The Dark Forest

The Dark Forest Contains many creatures

The Dark Forest

The Dark Forest Base Map

Black Mold

The Eastern edge of the Dark Forest has a large stone mound where a cave leads to the Dark Flame. This creature has a Stone of Ahn.

The mound is spawning a dark mold. This mold is parasitic and invasive. It's the cause of the blighted creatures. So it seems.

Beneath the large rocky area here, the Dark Flame lies. Celeste is tending to this creature. The Stone allows for the manifestation of the Dark Flame's desire.

Dark Flame's Abode

Creatures that players Encounter

Walking through the Dark Forest, you may Encounter:

Jackalwere

Beast of Ill Omen

Triggered by stepping on

AGI Saving throw to not be trapped (partial save to only have legs trapped - Restrained / Grappled)

Death Widow

Shiekers must be seen and avoided, or they are stepped on and call for the Blights

Spore Fungus: If stepped on, even if stealthed, the gas Fungus may burst, requiring a CON saving throw to see if the poison effects the player.

A large puddle looking area is actually a deep mud pit that the Troglodyte has created as a trap.

A Perception check to notice the pool in front of them,

An Investigation check to see if it's safe (it's not)

Athletics check to get out of the Mud

Wisdom (or INT) Saving throw from being charmed

If the player is charmed, they start walking off into the night

EncounterDetailsCreatures/TrapsDifficulty
Wild Creature of the ForestBattle - Players need to perceive the creature or they may be surprisedFayoteEasy
Trappings of the SpiderTrap that can be seen by perception checkGiant SpiderMedium
Protection of the GroveTrap to BattleFungusEasy to Medium
Mud holeTrap of the TroglodyteTrap of Mud as difficult TerrainEasy to Medium
Owl bear NestBecoming pray for the Owl BearOwl bearMedium
Will to LiveThe Will-o-Wisp Enraptures (Only at night)Will-o-WispMedium

Secrets/Quests

Wizard Wood Cove

Animals

Blights

Tome of Beasts II, p.158

Pixies Umbrella CR: 1/8

Small plant, any
Armor Class: 7
Hit Points: 10 (4d4) 4d4
Speed: 5 ft

STR

1 -5

DEX

5 -3

CON

10 +0

INT

1 -5

WIS

5 -3

CHA

1 -5

Senses: Blindsight 30 ft., (blind beyond this radius) 
Passive Perception 7
Challenge Rating: 1/8

False Appearance. While the pixies' umbrella remains motionless, it indistinguishable from ordinary fungus.

Actions

Twirl. The pixie's umbrellas twirls, spinning its spores at nearby creatures. Each creature within 5 ft. of the pixie's umbrella must make a DC 10 Constitution saving throw, taking 5 (2d4) 2d4 poison damage on a failed save, or half as much on a successful one. If the saving throw failes by 5 or more, the target is also poisoned until the end of its next turn.

Reactions

Float. When a pixie's umbrella senses motion within 30 ft. of it, it fills it's cap with air and flies 20 ft. away from the motion without provoking opportunity attacks.

Dozens of flat, purple-capped mushrooms float and spin through the air.


 

SRD, Modified.

Blighted Quaggoth CR: 3

Medium humanoid (quaggoth), any
Armor Class: 13 Natural Armor
Hit Points: 66 (8d12+18) 8d12+18
Speed: 30 ft , climb: 30 ft

STR

17 +3

DEX

12 +1

CON

18 +4

INT

8 -1

WIS

12 +1

CHA

7 -2

Saving Throws: CON +5
Skills: Athletics: +5
Damage Immunities: Poison
Condition Immunities: Poisoned
Senses: Darkvision: 120ft
Passive Perception: 11
Languages: Undercommon
Challenge Rating: 3

At will: Feather Fall
Mage Hand

1/day: Enlarge / Reduce
Heat Metal
Mirror Image

2/day: Cure Wounds


Wounded Fury. While it has 20hp or fewer, the Blighted Quaggoth has advantage on attack rolls. In addition, it deals an extra 2d6 damage to any target with a melee attack, and the creature must make a CON saving throw, DC13, or be Poisoned for the next hour.

Actions

Multiattack. The Blighted Quaggoth makes two Claw Attacks.

Claw. Melee, Weapon Attack: +5 to hit, reach 5ft., one target.
Hit: 6 (1d6+3) slashing damage, plus 2 (1d4) poison damage.

Blighted Feyote CR: 1

Medium fey, blighted, unaligned
Armor Class: 14
Hit Points: 28 (6d8+4) 6d8+4
Speed: 40 ft

STR

14 +2

DEX

16 +3

CON

13 +1

INT

7 -2

WIS

14 +2

CHA

10 +0

Skills: Perception +4,
Stealth +4
Senses: Darkvision 30ft.,
Passive Perception 14
Languages: Understands Sylvan but Can't Speak
Challenge Rating: 1

1/Week: Divination

At will: Druidcraft

1/day: Enhance Ability


Keen Hearing and Smell: The blighted feyote has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Magic Resistance: the blighted feyote has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The blighted feyote uses it's bite attack twice.

Bite. Melee Weapon Attack: +4 to hit, reach 5ft, one target.
Hit: 6 (2d4+2) 2d4+2 piercing damage. If the target is a creature, it must succeed on a DC12 Strength saving throw or be knocked prone.

Vinadrin, the Vined Drake

Tome of Beasts II, p.128

Drake, Vine CR: 7

Medium dragon, any
Armor Class: 16
Hit Points: 105 (14d8 + 42) 14d8+42
Speed: 40 ft , climb: 50 ft

STR

18 +4

DEX

15 +2

CON

16 +3

INT

11 +0

WIS

12 +1

CHA

14 +2

Saving Throws: Con +6, Wis +4
Skills: Athletics + 7, Nature +3, Perception +4, Stealth +5
Damage Resistances: Bludgeoning and piercing from non-magical attacks
Senses: Darkvision 90ft.,
Passive perception 14
Languages: Common, Draconic
Challenge Rating: 7

Charisma Based, DC12, Attack + 5

2/day: Entangle
(1 min., Concentration, 90 ft. range, 20 ft. radius, DC15 STR saving throw or Restrained, entire area is difficult terrain.)


Speak with Plants. The Drake can communicate with plants as if they shared a language.  

  Thorn Body. A creature that touches the drake of hits it with a melee attack while within 5ft of it takes 4 (1d8) 1d8 piercing damage.

Actions

Multiattack. The Vine Drake makes three attacks: one with it's Bite, one with it's Claw, and one with it's Vine Lash.

Bite. Melee Weapon Attack: +7 to hit, reach 5ft., one creature. Hit: 8 (1d8+4)  1d8+4 piercing damage plus 4 (1d8) 1d8 poison damage. The target must succeed on a DC14 Constitution saving throw or be poisoned for one minute. The creature can repeat the saving throw at the end its turns, ending the effect on a success. 

Claw. Melee Weapon Attack: +7 to hit, reach 5ft., one creature. Hit: 7 (1d6 + 4roll: 1d6 + 4] slashing damage.

Vine Lash. Melee Weapon Attack: +7 to hit, reach 10ft., one creature. Hit: 8 (1d8 + 4) 1d8+4 bludgeoning damage. The target is grappled (Escape DC15) if it's a a medium or smaller creature. Until this grapple ends, the target is restrained, and the vine drake can't vine lash another target.

Acid Breath (Recharge 5-6). The vine drake exhales acid in a 30 ft. line that is 5 ft. wide. Each creature must make a DC14 dexterity saving throw, taking 22 (5d8) 5d8 acid damage on a failed save, or half as much on a success one.

Grasping vines form this draconic creatures wings. Nettle-like teeth fill it's maw, and it's tail branches like a thriving plant.

Monsters - Water

Monsters - Woods

Fey Creatures

Spiders

Locations Players encounter

Ruins Within the Dark Forest


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