The Moaning Circus

This encounter is all about playing up the suspense and horror elements. Take extra time to describe the sounds, the smells and the appearance of the abandoned circus. The mood should be one of extreme creepiness, from the faded colors, to lost and forgotten children’s toys lying scattered in the remains of what was once a popular and fun destination. The undead animals appear sad more than angry, and the undead beings that attack the PCs do so out of an unbearable desperation, begging to be released from their torment.

This encounter can be adjusted based on the level of the characters by scaling up or down the number of enemies.

People have told the story of the Moaning Circus for as long as most folk can remember. Some of the older citizens in the area remember a grand circus, once called Circus Halfras which boasted an amazing array of beast tamers, acrobats, musicians and other performers. No one quite knows what happened to the circus, but stories are told that one night, during a sold out performance, patrons went in, and never left. Everyone in the tent, performers, animals, and patrons, died that night. Tales have been told of the howling and moaning sounds that emerge from the tent every full moon when the moon is the highest. Attempts have been made to try to tear the tent down, but it seems resistant to any kind of demolition.

An abandoned circus sits lonely beside the road. The faded tents, still pulled taut in most places, show wear from years of neglect, but very few tears are visible. A long, narrow entrance gives way to a large, circular main tent, with two smaller, square shaped tents off to either side in the back. (Anyone with the ability to Detect Evil will sense a strong undead presence here.)

Adventure hook

People have heard strange noises coming from the area around a series of tents off the main road. You’ve been asked to investigate the source of the noises and take care of them. Use notes to point out some interesting information.


The Entrance

The initial corridor is where crowds would line up, payment would be taken, and enter the main circus tent. At the point the PCs should roll straight Wisdom (DC 8) checks. On a failed check, they get a strong sense of unease. This gets stronger the closer they get to the main tent. Upon reaching the main tent, anyone who is not already feeling it should now make a Wisdom (DC 12) check. Anyone who previously succeeded must make a Wisdom saving throw (DC 15) or be Frightened. Frightened characters will use their entire movement to go in the opposite direction until exiting the tent. This effect lasts 1 minute, after which they will need to make a Wisdom check again (DC 15).

If the PC’s attempt to leave the tent, they will find the tent flaps do not move. They are resistant to magic and would require a DC18 Strength check to muscle them open. Once open, the effect of the fear immediately dissipates.

The Main Tent

The interior of the main tent is circular. Benches line the outer walls with a raised platform in the middle of the tent. The tent is approximately 75 feet in diameter at the widest point. A successful Investigation check (DC 10) will reveal very old circus trash (paper boxes that once contained snacks, bits of paper, etc).

In the main tent, there are:

  • 1-2 Ghasts
  • 1-4 Shadows

In addition, there is at least 1 of the following beasts, undead (use the normal stat block but the beast registers as undead):

Circus Animals
D6 Creature Type
1 Giant Poisonous Snake
2 Tiger
3 Panther
4 Lion
5 Saber-tooth Tiger
6 Elephant

The Office

The northeast room is square and looks to be an office. Bookshelves line the walls, a desk sits in the center of the room, and a locked chest is behind the desk. The room has 1 Specter that will attack as soon as the party enters the room.

The chest is locked. If unlocked (or the lock is picked (DC 17)), the chest contains 7750gp, 1000gp worth of gems, a large gold bracelet (worth 250gp), a pair of boots of striding and springing, a ring of resistance, and a wand of binding.

The Menagerie

The northwest room is a similar shape and contains a series of large animal cages. This room holds the remaining undead animals that were not in the main room from the table above. In the corner of the room (Investigation DC15) is a small key that unlocks chest in the office room.


Ghast

Medium Undead, Chaotic Evil


  • Armor Class 13
  • Hit Points 36 (8d8)
  • Speed 30ft.

STR DEX CON INT WIS CHA
16 (+3) 17 (+3) 10 (0) 11 (0) 10 (0) 8 (-1)

  • Damage Resistances Necrotic
  • Damage Immunities Poison
  • Condition Immunities Charmed, Exhaustion, Poisoned
  • Senses Darkvision 60ft
  • Languages Common
  • Challenge 2 (450 XP)

Stench. Any creature that starts its turn within 5 feet of the ghast must succeed on a DC 10 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the ghast's Stench for 24 hours.

Turning Defiance. The ghast and any ghouls within 30 feet of it have advantage on saving throws against effects that turn undead.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 12 (2d8 + 3) piercing damage.

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:* 10 (2d6 + 3) slashing damage. If the target is a creature other than an undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.



Shadow

Medium Undead, Chaotic Evil


  • Armor Class 12
  • Hit Points 16 (3d8 + 3)
  • Speed 30ft.

STR DEX CON INT WIS CHA
6 (-2) 14 (+2) 13 (+1) 6 (-2) 10 (0) 8 (-1)

  • Skills Stealth +4
  • Damage Vulnerabilities Radiant
  • Damage Resistances Lightning, Thunder, Cold, Fire, Acid; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
  • Damage Immunities Poison, Necrotic
  • Condition Immunities Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
  • Senses Darkvision 60ft
  • Languages --
  • Challenge 1/2 (100 XP)

Amorphous. The shadow can move through a space as narrow as 1 inch wide without squeezing.

Shadow Stealth. While in dim light or darkness, the shadow can take the Hide action as a bonus action.

Sunlight Weakness. While in sunlight, the shadow has disadvantage on attack rolls, ability checks, and saving throws.

Actions

Strength Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) necrotic damage, and the target's Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.

If a non-evil humanoid dies from this attack, a new shadow rises from the corpse 1d4 hours later.



Specter

Medium Undead, Chaotic Evil


  • Armor Class 12
  • Hit Points 22 (5d8)
  • Speed 0ft., fly 50ft

STR DEX CON INT WIS CHA
1 (-5) 14 (+2) 11 (0) 10 (+0) 10 (0) 11 (0)

  • Damage Resistances Lightning, Thunder, Cold, Fire, Acid; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
  • Damage Immunities Poison, Necrotic
  • Condition Immunities Charmed, Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
  • Senses Darkvision 60ft
  • Languages Understands all languages it knew in life but can't speak
  • Challenge 1 (200 XP)

Incorporeal Movement. The specter can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Sunlight Sensitivity. While in sunlight, the specter has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Life Drain. Melee Spell Attack: +4 to hit, reach 5 ft., one creature. Hit: 10 (3d6) necrotic damage. The target must succeed on a DC 10 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.



Undead Giant Poisonous Snake

Medium Undead Beast, Unaligned


  • Armor Class 14
  • Hit Points 11 (2d8 + 2)
  • Speed 30ft., swim 30ft.

STR DEX CON INT WIS CHA
10 (0) 18 (+4) 13 (+1) 2 (-4) 10 (0) 3 (-4)

  • Damage Resistances Necrotic
  • Damage Immunities Poison
  • Condition Immunities Charmed, Exhaustion, Poisoned
  • Skills Perception +2
  • Senses Blindsight 10 ft.
  • 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.



Undead Lion

Large Undead Beast, Unaligned


  • Armor Class 12
  • Hit Points 26 (4d10 + 4)
  • Speed 50ft.

STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 13 (+1) 3 (-4) 12 (+1) 8 (-1)

  • Damage Resistances Necrotic
  • Damage Immunities Poison
  • Condition Immunities Charmed, Exhaustion, Poisoned
  • Skills Stealth +6, Perception +3
  • Languages --
  • Challenge 1 (200 XP)

Keen Smell. The lion has advantage on Wisdom (Perception) checks that rely on smell.

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

Pounce. If the lion moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the lion can make one bite attack against it as a bonus action.

Running Leap. With a 10-foot running start, the lion can long jump up to 25 feet.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 3) piercing damage.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.



Undead Panther

Medium Undead Beast, Unaligned


  • Armor Class 12
  • Hit Points 13 (3d8)
  • Speed 50ft., climb 40ft.

STR DEX CON INT WIS CHA
14 (+2) 15 (+2) 10 (0) 3 (-4) 14 (+2) 7 (-2)

  • Damage Resistances Necrotic
  • Damage Immunities Poison
  • Condition Immunities Charmed, Exhaustion, Poisoned
  • Skills Stealth +6, Perception +4
  • Languages --
  • Challenge 1/4 (50 XP)

Keen Smell. The panther has advantage on Wisdom (Perception) checks that rely on smell.

Pounce. If the panther moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the panther can make one bite attack against it as a bonus action.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 2) piercing damage.

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 2) slashing damage.



Undead Tiger

Large Undead Beast, Unaligned


  • Armor Class 12
  • Hit Points 37 (5d10 + 10)
  • Speed 40ft.

STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 14 (+2) 3 (-4) 12 (+1) 8 (-1)

  • Damage Resistances Necrotic
  • Damage Immunities Poison
  • Condition Immunities Charmed, Exhaustion, Poisoned
  • Skills Stealth +6, Perception +3
  • Languages --
  • Challenge 1 (200 XP)

Keen Smell. The tiger has advantage on Wisdom (Perception) checks that rely on smell.

Pounce. If the tiger moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the tiger can make one bite attack against it as a bonus action.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 3) piercing damage.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 3) slashing damage.



Undead Saber-Toothed Tiger

Large Undead Beast, Unaligned


  • Armor Class 12
  • Hit Points 52 (7d10 + 14)
  • Speed 40ft.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 15 (+2) 3 (-4) 12 (+1) 8 (-1)

  • Damage Resistances Necrotic
  • Damage Immunities Poison
  • Condition Immunities Charmed, Exhaustion, Poisoned
  • Skills Stealth +6, Perception +3
  • Languages --
  • Challenge 2 (450 XP)

Keen Smell. The tiger has advantage on Wisdom (Perception) checks that rely on smell.

Pounce. If the tiger moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the tiger can make one bite attack against it as a bonus action.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) piercing damage.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.


Undead Elephant

Huge Undead Beast, Unaligned


  • Armor Class 12 (natural armor)
  • Hit Points 76 (8d12 + 24)
  • Speed 40ft.

STR DEX CON INT WIS CHA
22 (+6) 9 (-1) 17 (+3) 3 (-4) 11 (0) 6 (-2)

  • Damage Resistances Necrotic
  • Damage Immunities Poison
  • Condition Immunities Charmed, Exhaustion, Poisoned
  • Languages --
  • Challenge 4 (1100 XP)

Trampling Charge. If the elephant moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the elephant can make one stomp attack against it as a bonus action.

Actions

Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) piercing damage.

Stomp. Melee Weapon Attack: +8 to hit, reach 5 ft., one prone creature. Hit: 22 (3d10 + 6) bludgeoning damage.