17: Special Monstrous Encounter (D6: 1
Serpent of the Woods; 2 The Rogue Blood Knight; 3 Sukagra; 4: Hydra; 5: The
Shambling Mound; 6: Slaad Nest). Each of these special sub-encounters reflects one of
the potentially deadly denizens of the woods which can waylay weary travelers:
Serpent in the Woods: the serpent may
be a spirit of the woods which takes on physical form, and it is most certainly
disliked by Sukagra, who sees it as an omnivorous pest which usually takes an
interest in any adventurers she seeks to ally with. The serpent is an
impressive beast, a gargantuan constrictor snake that stretches for at least
100 feet. The serpent has little interest in its prey other than to devour, and
it is said by some that it’s influence of the woods is motivated entirely by
hunger….the woods respond by luring in likely prey.
The serpent in the woods stats are: CR
12 (8,400 XP); STR 20, DEX 20, CON 20, INT 3, WIS 14, CHA 3; HD 15D20+75, HP
232, AC 17, Speed 40 ft (30 ft. climbing and 50 ft. swimming), blindsight 30
ft, Perception +5 (passive 15), Skills: Stealth +8, Attacks include melee Bite
+8 to hit, reach 15 ft one target, 6D8+30 piercing damage; melee constriction
+8 attack, reach 15 ft, up to three targets in reach, deals 8D8+40 bludgeoning
damage and target is grappled (escape DC 21 to escape). Until the grapple ends
the targets are restrained and the snake cannot constrict other targets.
The Rogue Blood Knight: this is an
elven vampire of some stature who has somehow escaped the woods and so far
eluded the efforts of the Vosjin Wood to recapture him in the tree-prisons that
his brethren are also captured in. When first encountered he will assess the
prowess of the party....if they appear weak he will seek to befriend and prey
on them to gain strength in blood, but if they appear strong he will promise a
lost elven fortune from his thousand-years gone homestead for assistance in escaping
the woods. If they are hostile to him he will flee if he does not have the
obvious upper hand.
The Rogue Blood Knight’s Stats: use the
vampire stats, but modified with either (D6): the wood elf traits (1-3), high
elf traits (4-5) or eladrin traits (6). Elven vampires have a few special
advantages in the Vosjin Woods: when in dense brambles or thick woods they can
operate even by day for sunlight does not penetrate to the floor of the forest.
When in the woods the elven vampire does not fear going anywhere for the woods
are his “home” so no invite is ever needed, save for Aruman’s hut. An elven
vampire also steals beauty when it attacks, and any strike from an elven
vampire which deals necrotic damage also imposes disadvantage on the target
until the injuries are fully healed.
Sukagra: the lamia queen of the woods
has been here a long time, cast in exile and serving as a sort of caretaker of
the woods, she both respects and dislikes the Stag and the Rook, while looking
for ways to either drive out or slay the other denizens which have seen fit to
take up refuge in the wilderness. Sukagra may be likely to befriend adventurers
in need if she sees a way she can manipulate them into causing trouble for
Aruman, Caldare or the Rook (among others). She will also use them to slay the
rogue blood knight or other “prisoners” who should not be free. She is able to polymorph at will as a bonus action between the form of a woman of vaguely human or elven features and a lamia at will; she usually approaches those she seeks to ally with in human form.
Sukagra’s Stats: Sukagra is a lamia but
with a serpentine torso instead of a lion. She replaces the “claw” attack with
a tail-whip which deals bludgeoning damage of the same amount as the normal
claws, and also adds a constriction attack as per the giant constrictor snake
stats (but with +5 to hit). She, like many of the creatures bound to the wood,
will resurrect 1D6 days later if slain, with vengeance strong on her mind. She
has the ability to dominate any ordinary monsters or animals in the woods with
sheer willpower, and such creatures, unless under the sway of another denizen,
will obey her unquestioningly.
The Hydra: The hydra of the woods is a
terrifying beast, but it is locked safely away in a tree in the woods (see
#19). However, when it was trapped a thousand years ago the tree of the hydra
grew strong and bore hideous poison fruit, which when ripened dropped to the
ground and birthed more lesser hydras. These hydras wander the woods, hunting prey
and one another with a ferocity unrivalled. Only the serpent in the woods keeps
their population down.
When
encountering the hydras of the Vosjin Wood roll 1D6 to determine how many there
are. A solitary hydra is a loner looking for easy prey, but a pack of hydras
are a family working together with cunning efficiency.
The Shambling Mound: there are immense,
ancient forest beasts in the woods. These shambling mounds may have some
unearthly origin, or they may be a manifestation of the wood….none can say for
sure. When encountering shambling mounds, there are typically 1D8 of them
moving in hunting packs. They will strangle those they encounter to feed
themselves and the wood. There is a 10% chance that one of the eldest of these
beasts may appear; such elders have maximum hit points (208 HP) and a strength of
22 (+6 instead of +4; add +2 to all base damage attacks).
Slaadi Nest:
certain corners of the Vosjin Wood grow so dark and the roots dig so deep that
they accidentally break into the dominion of limbo, from which terrible beasts
such as the slaadi dwell. These slaadi find crude islands of growth emerging in
limbo and make dark nests out of the roots, slime and water which pools in
these regions. Occasionally a slaad will burrow up, and discovered the Vosjin
Wood. Especially enterprising slaadi have realized this is a portal into the
mortal realm, though not quite….the woods seem determined to capture and lock
the slaadi away just as the woods have done to the blood knights and demons of
old. Any slaad which enters the woods must make a DC 15 constitution check once
per hour or find itself polymorphed/trapped in the form of a tree, permanently.
Finding a
slaadi nest means coming across another dense copse of trees, some of which
have vaguely humanoid batrachian features (DC 22 intelligence/arcana check to
notice that the trees are reminiscent of slaadi). At the center of the copse is
always an especially large and ancient tree, with monstrous features, and a
deep hole in the wood of its trunk which leads down to the island-gate of
limbo. This island will almost always contain a deep pool into which the roots
dip, containing 10D10 slaad tadpoles, as well as 2D6 red slaad protectors.
There is a 50% chance 1D4 blue slad and 1D3 green slaad are present in the
area, and a 20% chance of a single gray slaad with visions of grandeur.
Slaughtering or disrupting the birthing island in limbo may (10% chance) draw
the ire of a death slaad which will either send more minions or even come on
its own to hunt down those who kill its offspring and servitors.
Next: encounters 18-20, at last!
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