Grim Sister's Spite

by Ogskive

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Grim Sister's Spite
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Grim Sister's Spite | Ogskive

Chapter One

Player Options

 

 

 

 

 

 

 

 

 

Introduction

Grim Sister's Spite is a supplement for Dungeons & Dragons that introduces the nefarious koven race alongside a brief adventure module suitable for a one-shot. As a complete package, Grim Sisters Spite also contains several goodies for players and Dungeon Masters alike, including a warlock subclass, spells, and monster stat blocks.

The koven is a goat-like race composed entirely of sisters, called kovenesses. By their nature, kovenesses live only in loose bands of their own kind, and their history is muddled with urban legends and tall tales. This allows for the Dungeon Master to easily introduce the koven into a campaign without needing to create detailed civilizations and backstory for their kind. If monstrous folk lurk in the twilit edges of civilization, it's possible for the koven to live amongst them. If you're a player and would like to play as a koveness, talk with your DM first and see if they are willing to introduce the koven to their game. Additionally, ensure that playing an evil character won't be disruptive to the game. Not all kovenesses are evil, but to most commonfolk, there is little difference between a member of the koven and a wicked fey hag, which may cause complications for your adventuring party.

Grim Sister's Spite Content

In chapter one, you'll find the following supplementary material for character customization:

  • The odious koven, a race of sisters born from vile cauldron brews. In the eyes of a koveness, local villagers are playthings meant to be tormented.
  • The enigmatic Shaman patron subclass for warlocks. With shamanic power, a warlock commands the ubiquitous spirits of nature.
  • Morose magic, a set of fiendish spells for evildoers. Only the most twisted mages would ponder the uses of these criminal witcheries.

In chapter two, you'll find the following material for Dungeon Masters:

  • Hazards of Hot Springs, an adventure module that can be incorporated into an existing campaign or used as a short standalone adventure. This module can also be used as an adventuring location in Icewind Dale, Rime of the Frostmaiden.
  • A bestiary filled with nasty creatures and new diseases. Some of these creatures feature in Hazards of Hot Springs.

 

 

 

 

 

 

 

 

 

Koven


"Toss it in, girls!

Goblin's tongue and eye of newt,

mottled hoof and elder root.

By end of harvest, boil it hotter —

We bequeath thee life, O dear daughter!"

                                           —Lagny Lilyfoot, koven vatwitch


Kovenesses are whimsical villains of folklore. Though some members of the koven are content to cultivate fear and salt the land, others are driven to expand their horizons, explore beyond their dark domains, and take up the life of an adventurer.

Mire Motherland

Where the world falls away into dusky glens and wrathful swamps, the malodor may spontaneously bare the koven. Their foul presence needs no more than an empty place with the stench of malice to become corporeal. The undiscovered mires and murklands are feared not only for the horrible beasts that may hide within, but for the notion that the koven may be dwelling there as well. To the superstitious, any waft of a foul stench may be a sign that the koven are in pursuit.

Though pools of demonic ichor, corpse-filled swamps, and blood-soaked battlefields can rarely spawn a single koveness, it is up to her to create more of her kind. A progenitor koveness is born with the alchemical knowledge needed to create more kovenesses from raw materials. The process is lengthy, and requires the vatwitch to boil scum, herbs, entrails, and excrement in a sizable cast iron cauldron. Upon completion, the newly formed koveness rises fully formed from the slurry.

 

Koven Identity

Most members of the koven identify as female, and use feminine verbiage when referring to themselves and their alchemical sisters, mothers, and daughters. However, kovenesses are truly genderless, having been created from primal grist like homunculi. Depending on the specific concoction of their vat, a member of the koven may appear more or less masculine or feminine.

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Hoofed Feet and Spider Silken Hair

Kovenesses are twisted by their alchemical parentage. Their bodies are short and impish, shrouded in doughy skin ranging in color from sickly green, to haunting gray, to fungal orange.

Kovenesses are vaguely reminiscent of mountain goats. Below the waist, their bodies meld into goat legs, ending in cloven feet. Above the ears of the koven grow short curved horns, and their eyes sport horizontal pupils. Kovenesses even have a penchant for climbing atop structures for seemingly no purpose other than to survey their surroundings, just like their goat counterparts.

The most vile attribute of the koven is their great mane of hair. Though some trim their hair for practical reasons, others tend to it as a symbol of their pride. A koveness's mane is more voluminous than she is, and it drags in the muck behind her as she walks. As she climbs through trees, all manner of twigs and forest debris get caught in it. Before long, a young koveness's mane is growing mold and algae, housing webs of spiders, and is acrawl with beetles. Their manes even serve as convenient repositories for insectile potion ingredients.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Whimsical Villains

Members of the koven, either alone or in small groups, adopt a small region as the subject of their torment. This region could be as small as a trail through the woods, a lakeside shanty town, a mushroom grove, a fishing pond, or a jungle canopy. Kovenesses patrol their domains under the guise of night, keeping the terrain to their liking. Any denizens within are likely unaware of the koven watching over them, speaking of their ungodly presence only as rumor.

Hushed whispers of the koven become folklore, given time. Concerned parents tell their children to obey their curfew, lest the nocturnal koven snatch them and boil them in a stew. The thought of koven witches hiding under the bed keeps younglings up at night.

The koven relish such villainous reputations. A frightened town does little to stop a subversive witch, allowing her to carry out her nasty plots. The exact goal of a koveness's plot may only make sense in her own, twisted mind. Sometimes, a koveness may enact evildoings out of spite alone.

You can work with the DM to create a villainous plot for your koven character if you wish to have one, or you can use the Evildoings table to determine your character's malicious intents.

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Evildoings
d8    Evildoing
1 You whisper mean spirited advise to a young noblewoman, corrupting her to your own ends.
2 With fairy lights and glowing mushrooms, you lead intrepid travelers into dangerous woods.
3 You teach children witchcraft when their parents think they are playing in the woods.
4 Your foul brews stink up the entire countryside with the odor of evil.
5 You dump the toxic waste of your experiments into drinking water.
6 You train an army of rats and squirrels to steal food from a cozy halfling village.
7 You treat the local burial ground as a market.
8 You sell hazardous creatures as companions to gullible customers.

Koven Names

A koveness names herself as soon as she learns to speak, sometimes with the help of the vatwitch that created her. A name is chosen carefully, with the intent to instill a sense of dread in all who may hear her name. Koven names evoke wickedness, and usually include a descriptor or a title to augment its fright.


  • Koven Names: Aoife the Wicked, Bluejay the Liar, Candlewise Cora, Deathwitch Deean, Greenblight Gurdo, Lilikela the Ice Witch, Mean Marbla, Nasty Newteye, Pesky Piggut, Ravina Ratscowl, Ratty Patty, Rotten Grindy, Smelly Suzie, Squirrelpicker, Yowza the Spiteful, Zena Toegobbler

Random Height and Weight

You can use the table below, along with the rules for generating random height and weight on page 121 of the Player's Handbook, to generate a random height and weight for your koven character.

  Race          Base Height Height Modifier Base Weight Weight Modifier
  Koven 2'10" +2d8 35 lb. x 1 lb.

 

The Koven of Icewind Dale

If you are playing in the Forgotten Realms, you can choose for the koven to be native to the bitterly cold Icewind Dale. The treacherous expanses of tundra, dotted with expansive caverns leading to the Underdark, is a perfect place for the koven to call home. Kovenesses make suitable player characters for Icewind Dale, Rime of the Frostmaiden, where kovenesses venturing into Ten-Towns hide their identity under layers of insulation.

Koven Traits

Your koven character has the following racial traits.

Ability Score Increase. Your Dexterity score increases by 1, and your Charisma score increases by 2.

Age. Kovenesses mature at the same rate as humans and can live several decades longer, up to 120 years.

Alignment. Kovenesses are most often evil. The evil in their hearts is innate and runs deep in their heritage. Their villanous and wretched way of life inclines many toward a chaotic alignment as well. Only a few kovenesses are good, and those few are shunned by their sisters and remain feared by all others. Outcast kovenesses replace evil with another burning passion, such as hopeless romance, a motherly desire to protect other creatures, or a zealous awakening.

Size. A typical koveness stands between 3 and 4 feet tall and averages about 50 pounds. Your size is Small.

Speed. Your base walking speed is 30 feet.

Caprine Eyes. Your eyes are finely tuned to react to danger. When you roll for initiative and you aren't surprised, you can roll a d6 and add the number rolled to the total.

Cloven Feet. You have a climbing speed equal to your walking speed. Additionally, you have advantage on Strength (Athletics) checks made to climb slippery vertical surfaces or ones with few handholds.

Darkvision. Your people spend their lives in murky shadows, dank tree trunks, and inky sewers. As a result, you have superior vision for seeing in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Witch's Brew. Over the course of an hour, you can perform a ritual to learn a spell from the warlock spell list (you can also learn the find familiar spell with this trait). The ritual can coincide with a short or long rest and it requires to you create a witch's brew by boiling a liquid and tossing in ingredients. Once you drink the brew, you can choose a 1st-level spell from the warlock spell list to learn (or find familiar). You can cast a spell once with this trait at its lowest level and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability modifier for this spell.

If you perform the ritual again, you can replace the spell you know with another 1st-level spell from the warlock spell list (or find familiar).

Your brew is toxic to other creatures. When a creature other than you drinks your witch's brew, they must make a Constitution saving throw with a DC equal to 8 + your proficiency bonus + your Charisma modifier. On a failed save, that creature is poisoned until the end of their next turn.

If your brew isn't used within one day of its creation, it becomes a harmless, mundane liquid.

Languages. You can speak, read, and write Common and Undercommon.

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Wicked Feats

Below are two feats available to you if you use the optional feats from chapter 6 of the Player's Handbook. In order to take one of these feats in place of an ability score improvement, you must first meet the prerequisite.

Baleful Brew

Prerequisite: Koven


You have concocted a recipe for fiendish brews. You gain the following benefits:

  • Increase your Constitution or Charisma score by 1, to a maximum of 20.
  • Once you drink your witch's brew, you can choose from among the 2nd-level spells from the warlock spell list to learn.
  • When you cast the spell you learn from your witch's brew, you can choose to cast it as a 2nd-level spell.
  • When you drink your brew, you gain a number of temporary hit points equal to your level.

Lingering Curses

Prerequisite: The ability to cast at least one spell


Your vexatious magic lingers in the air. When you cast a spell of 1st-level or higher that targets only one creature, you can choose for the spell to not take effect immediately. Instead, the spell takes effect sometime within the next 8 hours when a stipulation is met. You choose the stipulation, making it as specific or general as you like, and if the spell requires concentration, you must concentrate on the spell in the meantime. The spell then takes effect immediately after the stipulation is met for the first time, whether or not you want it to. For example, a hex cast on a creature might trigger when that creature attempts to make a certain type of ability check. Once you cause a spell to linger using this feature, you can't do so again until you finish a long rest.

Warlock Subclass

The following patron is available to the warlock class from the Player's Handbook when choosing a subclass at 1st level. Although the Shaman is a common patron for koven characters seeking a pact, a character of any race can choose this subclass.

The warlock class, along with other spellcasting classes, have a swathe of spells added to their spell lists. See the Morose Magic section at the end of this subclass for the list of spells.

The Shaman

Your patron commands the everyday spirits present in nature, with such spirits effusing from every babbling brook, mossy boulder, and gust of wind. All sorts of dissimilar beings command shamanic powers, running the gamut from archdruids, to ancient dryads, to elder elementals, and beyond. The suffusive nature spirits themselves can act together as a whole, forming shamanic patrons from loose conglomerates of ocean, forest, or underdark spirits. The amalgamation of wilderness spirits are sometimes referred to as Mother Nature.

The will of a great Shaman is cryptic, and their recipients must learn to interpret their patron's idiosyncrasies in order to draw from their well of power. Rarely, if ever, do shamans directly contact their warlocks. Instead, they subtly manipulate the environment to guide them, leading their pupils down a path with a gentle breeze, or punishing disloyalty with a cold snap.

Expanded Spell List

The Shaman lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Shaman Expanded Spells
Spell Level Spells
1st speak with animals, zephyr strike
2nd augury, gust of wind
3rd bestow curse, speak with plants
4th control water, guardian of nature
5th commune with nature, wrath of nature

Nature's Step

At 1st level, the many spirits of nature quietly guide your step. As a bonus action on your turn, you can call upon these spirits to grant you climbing and swimming speeds equal to your walking speed until the end of your turn. You ignore difficult terrain while you have these speeds.

Once you use this feature, you can't use it again until you finish a short or long rest.

Spiritualist

At 1st level, you gain the ability to cast any warlock spell you know as a ritual if that spell has the ritual tag.

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Shamanic Séance

Starting at 6th level, you can band together with others when performing rituals to contact nature spirits. When you cast a spell as a ritual, you can choose to perform a séance. During a séance, any number of creatures can assist you by chanting, dancing, or meditating, as long as they speak at least one language and remain within 30 feet of you for the casting. While at least one other creature is participating in the séance, you gain the following benefits:

  • The time it takes to cast the spell is reduced by 1 minute for each other creature, up to a maximum reduction of 10 minutes.
  • Your concentration can't be broken during the casting.
  • Once the ritual is complete, a willing creature of your choice that is participating in the séance can attempt to contact a spirit and give it form. That creature must make a Charisma (Persuasion) check against your spell save DC. On a success, the spirit rises from the ground in an unoccupied space of your choice within 30 feet of you. The spirit uses the statistics of a zombie, except it adds your Charisma modifier to the damage of its slam attack, and its slam attack deals cold or fire damage (your choice) instead of bludgeoning damage. The spirit obeys your mental commands while you can see it (no action required), and it takes its turn immediately after yours. The spirit disappears if it dies or if you summon another spirit using this feature.

Once you perform a séance, you can't do so again until you finish a short or long rest.

Elemental Survivor

Starting at 10th level, nature's harmful aspects ebb and flow around you, exempting you from its wrath. You ignore the drawbacks from extreme heat and cold.

Additionally, when you take cold or fire damage, you can use your reaction to halve the damage against you.

Bewitch

At 14th level, you can attempt to momentarily replace another's spirit with a spirit of nature, possessing them. As an action, choose a humanoid that you can see within 30 feet of you. The target must make a Charisma saving throw against your spell save DC or become possessed. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. On a failure, the target is incapacitated and loses control of its body. The spirit now controls the body but doesn't deprive the target of awareness. The spirit can't be targeted by any attack, spell, or other effect, except ones that turn undead, and it uses your Intelligence, Wisdom, and Charisma scores. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies.

On each of your turns, you can use a bonus action to mentally command the spirit if it is within 60 feet of you. You decide what action the creature will take and where it will move during its next turn. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

The possession lasts for 1 minute. It ends early if the target drops to 0 hit points, you end it as a bonus action, or the spirit is turned or forced out by an effect like the dispel evil and good spell. Additionally, each time the target takes damage, it can repeat the saving throw, expelling the spirit on a success. Once you use this feature, you can't do so again until you finish a long rest.

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Morose Magic

This section contains a repertoire of dreadful spells which the DM may choose to add to a campaign. The Morose Magic Spells table lists the new spells, ordering them by level, and they're presented thereafter in alphabetical order.

Many of these spells are the subject of study for spellcasters fueled by vengeance, depravity, and sadism. If you're a DM, you may choose to restrict these spells to evil aligned characters, or you may choose for these spells to be available only to evil NPC spellcasters.

If you'd like to use any of these spells, talk with your DM, who may allow some, all, or none of them.

Morose Magic Spells
Level Spell Class
0 Witches' Vanity Bard, Warlock
1st Candlelight Warlock, Wizard
1st Covet Undeath Warlock, Wizard
1st Swamp Gas Druid, Sorcerer
2nd Desecrate Cleric, Warlock
2nd Wicked Pact Warlock
2nd Witches' Cauldron Druid, Warlock
3rd Bezoar Warlock
6th Miasma Cauldron Druid, Warlock
7th Maim Warlock

Bezoar

3rd-level necromancy (ritual)


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

You touch a creature and cure it of one disease afflicting it. The disease manifests as a 1-inch oily ball, called a bezoar, which the creature vomits out. Any creature that consumes the bezoar is automatically infected with the disease.

You can cast this spell using a bezoar as a material component to taint food or drinking water. When you do, you touch an amount of water that can fit within a 10-foot cube, or you touch up to 10 pounds of food. The bezoar disappears, and any creature that consumes tainted food or water must make a saving throw against the disease, potentially becoming infected. Tainted food and water remains tainted indefinitely, unless it is targeted by a purify food and drink spell or similar magic.

Candlelight

1st-level divination (ritual)


  • Casting Time: 1 hour
  • Range: Touch
  • Components: V, S, M (10 wax candles worth at least 1 cp each and ink worth at least 25 gp, which the spell consumes)
  • Duration: Special

During the casting of this spell, you lay out the candles and trace lines with the ink to define a 5-foot diameter circle on the ground. The candles magically light with harmless flames and burn for the duration of the spell, shedding bright light in a 5-foot radius and dim light for an additional 5 feet.

When you finish casting this spell, you touch the center of the circle. Arcane runes and spirals trace themselves between the candles, awakening the circle's magic.

For the duration of the spell, you can use an action if you are standing within the circle to choose a creature within 1 mile and psychically ask to perceive through their senses. If that creature is willing, you perceive through that creature's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the creature has. During this time, you are deaf and blind with regard to your own senses, and if you speak, you can choose for your words to come from the creature's mouth in your voice.

The spell lasts as long as the candles are undisturbed. A creature that uses an action to disrupt the candles, or any effect that snuffs them out, ends the spell.

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Covet Undeath

1st-level necromancy (ritual)


  • Casting Time: 10 minutes
  • Range: Touch
  • Components: V, S, M (a glass vial worth 25 gp filled with the blood of the target)
  • Duration: Instantaneous

Rather than pursuing eternal life in undeath via lichdom, some choose to circumvent the lengthy process and become a zombie instead. During the casting of this spell, you must spill the contents of the vial, tracing a 5-foot diameter circle on the ground which the willing humanoid target must stay within for the entirety of the casting. At the end of the casting, you touch the target. The target's game statistics are then replaced with those of a zombie, except they retain their original alignment.

Desecrate

2nd-level abjuration (ritual)


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S, M (gold or silver jewelry once buried with a corpse worth at least 25 gp, which the spell consumes)
  • Duration: Until dispelled

You touch a point on the ground and mar an area with profane wards. A 10-foot square area of ground centered on the point you touch becomes desecrated ground.

Undead standing on desecrated ground have advantage on all saving throws.

A detect evil and good spell reveals the presence of desecrated ground, and a vial of holy water purifies a 10-foot square area of desecrated ground when sprinkled on it. Additionally, a hallow spell purifies desecrated ground within its area.

Maim

7th-level necromancy


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a straight razor)
  • Duration: Instantaneous

You attempt to rend the flesh of a humanoid that you can see within range. The target must make a Constitution saving throw. On a failed save, it takes 6d10 slashing damage and it permanently loses a limb of your choice, which tears from their body and falls limply to the ground in their space.

Arm. Without an arm, the target can no longer hold anything with two hands, and they can hold only a single object at a time.

Leg. Without a leg, the target's speed on foot is halved, and they must use a cane or crutch to move unless they have a peg leg or other prosthesis. They fall prone after using the Dash action, and they have disadvantage on Dexterity checks made to balance.

Magic such as the regenerate spell can restore limbs lost to this spell.

Miasma Cauldron

6th-level conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a jar filled with gas)
  • Duration: Concentration, up to 10 minutes

You create a bubbling green cauldron at a point on the ground that you can see within range. Until the spell ends, the cauldron fills a 5-foot cube, and it offgasses a toxic cloud of miasma in a 15-foot radius. The miasma spreads around corners, and lasts for the duration. When a creature enters the area of the miasma for the first time on a turn or starts its turn there, it must make a Constitution saving throw. On a failed save, the creature takes 6d8 poison damage and is poisoned until the start of their next turn. On a successful save, the creature takes half as much damage and isn't poisoned. Creatures are affected even if they hold their breath or don't need to breathe.

If a Medium or smaller creature enters the cauldron's space or starts its turn there and the cauldron doesn't already have a creature inside of it, the creature must succeed on a Strength saving throw or be swallowed by the cauldron and be restrained. A creature restrained by the cauldron automatically fails their Constitution saving throws against the miasma and is suffocating. To break out, a restrained creature can use their action to make a Strength check against your spell save DC. On a success, the target escapes and is no longer restrained.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th.

Swamp Gas

1st-level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

Baleful bubbles erupt from point you choose within range. Each creature in a 5-foot radius sphere centered on that point must make a Dexterity saving throw. A target takes 3d4 acid damage on a failed save, or half as much damage on a successful one. When you roll a 4 on a d4 while rolling for damage with this spell, you can reroll the d4 and add it to the total damage, up to a maximum of 6d4.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage and the maximum number of d4s increases by 1d4 for each slot level above 1st.

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Wicked Pact

2nd-level enchantment


  • Casting Time: 1 minute
  • Range: Self
  • Components: V
  • Duration: 8 hours

You plead to a greater being for a taste of their wicked power. Until the spell ends, you score a critical hit on a roll of 6 or 20. The hit is still a critical hit if you have advantage or disadvantage and roll a 6 on either of the d20s.

Witches' Cauldron

2nd-level illusion (ritual)


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: 1 hour

You create an illusory iron cauldron at a point on the ground that you can see within range. The cauldron fits in a 1-foot cube. It is obviously illusory and lasts for the duration. When you or a friendly creature casts a spell with a range other than self, the caster can choose for the spell to originate from the cauldron as long as they can see the cauldron.

Witches' Vanity

Transmutation cantrip


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: 8 hours

You quickly gussy up, hiding your imperfections and making yourself presentable. Although your appearance is altered, you are still recognizable as yourself. You create one of the following magical effects:

  • Your skin appears unmarred, hiding any scars, pits, blotches, or wrinkles.
  • You add a streak or gradient of color to your hair.
  • You clean your hair, masking any dirt, knots, or grease. You can also choose to style your hair, and you determine whether it appears straight, curly, or wavy.
  • Your teeth appear straight and whitened. If you are missing any teeth, illusory teeth fill in the gaps. You can choose for your teeth to be naturally shaped or sharply pointed.
  • You augment the size of one of your facial features, causing your eyes, ears, nose, or mouth to appear larger or smaller. Alternatively, you can choose for your hair to be longer or shorter.

If you cast this spell multiple times, you can have up to three of its effects active at a time, and you can dismiss such an effect as an action.

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Chapter Two

DM Supplements

 

 

 

 

 

 

 

 

 

Hazards of Hot Springs

The water of the Springs of Curing are said to revitalize the skin, tend to your ailments, and sooth the soul. After an encounter with a strange woman in the woods, a forager begins to feel ill. To remedy his malaise, the forager treks to the Springs of Curing to bathe amongst the snow monkeys. When a group of adventurers arrive, a lingering curse strikes the forager, and the players are left with a mystery to solve.

Using this Adventure

Hazards of Hot Springs is an adventure designed for four level 4 characters, but you can easily adjust it for larger or smaller groups as well as for characters of higher or lower level by substituting monsters or by changing their numbers.

This adventure is designed to be dropped into a campaign as a side quest, or to be used for a standalone one-shot game. If you're planning on introducing the koven to your game, running this adventure is an excellent method of doing so.

Hazards of Hot Springs takes place in a frigid tundra, which may not be suitable for your setting. If this is the case, consider using one of the following solutions to mend the incongruities:

  • Winter has arrived early, bringing with it icy cold winds and a blanket of snow cover.
  • The Springs of Curing are located on top of a mountain where the peaks stay icy year round.
  • The antagonists, a sorority of koven, have the power to create blizzards. Their icy grip on the landscape comes to pass only if they're defeated.
  • You can do away with the frigid tundra entirely, and change the descriptions and monsters accordingly.

Additionally, you can use Hazards of Hot Springs as an adventuring location in Icewind Dale, Rime of the Frostmaiden (see the "Icewind Dale Springs Quest sidebar").

Running the Adventure

To run this adventure, you need the fifth edition core rulebooks (Player's Handbook, Dungeon Master's Guide, and Monster Manual). Hazards of Hot Springs also makes use of material found in this supplement.

 

 

 

 

 

 

 

 

 

Text that appears in a box like this is meant to be read aloud or paraphrased for the players when their characters first arrive at a location or under a specific circumstance, as described in the text.

The Monster Manual contains stat blocks for most of the creatures encountered in this adventure. When a creature's name appears in bold type, that's a visual cue pointing you to its stat block. If a stat block is newly introduced in this supplement, you can find it in the bestiary at the end of the adventure.

Spells and equipment mentioned in the adventure are described in the Player's Handbook. Magic items are described in the Dungeon Master's Guide.

Extreme Cold

Except in the direct vicinity of the Springs of Curing, the climate in Hazards of Hot Springs is blisteringly cold. Rules for extreme cold appear in the Dungeon Master's Guide but are repeated here for your convenience.

A creature exposed to the cold must succeed on a DC 10 Constitution saving throw at the end of each hour or gain one level of exhaustion. Creatures with resistance or immunity to cold damage automatically succeed on the saving throw, as do creatures wearing cold weather clothing (thick coats, gloves, and the like) and creatures naturally adapted to cold climates.

 

Icewind Dale Springs Quest

You can use Hazards of Hot Springs as a quest in chapter 2 of Icewind Dale, Rime of the Frostmaiden. You can choose where the Springs of Curing are located, but somewhere in the mountains north of the Cackling Chasm and to the southeast of Easthaven would be suitable.

When rolling on the Tall Tales in Ten-Towns table on page 102, share the following tale on a roll of 20: "Back in the day, fisherfolk took their crews to the Springs of Curing southwest of Easthaven. Really perked 'em up, soothed their joints. Stories say the water can cure any disease! The monkeys've certainly taken a liking to the place."

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Athlin's Curse

Before the players arrive at the Springs of Curing, the events of this adventure are already in motion. Athlin Ologhorn, a wood elf who makes his living by selling wild berries, was foraging when he came across a bountiful copse filled with plump fruits. As he stocked his pockets, a shrouded woman appeared before him. Startled, Athlin called out to her, asking why she had crept up on him, but she didn't respond. Instead, she spoke a string of foul words, causing Athlin to keel over from abdominal pain.

The strange woman was a koveness named Scabscratcher, who was hiding her countenance under a heavy coat. Scabscratcher didn't take kindly to Athlin thieving from her grove. She had cast witch bolt on Athlin using her Lingering Curse feat (as described in the "Wicked Feats" sidebar). Witch bolt will take effect on Athlin as soon as Scabscratcher returns to her secluded cabin.

Knowing that the Springs of Curing were nearby, Athlin hobbled to the pools as quickly as he could. Athlin has been bathing for some time when the players arrive.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

The Shivering Sorority

Three koven witches oversee the thick woods surrounding the Springs of Curing. They call themselves the Shivering Sorority, and although they tolerate visitors at the springs, anyone venturing off the beaten path risks the chance of running into one of the Shivering Sorority's enforcers.

To keep tabs on every nook and cranny of their domain, the sisters of the Sorority ferment fruits into an intoxicating brew, which they feed to wild animals. The beasts are friendly to the sisterhood, and they allow Scabscratcher, their leader, to peer through their eyes using her candlelight spell. When called upon, the beasts will attack interlopers.

Besides Scabscratcher, the other members of the Shivering Sorority are as follows:

  • Withera Worms, a 19-year-old koveness with a broken horn and a bloated gut. She is extremely protective of her oaken pipe, which she is constantly smoking from.
  • Blackeye Furendra, a tall and slender 21-year-old koveness. She meekly tends to her garden, which is comprised of all manner of weeds that she's grafted together.
  • Annie, a 7-year old koveness-turned-flesh golem. She was created accidentally when Scabscratcher was attempting to create another koven daughter.
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Scabscratcher

Scabscratcher is a 77-year-old koven vatwitch. Although she is petite and unassuming, she is the leader of the Shivering Sorority, having created her daughters in a cauldron. She speaks to her daughters with a relaxed, nurturing tone, which is in stark contrast to how she treats outsiders. Anyone outside of the Shivering Sorority is worth less than a rotting pig carcass to Scabscratcher, and she is quick to make sure they know it.

The wicked koveness came to the Springs of Curing after leaving her old sisterhood behind with a nasty fungal infection. After curing her disease in the springs, she built a house by a frozen pond, where she alchemically birthed her own sisterhood. Although villainous at heart, Scabscratcher is relatively unambitious. She's a wretched witch who wants no more than to be left alone, purging the territory she has claimed of all intruders. Only in quiet solitude can she focus on her alchemy.

Scabscratcher has the Linger Curse feat (as described in the "Wicked Feats" sidebar), which she used to place a lingering witch bolt on Athlin for stealing from the Shivering Sorority.

Personality Trait. "If you aren't one of my daughters or sisters, you're a bug to be squashed under my hoof."

Ideal. "All I want is to be left alone. Why is there always another trespasser following in the footsteps of the previous one?"

Bond. "Withera and Furendra, my dear daughters, I'll teach you all that I know so that one day you may seek your own ventures."

Flaw. "If anyone so much as lay a finger on one of my experiments, I'll fly off my handle."

Arriving at the Springs

The players may venture to the Springs of Curing for a variety of reasons, which can include the following:

  • One of the characters is ill and is too miserly to pay for the services of a spellcaster to cast lesser restoration.
  • The characters are doubtful of the supposed healing capabilities of the springs, and they've come to study the springwater.
  • After a long week of adventuring, the characters have come to the springs to unwind and have a holiday relaxing with the snow monkeys.

Once the players arrive, read the following passage:

The soothing sound of trickling water is accompanied by a welcome respite from the cold. Before you is an open, tiered sauna, like a large amphitheater. Dozens of steaming pools surround you, each filled with warm mineral water and fuzzy white monkeys. Through the steam you see a set of traveler's clothes laid out on the dry rocks besides an aching wood elf, who is relaxing in the springwater.

The nude elf is Athlin, a 135-year-old scout, attempting to quell his unease. Unfortunately for Athlin, the end is near. In his final moments, he invites the players to join him in his bath as he tells them about the odd happenings that befell him earlier in the day. If Athlin has time, he will tell the party where his encounter was for the players to investigate; otherwise, the players can progress by finding the map in his backpack. Much to his dismay, as his pain never subsides, he tells the party how the healing properties of the Springs of Curing must be a myth.

You choose how long Athlin lives for. The lingering witch bolt curse takes effect on him as soon as Scabscratcher makes it home, which can occur as soon as the party arrives or you can wait until the party has had some time to enjoy the springs. When the moment is opportune, read the following passage:

You see Athlin attempt to speak, but words fail him. He clutches at his throat as his veins glow electric blue. Percussive lightning crackles up and down his body, hurling his limp body against the rocks, and you see the light flicker from his eyes.

Nearby snow monkeys scream and scatter, splashing water recklessly as they avoid the magical outburst. Above the sauna, a cackling monkey jeers from a rocky precipice.

The Springs of Curing is home to fifty or so snow monkeys. One of these monkeys, the one jeering from atop the precipice, is drunk from a brew offered to it by Scabscratcher. In addition to receiving alcohol, the monkey was also gifted a pair of bracers of archery, which Scabscratcher stole from a sauna-goer. These bracers of archery work with the snow monkey's fling poo attack, granting it a +2 bonus to its attack rolls.

The Springs of Curing are just within 1 mile of the Shivering Sorority's cabin, which happens to be the range of the candlelight spell. After Scabscratcher gets home, she listens through this drunken monkey using candlelight and takes notes of the players. Also using candlelight, Scabscratcher speaks through the monkey to threaten the players, warning them not to tread through the woods.

While Scabscratcher is threatening the players, the drunken monkey targets one of the players with its fling poo attack. If the players retaliate, 2d4 snow monkeys come to the monkey's aid. If half or more of the monkeys are slain, the rest attempt to retreat and hide.

Athlin's Belongings. Athlin leaves behind a set of traveler's clothes and a backpack. The backpack contains 12 gp, 11 sp, 3 cp, and a set of navigator's tools that includes a map. The map was created by Athlin, and though it is diligently detailed, major parts of it are empty since his expedition was squashed. The Shivering Sorority's grove is clearly marked. Also in the bag is a sack full of berries from the grove, which contains the equivalent of 8 rations.

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Healing Properties. Though the Spring of Curing's water was unable to remove Athlin's curse, the spring does have actual remedial properties. When a creature takes a short rest in the springwater, they always receive the maximum amount of hit points from any Hit Dice they spend, and they are cured of all diseases afflicting them at the end of the rest.

Resurrecting Athlin. Athlin dies outright, so spells that only restore hit points such as cure wounds have no effect on him. If the party has access to magic that allows them to resurrect Athlin, he thanks the players and continues to relax in the spring. Athlin can be convinced to join the party and investigate the strange lady with a successful DC 10 Charisma (Persuasion) check.

Into the Bitter Cold

From the Springs of Curing, the party's goal is to find out who is responsible for Athlin's death by venturing into the frosty woods. Curiosity should be enough to motivate the players' characters, but if they aren't budging, you can utilize one or both of the following tactics to set them in motion:

  • Bizarrely, the witch bolt curse has transferred to one of the player's characters. The character feels overwhelmingly ill, and if Scabscratcher isn't slain within 8 hours, the character takes 36 lightning damage.
  • One of the snow monkeys was slighted by the Shivering Sorority and wants revenge. The monkey accompanies the party and attempts to guide them in the right direction.

This interlude in the wilderness gives a chance for exploration and survival focused characters to shine. Consider awarding tactical thinking with quicker travel times or inspiration. If the party doesn't have any cold weather gear, let them get creative with ways to avoid the extreme cold.

Extreme Cold. In the wilderness, outside of the Springs of Curing, the party is exposed to extreme cold.

Snow and Underbrush. The entirety of the woods is difficult terrain, and there are no clear paths.

Waltz through the Woods

As you trek into the woods, leaving the balmy Springs of Curing in your wake, the dead, ice covered trees serve as a reminder of the cold's cruelty. However, the snow serves its purpose, as you can make out footprints forming an awkward trail.

The footprints belong to Athlin. The footprints are clear in some places, but muddled elsewhere, and require a successful DC 15 Wisdom (Survival) check to follow. A player using the map from Athlin's backpack has advantage on the check. If the players fail the check, they become lost (see the "Becoming Lost" sidebar).

Becoming Lost

If your players get lost in the woods or venture off the path, what happens next is up to you. You can choose to design an encounter fit for your players as a result of becoming lost, you can roll on the following table, or you can pick your favorite outcome. Either way, the party can find their way back on course after 1d6 hours have passed. Remember, if the players are susceptible to the cold, they need to make a Constitution saving throw at the end of each hour or become exhausted.

You can choose for any creatures the players come across while lost to be emissaries of the Shivering Sorority. If so, Scabscratcher can see, hear, and speak through them using her candlelight spell.

   d8    Result of Getting Lost
1 The party is stalked by a saber-toothed tiger, which attempts to hide and surprise the party with its pounce ability.
2 A lone, grizzled winter wolf taunts the party, throwing its voice into the wind. If the party follows the voice, the wolf attacks.
3 A diseased weasel appears and attempts to infect one of the characters. If the weasel hits a characters with its bite attack, they must succeed on a DC 11 Constitution saving throw or contract sewer plague, as described on page 257 of the Dungeon Master's Guide.
4 Sitting in a small clearing, the players spot an owlbear distractedly cleaning its fur without drawing its notice.
5 A phase spider ambushes the party from the Ethereal Plane, surprising them. If the phase spider drops below half its hit point maximum, it retreats back to the Ethereal Plane. From there, it stalks the party until they have a run in with the Shivering Sorority, at which time it reattempts its ambush.
6 The party crosses path with an abominable yeti jetting down a snowy slope with its feet strapped to a rectangular piece of tree bark. The yeti is moving 120 feet per round and it has no ability to control its movement. On its first turn, it moves into range of the party and uses its chilling gaze ability. On its second turn, it flies down the slope away from the party, ending the encounter.
7 The path Athlin and Scabscratcher had followed was sheltered from the wind, but elsewhere the gales blister skin raw. Until the party gets back on course, the DC for resisting extreme cold is increased to 13.
8 Nothing happens, and the time it takes for the party to get back on course is halved.
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Bountiful Grove

If the party hasn't become lost, they successfully follow Athlin's circuitous trail and arrive at the Shivering Sorority's fruit grove in 1 hour.

The end of the footprint trail melds into a swathe of disturbed snow underneath the open sky. You see a clear grove ringed by leafy plants bearing a veritable rainbow of berries. Column-like icicles hang from the tree branches above, reflecting the ambient light and making the clearing sparkle.

Not a moment passes before you feel tremors underfoot. The serenity of the grove is disturbed by a guttural growl, the sound of ice shattering, and a horrid witch's cackle. An amphibious monster bursts through the snow layer, sending a plume of frost into the air. It lands before you, brandishing its tusks, and taunting you with an old crone's voice.

The monster is a gelidrus that was lurking underneath the snow. It's loyal to the Shivering Sorority, and it is being used as the target of Scabscratcher's candlelight spell. Scabscratcher has instructed the gelidrus to slay every member of the party but one, so that they may leave and warn others never to trespass on the Shivering Sorority's territory. If the gelidrus is reduced to 30 hit points or fewer, it attempts to escape by burrowing through the snow while Scabscratcher berates it for its cowardice.

Bounty of Fruit. The grove contains an ample supply of safe, edible food. A creature that spends 1 hour harvesting berries from the grove gathers the equivalent of 4 rations. After 25 rations of berries have been harvested, the grove is depleted.

Rotting Berries. Handfuls of rotten berries have fallen from some of the plants. If a creature ingests any of the rotten berries, they must make a DC 10 Constitution saving throw or be poisoned for 1 minute.

A creature proficient with brewer's supplies might notice a use for these rotting berries. They can make an Intelligence (Brewer's Supplies) check with a DC of 10. On a success, they know they can turn these berries into an alcoholic beverage in only a few hours since the fermentation process is already underway.

The Final Leg

Once the party is ready to leave the grove and begins to look for the way forward, read the following passage:

On the opposite end of the grove from where you entered, you spot a set of hoofed footprints. Whatever creature they belonged to appeared to walk into the clearing merely to turn around again. The trail continues through craggy rocks and low-hanging branches.

The footprints belong to Scabscratcher. As a koveness, she has no problem walking up jagged ledges and underneath low boughs, so she purposefully chose a difficult route in order to obscure her trail. A creature must make a successful DC 15 Wisdom (Survival) check in order to follow her footprints. On a failure, the party becomes lost (see the "Becoming Lost" sidebar). Athlin's map is of no use beyond the grove, since he never got the chance to map out this part of the wilderness.

Unwelcoming Cabin

If the party hasn't become lost, they travel from the fruit grove to the Shivering Sorority's cabin in 1 hour.

The forest falls away, and you find yourselves walking up a winding path on the side of a hill. To your left you see a frozen pond filled with dead tree stumps covering the ice like tombstones in a necropolis.

And on top of the hill, at the end of the trail of footprints, you spot a most unwelcoming cabin. The cabin was built on a rocky outcrop, jutting out of the pond, and disconnected from the hillside. The only access point is a fallen log that acts as a bridge, connecting to the outcrop.

The Shivering Sorority, through their network of forest critters, is aware of the players' arrival. The kovenesses have glimpsed the party's power and are attempting to ambush the players in the upstairs attic. Scabscratcher is unable to access her candlelight circle from the attic, so from this point onwards she is no longer aware of the players' actions while she can't see them.

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Cabin Locations

Although the Shivering Sorority's cabin was built by Scabscratcher several decades ago, it appears weathered and neglected. Withera Worms has cultivated patches of moss on most available surfaces, and the smoke from Blackeye Furendra's precious pipe has stained the ceilings yellow. Remnants of Scabscratcher's half-baked alchemy experiments are left where they were devised.

The building sits on a cobblestone foundation, with flooring on the first story made from flagstone, and with framing and flooring on the second story made from oak. The walls of the structure are plastered with clay, making it somewhat fire resistant, and the roof is tiled with red clay shingles

All of the doors were built without locks. Most rooms are lit only from light streaming in from undersized windows, making most of the inside dimly lit at best. Since the cabin was constructed for the koven, Medium-sized creatures need to squeeze when moving through the low doorways. The first floor has 6-foot tall ceilings, suitable for most Medium-sized creatures, but the second floor attic is cramped. The sloped roof causes rooms in the second floor to range from 1-foot in height to 4 ½-feet, forcing Medium creatures to squeeze or crawl when moving upstairs. A fireplace in area S2 keeps the entire cabin toasty, sheltering creatures inside from the extreme cold.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

S1. Horrific Stoop

The entryway leading up to the front door is littered with forewarnings, and it's clear you're not welcome here. Not only must you cross a rickety log, but a dozen or so skulls are mounted on top of various swords, pikes, and staves. Suspicious raccoon-sized web cocoons dangle from the bare trees around the cabin.

The log spans a 15-foot gap between the hillside and the outcrop, and it is generally safe to walk across. If a creature moves across the log while Dashing, they must make a DC 10 Dexterity saving throw or fall 20 feet onto the frozen pond below. The ice shatters, but the pond isn't deep enough around the outcrop for anyone to drown.

The weapons jutting out of the ground once belonged to the skulls that are mounted on them. Most are rusted and dulled, but some are usable. There are four longswords, one greatsword, four pikes, one halberd, and three quarterstaffs. There's a 75% chance that any given weapon is unsuitable for use in combat due to decay.

Web Cocoons. The cocoons hanging from the trees are filled with squirrels, raccoons, and birds. If the party ventures further up the hillside, they encounter the giant spider that spun the cocoons.

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S2. Jumbled Kitchen

The entryway opens to a recessed landing which acts as a cloakroom. Three heavy coats hang from rusted hooks, one of them covered in a dusting of snow. Before you is a small staircase that leads to a larger, open landing. The upper landing is primarily being used as a kitchen, with a long table covered in plates and dinnerware, a cauldron large enough for an entire person to fit within, and a roaring fireplace keeping the cabin comfortably warm. The ceilings are covered in smoke stains, and patches of green moss grow up the walls. A windowsill to the west is clogged with clay pots, ivy, ferns, orchids, and a menagerie of weeds. Dust and grime coat every surface. A goat with black wool and four horns is stuffed into a cage against the north wall.

The goat is Rudy, the Sorority's pet that they use for wool. Rudy hasn't been fed or watered in a while and he is getting ornery. If Rudy is let out of his cage, he will attack the nearest creature, even if they're a member of the Shivering Sorority.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

If the players search the room, they find Withera Worms' oaken pipe atop a velvet pillow in the clutter on the table. The pipe is accompanied by a clay pot filled with herbs for smoking. She left it there accidentally while scrambling for a hiding spot.

Irritating Weeds. The overgrowth of plants on the windowsill is Blackeye Furendra's garden. Many of the weeds are noxious, which a character can identify on a successful DC 12 Intelligence (Nature) check. If a creature comes in contact with the leaves of the irritating weeds, they must make a DC 12 Constitution saving throw or become poisoned for 1 minute. They can reattempt the saving throw at the end of each of their turns, ending the effect on themselves on a success.

Development. If the party makes noise from fighting Rudy, the kovenesses don't come to his rescue. They'll cackle and attempt to silently cheer him on from their hiding places in areas S7 and S9, and they each make a Dexterity (Stealth) check against the players' passive Perception. On a failure, the kovenesses alert the party to their whereabouts.

If Withera Worms believes that her pipe has been stolen, either because she smells smoke or she hears the party talking about it, she becomes inconsolable and leaves her hiding spot in area S7 to attack the party. Blackeye Furendra and Scabscratcher will begrudgingly follow to join the fray.

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S3. Ritual Chamber

Flickering light from a ring of wax candles spills from this room set within the building's turret. The candles are connected by runic ink drawings on the floor, which glow a subtle light blue. The floor is free of dust, grime, and moss. A window in the west wall is ajar, letting in a bitter breeze.

A character who examines the candles and makes a successful DC 13 Intelligence (Arcana) check determines that the ring of candles is part of the candelight spell. This is where Scabscratcher was keeping tabs on the party.

S4. Stairwell

This cramped, transitory area is outstandingly disheveled. The floor is nearly invisible under a layer of filth and moss, and a stampede of muddy hoofprints lead up a narrow staircase. The staircase's railing is missing, and its bannisters have been sharpened to a point.

If a creature falls on the sharpened bannisters, they take 1d6 piercing damage. The bannisters can also be used as makeshift spears.

This area also contains the second floor hallway. Once the players reach the top of the stairs, read the following passage:

Atop the staircase, fine gray particulate specks hang in the air, and your breathing is stifled. A low-ceilinged hallway runs the length of the cabin. Four doors branch from the hallway, and the smoke is spewing out from underneath the first door to your left, on the east wall.

The smoke is coming from an unattended alchemy experiment Scabscratcher has been working on with Withera Worms in area S8. The smoke is harmless, though it has an unpleasant stench.

Development. If the koven sisters believe their positions have been given away, they confront the party in the hallway as they come up the stairs. If Annie hasn't been revealed in area S5, Scabscratcher attempts to travel downstairs to open the door to the pantry and goad Annie into attacking the party. Otherwise, they make Dexterity (Stealth) checks against the players' passive Perception scores to hide. If they all succeed, they surprise the players when they open either door at the end of the hallway. In any event, the Shivering Sorority will fight to the death in order to expel the intruders.

If the door to area S8 is opened, the upstairs hallway fills with smoke, which acts like a fog cloud spell.

S5. Pantry and Brig

Behind the splintery door are stacks of shelves lined with sealed jars and unfurled burlap sacks. The jars are filled with colorful foodstuffs and alchemical ingredients, and a catlike eyeball turns to face you from one of the vessels. In the center of the room is the result of an alchemical experiment gone wrong. Gurgling in its own fluids, a vaguely humanoid, tentacled mass of flesh lashes out towards the open door.

The mass of flesh is a botched addition to the family. Instead of creating another sister, Scabscratcher had created an unconventional flesh golem, which the koven family refers to as Annie. Annie is friendly to all kovenesses, even if they aren't her sisters, and she enjoys fetching jars for her family. Annie has the following modifications from a normal flesh golem:

  • She has a base walking speed of 10 ft.
  • She has a Constitution modifier of +0 and her hit point maximum is 60.
  • Her slam attack has a reach of 10 ft.

Development. Annie reaches out to attack the party, though she won't attack kovenesses. Similarly with Rudy, the kovenesses upstairs won't come to Annie's aid, though they'll attempt to silently cheer her on if they sense she's defending the cabin. They each must make a Dexterity (Stealth) check against the players' passive Perception. On a failure, the kovenesses alert the party to their whereabouts in areas S7 and S9.

Treasure. The pantry contains enough food to make up 4 rations, as well as 50 gp worth of alchemical ingredients. These ingredients consist of charcoal, incense, and herbs, which makes them suitable as material components for the find familiar spell. If you have Xanathar's Guide to Everything, the eyeball functions as an ersatz eye.

S6. Scabscratcher's Room

A distinctly fecal odor permeates the air in this room, which contains a muddy sleeping mat, a pile of untanned animal hides, and piles of debris.

This room is where Scabscratcher lays her head down to rest. The door can be locked from the inside, which Scabscratcher uses to lock her sisters out when she's plotting. The lock can be picked with a successful DC 10 Dexterity (Thieves' Tools) check.

Ledger. If the room is searched, the party finds a ledger containing a list of all of the creatures charmerd by Scabscratcher's brew. The ledger is magical and updates automatically when new creatures are charmed and existing creatures perish.

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S7. Blackeye Furendra's Room

This room is akin to the cluttered jungle of plants on the sill downstairs, but it's as if the collection had been cultivated to cover the entire room. A thick layer of dirt and fertilizer constitutes the floor, and dozens of pots contain recognizable varieties of ferns, bushes, and weeds. Two stunted trees grow up and into the ceiling against the eastern wall, between which a filthy hammock hangs.

The clutter in Blackeye Furendra's room causes the entire space to be difficult terrain. When the party entered the cabin, this is where Blackeye Furendra came to hide. If she hasn't been drawn out already, Blackeye Furendra is attempting to obscure herself in the plants when the party enters. If she's discovered, she attacks the party along with her sisters.

Tangling Hammock. The hammock is a mess of ropes, burlap, and vines. If a creature is forcefully moved into the hammock's space, it becomes restrained as if it were hit by a net.

S8. Withera Worms' Room

Choked by thick smoke, the details of this room are obscured. The sound of boiling liquid babbles from the center of the room.

Withera Worms' room is cluttered with the potted plants Blackeye Furendra can't fit in her room, which the party discovers if they feel along the walls. A simple straw bed sits against the north wall. Creatures that enter swiftly in the room bump their head on the sloped ceiling. In the center of the room is a cauldron Worms and Scabscratcher use to make the charming brews they feed to the local beasts. A creature that consumes the brew must succeed on a DC 13 Wisdom saving throw or become charmed by Scabscratcher for 1 hour. Each time the charmed creature takes damage, it makes a new Wisdom saving throw, ending the charmed condition on a success. If a creature drinks the brew and fails the Wisdom saving throw once each day for 7 consecutive days, the effect becomes permanent.

S9. Washroom

This room appears to be the only spot in the cabin where any attention has been spent keeping the area clean. Despite there being a cramped bath and chamber pot under the sloped roof on the east wall, the room smells faintly of lilac.

The washroom doesn't provide much cover to hide. If the sisters in this room haven't been drawn out already, Withera Worms is laying prone in the bath and Scabscratcher is tucked behind the door in an attempt to hide. If either sister is discovered, they attack the party along with Blackeye Furendra.

Conclusion

If the party defeats the Shivering Sorority, their grip over the Springs of Curing is lifted. Once again, the Springs and the vicinity around them are safe for travelers to pass through and enjoy. The characters are welcome to set up base in the Sorority's cabin, which has the perk of being a comfortable distance to the Springs. Additionally, a random creature charmed by Scabscratcher becomes friendly with the party and is willing to travel with them on their adventures. When suitable, roll on the Scabscratcher's Former Minions table to determine the creature.

Scabscratcher's Former Minions
d10 Creature
1 snow monkey
2 owl
3 weasel
4 deer
5 jackal
6 twig blight
7 giant bat
8 wolf
9 elk
10 brown bear
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Bestiary

This section contains a sampling of dastardly abominations for a DM to torment their players with. The monsters are presented below in alphabetical order, and they are arranged by CR in the Bestiary by CR table.

The chameleon, dire mantis, and snow monkey are found together under the Tiny Beasts heading. These three beasts are eligible familiars for the find familiar spell.

Bestiary by CR
CR Monster Type
0 Chameleon Beast
0 Dire Mantis Beast
0 Snow Monkey Beast
1 Arryxzl Nymph Aberration
1 Koveness Humanoid
2 Koveness Vatwitch Humanoid
2 Rangor Undead
4 Vile Rangor Undead
5 Gelidrus Monstrosity
8 Arryxzl Aberration
8 Plague Bringer Monstrosity
9 Universe Fluke Plant
10 Svindelhaag Fey
12 Pious Curator Celestial
14 Cupric Channeler Construct

Arryxzl

Sometimes referred to as gasbags due to their lighter-than-air sacs that keep them aloft, arryxzls are creatures from distant planes that have the demeanor of malevolent balloons. Arryxzls float along lazily as they comb the countryside for morsels to consume. Hunger drives arryxzls into villages where they can grab unsuspecting prey. Their preferred food is livestock, which don't put up as much of a fight as an angry human with a pitchfork, but a starving gasbag isn't picky. If an arryxzl doesn't have a substantial meal at least once a week, they're unable to ferment their food to produce the gas for their sacs, leaving them grounded and vulnerable.

Packs of arryxzls hunt together, relaying orders telepathically. When a prey item is spotted, the arryxl grasps it with its tentacles, which are barbed and sticky. The arryxzl then soars into the sky by inflating its gas sacs. From there, the arryxzl only has to let go.

Magical Gas. Gas from arryxzl sacs can be used to create flotation devices. Magical in nature, this gas is able to lift with 10 pounds of force per gallon. Up to 100 gallons of the gas can be harvested from a fully grown arryxzl if the corpse doesn't float away and the sacs are kept intact.

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Arryxzl

Large aberration, chaotic evil


  • Armor Class 15 (natural armor)
  • Hit Points 114 (12d10 + 48)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
19 (+4) 12 (+1) 18 (+4) 8 (–1) 13 (+1) 14 (+2)

  • Damage Resistances poison
  • Condition Immunities prone
  • Senses darkvision 60 ft., passive Perception 11
  • Languages Deep Speech, telepathy 120 ft.
  • Challenge 8 (3,900 XP)

Gas Bladder. The arryxzl hovers 5 ft. above the ground. If it is falling, the arryxzl descends at a rate of 10 ft. per round.

Little Puff. If the arryxzl is grappling a creature, it can use a bonus action to fly 10 feet into the air.

Actions

Multiattack. The arryxzl makes two tentacle attacks, then it uses either its puff or huge puff.

Puff. The arryxzl flies 40 feet into the air.

Tentacle. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) slashing damage, and if the target is Medium or smaller, it is grappled (escape DC 15). The arryxzl has eight tentacles, each of which can grapple one target.

Huge Puff (Recharge 6). The arryxzl flies 100 feet into the air.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 


Arryxzl Nymph

Medium aberration, chaotic evil


  • Armor Class 13 (natural armor)
  • Hit Points 33 (5d8 + 10)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
13 (+1) 12 (+1) 14 (+2) 6 (–2) 10 (+0) 10 (+0)

  • Damage Resistances poison
  • Condition Immunities prone
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Deep Speech, telepathy 120 ft.
  • Challenge 1 (200 XP)

Gas Bladder. The arryxzl hovers 5 ft. above the ground. If it is falling, the arryxzl descends at a rate of 10 ft. per round.

Actions

Multiattack. The arryxzl makes two tentacle attacks.

Puff. The arryxzl flies 30 feet into the air.

Tentacle. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage, and if the target is Small or smaller, it is grappled (escape DC 11). The arryxzl has eight tentacles, each of which can grapple one target.

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Cupric Channeler

Like lightning captured in a bottle, cupric channelers are rare, extreme, and utterly unstable. These mighty constructs are only brought into the world by a team of artificers with at least 25,000 gold pieces at their disposal and a forge that can harvest the power of thunderstorms. The resulting channeler is a brutal killer, buzzing with electrified copper veins.

Regiments of cupric channelers are often accompanied by mages with lightning spells. Though damaging to the channeler, these wizards can target it with a small amount of lightning to overcharge its chassis. Doing so causes the channeler to erupt with a superpowered lightning strike.

Evermoving. Cupric channelers are constantly generating heaps of energy. This requires the channeler to be in constant motion, less the build up of power force it to rumble apart—or worse, explosively self-destruct. Surviving channelers that aren't destroyed in the throes of battle are deactivated before they can do so. Reactivating a cupric channeler can take the better part of a day, with multiple lightning mages constantly charging it's copper veins with the shocking grasp spell.

 

 

 

 

 

 

 

 

 

 

 

 

 

 



Cupric Channeler

Medium construct, lawful evil


  • Armor Class 17 (natural armor)
  • Hit Points 257 (27d8 + 135)
  • Speed 60 ft.

STR DEX CON INT WIS CHA
18 (+4) 22 (+6) 20 (+5) 10 (+0) 10 (+0) 8 (–1)

  • Saving Throws Dex +10
  • Damage Resistances lightning
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses passive Perception 10
  • Languages Common
  • Challenge 14 (11,500 XP)

Construct Nature. The channeler doesn't require air, food, or sleep.

Evasion. If the channeler is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Overcharge. When the channeler takes lightning damage, it can use a reaction to make one lightning strike attack that deals an extra 9 (2d8) damage on a hit.

Ride the Lightning. The channeler can take the Dash action as a bonus action on each of its turns.

Actions

Multiattack. The channeler makes two lightning strike attacks.

Lightning Strike. Ranged Weapon Attack: +10 to hit, 60/120 ft., one target. Hit: 24 (4d8 + 6) lightning damage, and the target can't take reactions until the start of their next turn.

Legendary Actions

The channeler can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The channeler regains spent legendary actions at the start of its turn.

  • Lightning Strike. The channeler makes one lightning strike attack.
  • Sprint. The channeler moves up to its speed without provoking opportunity attacks.
  • Unshackle. The channeler ends all effects causing it to be grappled or restrained.
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Gelidrus

Large monstrosity, neutral evil


  • Armor Class 15 (natural armor)
  • Hit Points 93 (11d10 + 33)
  • Speed 25 ft., burrow 25 ft., swim 50 ft.

STR DEX CON INT WIS CHA
16 (+3) 8 (–1) 16 (+3) 5 (–3) 10 (+0) 5 (–3)

  • Damage Resistances cold, fire
  • Senses tremorsense 30 ft., passive Perception 10
  • Languages
  • Challenge 5 (1,800 XP)

Equilibrate. When the gelidrus takes fire damage, it recharges its cold breath on a roll of 4, 5, or 6 on its next turn.

Actions

Multiattack. The gelidrus makes one attack with its tail spikes and one attack with its tusks.

Tail Spikes. Melee Weapon Attack. +6 to hit, reach 10 ft., one target. Hit: 11 (3d4 + 3) piercing damage.

Tusks. Melee Weapon Attack. +6 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 3) piercing damage.

Cold Breath (Recharge 6). The gelidrus exhales an icy blast of hail in a 20-foot cone. Each creature in that area must make a DC 15 Constitution saving throw or take 18 (4d8) cold damage and have their speed reduced by 10 feet until the end of their next turn. A creature that succeeds on their saving throw takes half as much damage without any additional effects.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Gelidrus

The gelidrus is an ambush predator that resembles a walrus. While walruses use their tusks to dig up clams and climb onto ice floes, gelidruses use their tusks and forelimbs to burrow through snowpack. When a geldirus senses a prey item overhead, it bursts through the snow to surprise its quarry with a flurry of slashes.

Though they are simple minded and inarticulate, geldiruses possess basic sapience. Geldiruses are just aware enough to enjoy toying and maiming their food while it's still alive.

Freezing Transmutation. The tissues of the gelidrus are threaded by a cobweb-like, magical organ that captures ambient heat energy. This organ sustains the bulky creature while it's underneath the snow, preventing it from freezing to death. As a byproduct of sapping heat from the environment, the gelidrus produces highly pressurized frigid air in its lungs, which it can expel in a similar manner to a dragon's breath attack. A savvy alchemist that manages to extract it can use the gelidrus' heat organ to make a potion of resistance (cold) or a potion of resistance (fire).

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Koven

The koven are a nefarious people, born from raw elements and bullheaded in their quest for influence. They resemble short hags with caprine features and a long mane of hair. Any given koveness is likely to be a servant to a warlock patron.

Vatwitches. Koven vatwitches are responsible for creating more of their kind. These kovenesses are often accompanied by a sizable cauldron, which acts as her womb. When the cauldron is filled with foul ingredients and boiled with despicable broth, a new koveness is born, which the vatwitch treats as her daughter.


Koveness

Small humanoid (koven), chaotic evil


  • Armor Class 13 (leather armor)
  • Hit Points 18 (4d6 + 4)
  • Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
9⁠ (–1) 15 (+2) 12 (+1) 13 (+1) 14 (+2) 16 (+3)

  • Senses darkvision 60 ft., passive Perception 12
  • Languages Common, Undercommon
  • Challenge 1 (200 XP)

Caprine Eyes. When the koveness rolls for initiative and isn't surprised, she rolls a d6 and adds the number rolled to the total.

Cloven Feet. The koveness has advantage on Strength (Athletics) checks made to climb slippery vertical surfaces or ones with few handholds.

Hex (1/Day). The koveness casts hex as a bonus action.

Actions

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

Eldritch Blast. Ranged Spell Attack: +5 to hit, range 120 ft., one target. Hit: 8 (1d10 + 3) force damage.


Koven Vatwitch

Small humanoid (koven), chaotic evil


  • Armor Class 12 (15 with mage armor)
  • Hit Points 39 (7d6 + 14)
  • Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
13⁠ (+1) 15 (+2) 14 (+2) 17 (+3) 14 (+2) 17 (+3)

  • Skills Arcana +5
  • Senses darkvision 60 ft., passive Perception 12
  • Languages Common, Undercommon
  • Challenge 2 (450 XP)

Caprine Eyes. When the vatwitch rolls for initiative and isn't surprised, she rolls a d6 and adds the number rolled to the total.

Cloven Feet. The vatwitch has advantage on Strength (Athletics) checks made to climb slippery vertical surfaces or ones with few handholds.

Spellcasting. The vatwitch is a 5th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). She regains her expended spell slots when she finishes a short or long rest. She knows the following warlock spells:

Cantrips (at will): mage hand, poison spray

1st–3rd level (2 3rd-level slots): candlelight,    hex, mage armor, vampiric touch, witch bolt,    witches' cauldron

Actions

Multiattack. The vatwitch makes two repelling blast attacks.

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

Repelling Blast. Ranged Spell Attack: +5 to hit, range 120 ft., one target. Hit: 8 (1d10 + 3) force damage, and the vatwitch can push the target up to 10 feet away from her in a straight line.

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Pious Curator

Necromancers, beholders, liches, and other creatures that command swathes of the living dead know that even their unholy servants suffer from time's decay. Though flesh sloughs, bones chip, and claws grind dull, traditional healing magic has no effect on the undead. In order to keep their armies in working condition, lords of the dead employ pious curators. These beings of divine origin are able to heal the wounds of undead creatures. When not in the throes of battle, pious curators meticulously and obsessively groom the creatures of their cohort.

Reward for the Zealous. A god of undeath may bestow a pious curator to a creature that unwaveringly pledges to their name. The resulting feedback loop—caused by the pious curator's ability to summon undead itself—disproportionately projects the god's power over the mortal realm.

 

 

 

 

 



Pious Curator

Medium celestial, lawful evil


  • Armor Class 17 (natural armor)
  • Hit Points 145 (17d8 + 68)
  • Speed 30 ft., fly 30 ft. (hover)

STR DEX CON INT WIS CHA
17 (+3) 14 (+2) 18 (+4) 15 (+2) 20 (+5) 18 (+4)

  • Saving Throws Con +8, Wis +9
  • Skills Insight +9, Perception +9
  • Damage Resistances radiant; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities necrotic
  • Condition Immunities charmed, exhaustion, frightened
  • Senses truesight 120 ft., passive Perception 19
  • Languages all, telepathy 120 ft.
  • Challenge 12 (8,400 XP)

Spellcasting. The pious curator is an 11th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 19, +9 to hit with spell attacks). The pious curator has the following cleric spells prepared:

Cantrips (at will): guidance, light, mending, toll the    dead

1st level (4 slots): bless, protection from evil and    good, sanctuary

2nd level (3 slots): blindness/deafness, hold    person, warding bond

3rd level (3 slots): animate dead, life transference,    speak with dead

4th level (3 slots): death ward, divination, locate    creature

5th level (2 slots): dispel evil and good, legend    lore

6th level (1 slot): create undead, true seeing

Turn Protection. Each undead creature under the effect of a spell the pious curator is concentrating on adds the pious curator's Wisdom modifier to saving throws made against effects that turn undead.

Actions

Multiattack. The pious curator makes two melee attacks. It can replace one of its melee attacks with its breath of death.

Bone Staff. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 21 (4d8 + 3) bludgeoning damage and 5 (1d8) necrotic damage.

Breath of Death (3/Day). The pious curator ejects rancorous gas in a 15-foot cone. Each non-undead creature in that area must make a DC 19 Constitution saving throw or take 32 (9d6) necrotic damage on a failed save. Undead creatures in that area regain a number of hit points equal to the damage roll.

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Plague Bringer

Small monstrosity, neutral evil


  • Armor Class 13
  • Hit Points 107 (14d6 + 56)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
8 (–1) 16 (+3) 19 (+4) 3 (–4) 14 (+2) 10 (+0)

  • Saving Throws Con +7
  • Condition Immunities blinded
  • Senses blindsight 60 ft. (blind beyond this radius), passive Perception 12
  • Languages
  • Challenge 8 (3,900 XP)

Diseased. The plague bringer carries one disease that can be transmitted by its bite. It is immune to the effects of the disease it carries and it is unable to be cured of its disease. See the Dungeon Master's Guide for information on diseases.

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

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

Actions

Multiattack. The plague bringer makes two bite attacks.

Bite. Melee Weapon Attack. +6 to hit, reach 5 ft., one target. Hit: 16 (5d4 + 3) piercing damage. If the target is a creature, it must succeed on a saving throw against the disease the plague bringer carries. If the DC for contracting the disease is normally less than 17, it becomes 17 for this attack.

Plague Bringer

In inky subterranean darkness, plague bringers make their nests from the corpses of humanoids slain by their gnashing teeth. They're independent beings, making it so taming one is nigh-impossible. However, when an evil being wields divine power, they may summon swarms of plague bringers to usher in a rein of terror.

New Diseases

This section describes several new diseases that can be carried by plague bringers or by other grotesque filthdwellers.

Auric Fever

It's said auric fever was created by an alchemist to punish a greedy king. Since, it's been employed by dragons, beholders, and other tyrannical monsters to keep looters away from their hoards. Underlings of such creatures are sometimes forced to contract auric fever so they can spread the disease to unwitting adventurers.

When a creature is bitten or scratched by another creature that carries the disease, it must succeed on a DC 11 Constitution saving throw or become infected.

Symptoms of auric fever manifest 1d4 hours after infection and include bouts of paranoia and feelings of intense shame.

After symptoms manifest, the creature becomes overwhelmingly allergic to gold. At the end of each minute the creature spends within 30 feet of any amount of gold, it takes poison damage. The amount of damage depends on the amount of gold, as shown in the Damage by Gold table. The creature senses its upcoming demise with each passing minute, as thoughts of piercing shame crescendo in time with the creature taking damage. If the creature moves to a safe distance before the minute is over, it takes no damage.

Damage by Gold
Equivalent Amount of Gold Poison Damage
Handful of coins or less 1d10
One or two ingots 2d10
Sack of coins 3d10
Treasure chest 4d10
Hoard or more 5d10

At the end of each long rest, an infected creature must make a DC 11 Constitution saving throw. On a successful save, the creature recovers from the disease. The creature automatically succeeds on the saving throw if it spent the last 24 hours without going within 30 feet of any gold.

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Drappy

Drappy is a violent disease with a reputation for being incurable. When livestock or a house pet is discovered to have drappy, it's common practice to bury the animal alive to prevent it from spreading to its owners. Drappy gets its name from the slick yellow drops of mucus that form in the infected's mouth.

When a creature is bitten by another creature that carries the disease, or when it takes a long rest while within 20 feet of an infected creature, it must succeed on a DC 12 Constitution saving throw or become infected.

A creature is poisoned while infected with drappy. Other symptoms of drappy manifest after 1d3 days, which include the aforementioned mucus droplets appearing in the mouth, stiff breath, and yellow rings of discolored skin developing on the face. After these symptoms appear, the creature's hit point maximum decreases by 1d4 each day until it is cured of drappy. If this causes the creature's hit point maximum to drop to 0, the creature dies. If the creature is cured of drappy, it's hit point maximum recovers 1d4 points lost to drappy each day.

At the end of each long rest, an infected creature must make a DC 12 Constitution saving throw. Once the creature succeeds on three of these saving throws, the creature recovers from the disease.

Drappy is resistant to the lesser restoration spell and the paladin's lay on hands ability. A creature is cured of drappy by lesser restoration or lay on hands only if it is targeted by either of these effects three times while it is infected. Once the creature is targeted a third time, it recovers from the disease.

Trembling Blight

Trembling blight is a common, yet deadly, disease. It's responsible for untold deaths to those without sanitary drinking water or clean places to eat. Wherever refuse and sewage can be found, trembling blight is likely to be nearby.

When a creature is bitten by another creature that carries the disease, or when it comes into contact with filth, offal, or water contaminated by the disease, it must succeed on a DC 10 Constitution saving throw or become infected.

It takes 1d4 days for trembling blight's symptoms to manifest in an infected creature. Trembling blight causes the arms and hands of a creature to shake violently, giving them disadvantage on weapon attack rolls and ability checks that require the use of the hands, and making it impossible to provide somatic components for spells.

At the end of each long rest, an infected creature must make a DC 10 Constitution saving throw. On a failed save, the creature gains one level of exhaustion and the DC for future saving throws against this infection increases by 1. On a successful save, the creature's exhaustion level decreases by one level. If a successful saving throw reduces the infected creature's level of exhaustion below 1, the creature recovers from the disease.

Rangor

When hunters and druids fail to appease the souls of slain beasts, their essence amalgamates into a sickening form called a rangor. Rangors appear as hunched, monstrous, raccoon-like zombies.

Multiplicative Dilemma. Rangors have only two goals: breed and spread. In hordes, they move at breakneck speed across the countryside to find new territory in which they can multiply. Once established in a region, removing a rangor infestation is a monumental task. Doing so requires each and every rangor to be annihilated, lest it flee, slaughter wildlife, and spawn more of its ilk. Rangors must massacre living animals to reproduce, which means the presence of rangors has a knock-on effect of depriving the land of game and livestock.

Remains of Beastfolk. Akin to wights for more humanoid beings, rangors can cling to life from the remains of beastfolk. Tabaxis, in particular, are prone to creating rangors when they die unceremoniously and with cause for revenge.

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Rangor

Small undead, chaotic evil


  • Armor Class 13
  • Hit Points 44 (8d6 + 16)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 14 (+2) 3 (–4) 6 (–2) 5 (–3)

  • Skills Stealth +5
  • Condition Immunities exhaustion
  • Senses darkvision 60 ft., passive Perception 8
  • Languages understands Common but can't speak
  • Challenge 2 (450 XP)

Rush. The rangor can take the Dash action as a bonus action on each of its turns. When the rangor takes the Dash action, opportunity attacks against it are made with disadvantage until the end of the turn.

Unusual Nature. The rangor doesn't require air, food, drink, or sleep.

Actions

Multiattack. The rangor uses its speed burst if it can, then it makes one attack with its bite and one attack with its claws.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 3) piercing damage.

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

Speed Burst (Recharge 5–6). The rangor doubles its speed and it has advantage on attack rolls until the end of the turn.


Vile Rangor

Small undead, chaotic evil


  • Armor Class 13
  • Hit Points 85 (13d6 + 39)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 17 (+3) 3 (–4) 6 (–2) 5 (–3)

  • Skills Stealth +5
  • Condition Immunities exhaustion
  • Senses darkvision 60 ft., passive Perception 8
  • Languages understands Common but can't speak
  • Challenge 4 (1,100 XP)

Pustules. When the rangor is hit with a melee weapon attack, each creature within 5 ft. of it must make a DC 13 Dexterity saving throw or take 5 (1d8) acid damage on a failure, or half as much damage on a success.

Rush. The rangor can take the Dash action as a bonus action on each of its turns. When the rangor takes the Dash action, opportunity attacks against it are made with disadvantage until the end of the turn.

Unusual Nature. The rangor doesn't require air, food, drink, or sleep.

Actions

Multiattack. The rangor uses its speed burst if it can, then it uses its chest burst attack.

Chest Burst. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) piercing damage and 5 (1d8) acid damage. The target must succeed on a DC 13 Constitution saving throw or be poisoned until the end of their next turn. A creature poisoned in this way can't take actions or reactions as they retch from disgust.

Speed Burst (Recharge 5–6). The rangor doubles its speed and it has advantage on attack rolls until the end of the turn. If this ability recharged on a roll of 6 this turn, the rangor can make one additional attack using its chest burst as part of its multiattack.

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Svindelhaag

Merely being lackadaisical with your words can spell your doom if a svindelhaag is afoot. Often disguising themselves as neighborly women, svindelhaags use their word-binding powers to trick indiscreet adventurers into doing their bidding. Agreeing to any of their requests is akin to signing a pact with a devil.

As tricksy fey beings, the exact goal of many svindelhaags is inscrutable, but in general, svindelhaags savor the opportunity to sew chaos and send their subjects on impossible missions with their geas spell. For example, a svindelhaag may ask "Would you go to the moon and back for me?," "Would you move mountains for him?," or "Can I get a load of that?!". A creature that doesn't complete the mission takes the damage from geas at the end of each day.

Inane Requests. If the svindelhaag asks a creature for part of their being, like in "May I have your name?," "May I have your attention?," or "May I have a hand?," you may alter the geas spell to suit. For example, a creature that responds to "May I have your name?" may forget their name entirely until the geas spell ends.

Brutal Form. The svindelhaag's true form is a force to be reckoned with. With 4-inch long claws and lightning fast reflexes, a svindelhaag is more than able to defend themselves if their treacherous plans go awry.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 



Svindelhaag

Medium fey, lawful evil


  • Armor Class 16 (natural armor)
  • Hit Points 88 (16d8 + 16)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
15 (+2) 16 (+3) 12 (+1) 18 (+4) 17 (+3) 21 (+5)

  • Saving Throws Wis +7, Cha +9
  • Skills Deception +9, Perception +7
  • Damage Resistances acid; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
  • Condition Immunities charmed
  • Senses darkvision 60 ft., passive Perception 17
  • Languages Common, Elvish, Sylvan
  • Challenge 10 (5,900)

Innate Spellcasting. The svindelhaag's innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components:

At will: disguise self, friends

3/day each: calm emotions, charm person,    command, misty step, suggestion

Untrickable. The svindelhaag has advantage on ability checks and saving throws against spells from the enchantment and illusion schools of magic.

Actions

Multiattack. The svindelhaag makes two claw attacks.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) slashing damage plus 18 (4d8) psychic damage.

Frenzy (Recharge 5–6). The svindelhaag makes one claw attack against each creature of its choice within its reach, then it takes the Disengage action.

Reactions

Binding Pact (Recharges after a Short or Long Rest). When a creature the svindelhaag can hear says "yes" or some other affirmation to a suggestion from the svindelhaag, the svindelhaag casts geas on it, requiring no components. The suggestion becomes the command for the geas spell.

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Tiny Beasts

Though these quaint beasts aren't innately mischievous or evil, they all make suitable familiars for the find familiar spell. Any witch, warlock, or wizard seeking an unusual companion can choose from among these creatures.


Chameleon

Tiny beast, unaligned


  • Armor Class 10 (natural armor)
  • Hit Points 2 (1d4)
  • Speed 10 ft., climb 10 ft.

STR DEX CON INT WIS CHA
2 (–4) 8 (–1) 10 (+0) 1 (–5) 14 (+2) 4 (–4)

  • Senses passive Perception 12
  • Languages
  • Challenge 0 (10 XP)

Sticky Tongue. The chameleon can grapple using its tongue. When the chameleon grapples a creature on its turn, it can use a bonus action to make on bite attack against that creature.

Actions

Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage.

Variant: Chameleon Traits

Chameleons are natural reservoirs for odd magic, concentrating it like a magnet attracting metal. Non-familiar chameleons can have any or all of the following traits without affecting its CR.

Faerie Wings. The chameleon has a flying speed of 20 feet and its creature type is fey.

Mimetic Skin. The chameleon can cast greater invisibility on itself at will, using Wisdom as its spellcasting ability modifier.

Prismatic Duplicates (1/Day). As an action, the chameleon summons 6 chameleons (which lack this trait) in the nearest unoccupied spaces around it. Each chameleon, including the original, becomes a different color of the rainbow. The summoned chameleons disappear after 10 minutes.


Dire Mantis

Tiny beast, unaligned


  • Armor Class 11
  • Hit Points 1 (1d4 – 2)
  • Speed 20 ft., climb 20 ft., fly 20 ft.

STR DEX CON INT WIS CHA
1 (–5) 13 (+1) 6 (–2) 1 (–5) 14 (+2) 3 (–4)

  • Skills Perception +4, Stealth +3
  • Senses passive Perception 14
  • Languages
  • Challenge 0 (10 XP)

All-Around Vision. The mantis can't be surprised.

Actions

Strike. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1 slashing damage.


Snow Monkey

Tiny beast, unaligned


  • Armor Class 11
  • Hit Points 2 (1d4)
  • Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
6 (–2) 13 (+1) 10 (+0) 4 (–3) 10 (+0) 7 (–2)

  • Skills Acrobatics +3
  • Senses passive Perception 10
  • Languages
  • Challenge 0 (10 XP)

Actions

Fist. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.

Fling Poo (Recharge 6). Ranged Weapon Attack: +3 to hit, range 20/40 ft., one target. Hit: 1 bludgeoning damage.

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Universe Fluke

Natives of farflung planes of existence, juvenile universe flukes occasionally hitch a ride on travelers returning to the Material Plane. Though they are a kind of fungus, they are able to traverse terrain with their engorged, muscular hyphae. Brain matter and spinal fluid compose the diet of universe flukes. The psionic matter in their food culminates in unmatched brainpower.

Simulon. Universe flukes aren't interested in academics. Instead, a fluke's brainpower is dedicated to running a simulon, or a simulated magical universe, set entirely within its mind. Flukes can draw consciousnesses at random to infect the mind of their prey while they're feeding. When a creature fails its saving throw against a fluke's neural bite attack, you can roll on the Simulon Creature table to randomly determine what kind of creature possesses the host.

An Inside Perspective. Universe flukes' simulons are immaculately detailed, and they often perfectly reflect the physical and magical nature of the real universe. Scholars sometimes voluntarily infect themselves with a universe fluke, hoping they will be possessed by a creature of higher power from which they can gleam academical insights.

Simulon Creature
3d4 Creature
3 a weasel
4 a goat
5 a warhorse
6 a goblin
7 a commoner of any race
8 an ogre
9 a manticore
10 a medusa
11 a deva
12 an ancient dragon

Universe Fluke

Tiny plant, neutral evil


  • Armor Class 16 (natural armor)
  • Hit Points 124 (19d4 + 76)
  • Speed 20 ft., climb 20 ft.

STR DEX CON INT WIS CHA
19 (+4) 7 (–2) 18 (+4) 30 (+10) 26 (+8) 3 (–4)

  • Saving Throws Int +14
  • Skills Arcana +14, Athletics +8
  • Damage Vulnerabilities bludgeoning, piercing, and slashing from attacks made with silvered weapons
  • Damage Resistances psychic
  • Condition Immunities blinded, charmed, frightened, paralyzed, stunned
  • Senses truesight 120 ft. (blind beyond this radius), passive Perception 18
  • Languages Understands all languages but can't speak
  • Challenge 9 (5,000 XP)

Magic Resistance. The universe fluke has advantage on saving throws against spells or other magical effects.

Actions

Detonate. The universe fluke drops to 0 hit points and dies, causing an explosion in a 20-foot radius. Each creature in that area must make a DC 18 Dexterity saving throw, taking 59 (13d8) bludgeoning damage on a failed save, or half as much on a successful one.

Dig In. The universe fluke gains advantage on Strength (Athletics) checks made to maintain a grapple until the start of its next turn.

Neural Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 32 (5d10 + 4) piercing damage, and if the creature has a brain, it must succeed on a DC 16 Intelligence saving throw or become grappled and possessed by the universe fluke. The host's mind, memories, and alignment are swapped with a random intelligent being from the universe fluke's simulon for the duration of the possession. The being has full control over the host and has access to all of the host's abilities, including special senses, proficiencies, and class abilities, and its primary objective is to ensure the universe fluke is never removed from the host's body. The possession ends only if the universe fluke ends its grapple or if the universe fluke dies.

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Credits

  • Created by Ogskive
  • Made using GMBinder
Art Credit
  • Cover by Barbara E. M. Henriques
  • Watercolor splashes by flamableconcrete
  • Koveness by nyamesis
  • Swamp by G-hamm
  • Forest by Harnois75
  • Halfling from pngjoy
  • Magic stones by inSOLense
  • Candlelight by James Ryman
  • Cauldron by Jason Engle
  • Snow monkeys by Gravewalker
  • Snowy forest by ReFiend
  • Strawberries by Meah Tweh
  • Shivering Sorority's cabin by vityar83
  • Map of cabin made using Dungeon Scrawl
  • Compass rose by Deven Rue
  • Potted plant from Adobe Stock
  • Fern from little unicorn
  • Arryxzl by ALRadeck
  • Arryxzl background by MichaelAdamidisArt
  • Balloons by marybethleonard
  • Clouds by TheStockWarehouse
  • Sky by Sangrde
  • Cupric channeler by SARASTI
  • Gelidrus by DevinQuigleyArt
  • Gelidrus background by Zawij
  • Pious curator by Nagy Norbert
  • Skeleton legion by John Blance
  • Plague bringer by Gabe Mc-Alpine
  • Rangor by Barbara E.M. Henriques
  • Svindelhaag by Uriah Voth
  • Chameleon by Terrireynolds
  • Beast background by waqasmallick
  • Universe fluke by Justen Moore
  • Universe fluke background by SaxonSurokov

Special Thanks

  • To Barbara and nyamesis (u/NadjaRose and u/lazenithe, respectively, on Reddit) for the gorgeous, original artwork of the koven! Check out Barbara's ArtStation at artstation.com/barbaraebendinger
  • To the Peterson Squad for playtesting my inventions
  • To everyone who gave feedback on r/UnearthedArcana, The Discord of Many Things, and elsewhere!
Want More?
  • Check out Tiny Races Underfoot if you want to see more of my homebrew content!
  • Tiny Races Underfoot: https://www.gmbinder.com/share/-MQxxsVHUBq1c7d2LjHq

Grim Sister's Spite is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

 

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