The Dark Forest
The Dark Forest Contains many creatures
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
| Encounter | Details | Creatures/Traps | Difficulty |
|---|---|---|---|
| Wild Creature of the Forest | Battle - Players need to perceive the creature or they may be surprised | Fayote | Easy |
| Trappings of the Spider | Trap that can be seen by perception check | Giant Spider | Medium |
| Protection of the Grove | Trap to Battle | Fungus | Easy to Medium |
| Mud hole | Trap of the Troglodyte | Trap of Mud as difficult Terrain | Easy to Medium |
| Owl bear Nest | Becoming pray for the Owl Bear | Owl bear | Medium |
| Will to Live | The Will-o-Wisp Enraptures (Only at night) | Will-o-Wisp | Medium |
Secrets/Quests
Animals
Blights
Tome of Beasts II, p.158
Pixies Umbrella CR: 1/8
STR
1 -5
DEX
5 -3
CON
10 +0
INT
1 -5
WIS
5 -3
CHA
1 -5
Passive Perception 7
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.
SRD, Modified.
Blighted Quaggoth CR: 3
STR
17 +3
DEX
12 +1
CON
18 +4
INT
8 -1
WIS
12 +1
CHA
7 -2
Passive Perception: 11
Mage Hand
Heat Metal
Mirror Image
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
STR
14 +2
DEX
16 +3
CON
13 +1
INT
7 -2
WIS
14 +2
CHA
10 +0
Stealth +4
Passive Perception 14
1/Week: Divination
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
STR
18 +4
DEX
15 +2
CON
16 +3
INT
11 +0
WIS
12 +1
CHA
14 +2
Passive perception 14
Charisma Based, DC12, Attack + 5
(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.
Monsters - Water
Monsters - Woods
Fey Creatures
Spiders
Locations Players encounter
Ruins Within the Dark Forest

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