
  • Speed 60ft.

STR DEX CON INT WIS CHA
19 (+4) 12 (+1) 17 (+3) 16 (+3) 13 (+1) 15 (+2)

  • Saving Throws Dex +4, Con +6, Wis +4, Cha +5
  • Skills Perception +7, Stealth +4, Athletics +7
  • Damage Resistances Radiant, Cold
  • Condition Immunities Charmed, Frightened, Exhaustion, Poisoned.
  • Senses blindsight 30', darkvision 120', passive perception 22
  • Languages Understands Common, Darnassian, and Druidic, but will not speak.
  • Challenge 8 (3900xp)

Dual Mind. Omen's two heads give it two turns per round. Roll initiative once, and then its second turn occurs at that roll minus 10.

Pack Tactics. Omen has advantage on an attack roll against a creature if at least one of Omen's allies is within 5 feet of the creature and the ally isn't incapacitated.

Starfall. At the start of each round stars of radiant light fall upon three random enemy creatures within 120' of Omen. These deal 2d6 radiant damage, or half as much on a successful DC14 dexterity save.

Legendary Resistance (2/LR). If Omen fails a saving throw, it can choose to succeed instead.

Moonlit Charge. If Omen moves at least 20 ft. straight toward a target and then hits it with a bite attack on the same turn, the targets eyes are obscured by searing moonlight, and it is blinded until the start of Omen's next turn.

Actions

Bite. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 15 (2d10 + 4) piercing damage. If this hits a creature that is not already grappled by Omen, the target is grappled (Escape DC15). Omen can grapple up to two creatures at a time in this manner.

Call Minions (Recharge 6). Omen lets out a howl that calls additional minions to battle. 1d4+1 Minions of Omen appear in squares adjacent to him. Roll their initiative seperately.

Lunar Howl (1/LR). Omen's howl is imbued by moonlight. Creatures adjacent to Omen when it uses this action must make a Wisdom saving throw of DC15 or be Frightened of Omen for 1 minute. The may repeat the saving throw at the end of their subsequent turns to end the effect early.