Wailing Caverns

by wyken

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Wailing Caverns

Wake the Dreamer. End the Nightmare.

Created by James Wiken

Special Thanks to
Blizzard Entertainment

Original dungeon design and characters, quest and adventure journal text, art assets, maps

wowhead.com

Dungeon, NPC, and item information, screenshots

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Wailing Caverns

Years ago, the famed druid Naralex and his followers descended into the shadowy Wailing Caverns, named for the mournful cry one hears when steam bursts from the cave system's fissures. Naralex planned to use the underground springs to restore lushness to the arid Barrens. But upon entering the Emerald Dream, he saw his vision of regrowth turn into a waking nightmare, one that has plagued the caverns ever since.

The adventurers have been sent to the Wailing Caverns to aid the Disciples of Naralex in ending the nightmare

Overview

Wailing Caverns is a dungeon designed for characters from levels 2 to 4. It is meant to be standalone and can be inserted into any campaign.

In this dungeon, the adventurers have been tasked with investigating the mutated beasts which have been attacking wildlife and settlements in the Northern Barrens from Lushwater Oasis. During the investigation, the characters learn the corruption is leaking from a cave system that opens up into the oasis. Inside, the Disciples of Naralex are working to wake their leader and namesake from his nightmare, the source of the corruption.

Naralex is currently slumbering in a network of underground caverns within the heart of Northern Barrens. Dubbed the 'Wailing Caverns', these natural caves were filled with steam fissures which produced long, mournful wails as they vented. Naralex believed he could use the caverns' underground springs to restore lushness and fertility to the Barrens - but to do so would require siphoning the energies of the fabled Emerald Dream.

Once connected to the Dream however, the druid's vision somehow became a nightmare. Soon the Wailing Caverns began to change - the waters turned foul and the once-docile creatures inside metamorphosed into vicious, deadly predators. These walking nightmares have ventured forth from the caverns and have attacked the nearby wildlife and settlements, spreading the corruption as they go.

Naralex still resides somewhere inside the heart of the labyrinth, trapped beyond the edges of the Emerald Dream. Even his former acolytes have been corrupted by their master's waking nightmare - transformed into the wicked Druids of the Fang. The greatest of these have declared themselves the fanglords and now work to spread the nightmare emanating from their former master.

Prologue

This section will describe the quests leading up to this dungeon. If you are dropping this into another campaign, you can skip to the next section, "Lushwater Oasis".

Located in The Crossroads is a tauren druid named Tonga Runetotem. He is currently looking for adventurers to investigate a bizarre burst of rampant growth that has sprung up in the oases around the Barrens. Runetotem sends any interested parties to study the local flora and fauna to determine the cause of this odd occurrence.

First, Tonga has the adventurers travel to the Forgotten Pools, northwest of the Crossroads, to search its waters for a source of power. Underneath the water of the oasis' main pool, is a fissure in the earth with power emanating from it. The characters can report this as a possible cause of the overgrowth to the curious druid.

CLASSIC | DUNGEONS | WAILING CAVERNS

Given their findings, Tonga Runetotem asks the party to meet up with one of his associates, Jerrik Highmountain, who is currently investigating the Stagnant Oasis, southeast of the Crossroads. To see the effects of the overgrowth firsthand, Tonga sends his 'eyes', an eagle companion, with the characters. This eagle allows the druid to witness the damage the unchecked growth has caused.

Jerrik, another tauren, tasks the adventurers with investigating the flora and fauna of the Stagnant Oasis. He gives the party some dead, infertile seeds to place within another fissure, if they can find one in this oasis as well. In addition to the change in plant life, the animals around the oasis have been altered too. A species of snapjaw turtles have had a recently explosion in population. Moreover, they have grown larger and more aggressive. Highmountain implores that you collect a few of their shells so Tonga can further study them.

The adventurers find another fissure within the oasis, and when the infertile seeds are placed with it they fill with new life. The party returns to Tonga with the revitalized seeds and altered turtle shells. He thanks them for their continued efforts and tells them of another associate who is working to get to the bottom of this curiosity.

The druid tells the adventurers to seek out Nalpak, another druid dedicated to study and research of the ecology of the Barrens. He is currently investigating the Wailing Caverns, a cave system located in the Lushwater Oasis southwest of the Crossroads, for a source of the overgrowth and the corruption that seems to accompany it.

Lushwater Oasis

A veritable paradise in an otherwise arid land, Lushwater Oasis is a noted landmark in the Barrens. The oasis is comprised of two pools surrounded by dense ferns and palm trees. The southernmost pool is filled with large snapping turtles like those found in the Stagnant Oasis. The more northern and larger pool abuts a rocky hill. On the southern face of this hill is an interesting rock formation in the shape of an enormous skull. From the mouth comes the sounds of never-ending wailing echoing up from the caverns below.

The adventurers can enter the Cave's Mouth to descend into the Wailing Caverns and locate Nalpak.


1. Cavern of Mists

Leaving Lushwater Oasis behind, the adventurers take their first steps into the Wailing Caverns. They are met with bare rocky tunnels inhabited by raptors and venomwings. However, these tunnels soon open into a massive underground cavern with a lake fed by an active geyser suggesting there is much more to this cave network.

1a. Cave's Mouth

The outermost tunnels are rather unremarkable. Stalactites and stalagmites break up the monotony of the bare stone walls. In a few locations, small pools of water cover the otherwise featureless cave floor.

The tunnels have a few branches. The ones that lead east contain large animal bones, gnawed and drug in by the inhabitants of the tunnels. The western branch contains remnants of a small camp that has been long abandoned.

A few beasts, corrupted by the nightmare leaking from the depths of the Wailing Caverns, roam these halls. Roll from this section's Random Encounter Table to determine these tunnels' inhabitants. These beasts do not roam as a pack but are instead distributed through the Cave's Mouth.

At the end of the tunnel, immediately before opening into the Underground Lake, is a deep pool that contains any Deviate Lurkers that were rolled for.

Random Encounter Table
Roll Monsters
1 4 Deviate Venomwings
2 3 Deviate Raptors
3 1 Nightmare Ectoplasm, 2 Deviate Lurkers
4 2 Deviate Raptors, 1 Deviate Lurker
5 1 Deviate Raptor, 2 Deviate Venomwings
6 1 Nightmare Ectoplasm, 2 Deviate Venomwings

1b. Underground Lake

Entering this cavern, the smell of overgrowth hits the adventurers. In stark contrast to the previous tunnels, this massive cave is full of ferns, giant mushrooms, and vines dangling from the cavern ceiling. The entrance to this cavern is on top of a cliff overlooking a large lake being fed by an active geyser. A hot mist rises from the lake and fills the lower parts of the cave. Thick pillars dot the eastern and southern shores of this lake.

Ramps down from the cliff are along the western and eastern sides of the underground pool. However, more mutated beasts are currently arrayed along these ramps. Roll from the previous section's Random Encounter Table to determine the monsters on each ramp (roll for each ramp separately). Any Deviate Lurkers are in the lake, itself.

Another tunnel continues south from the cavern, leading deeper into the Wailing Caverns.

CLASSIC | DUNGEONS | WAILING CAVERNS

1c. Disciple's Haven

Just past the Underground Lake, the Disciples of Naralex have set up a small camp. Around the camp are an array of torches of wards setup to keep back the darkness and nightmare with the caverns, respectively. The adventurers can safely rest here.

Within the camp are three druids, two male tauren and one female night elf, all simple dressed. One tauren, Muyoh appears to be preparing a ritual of some kind. The other tauren is Nalpak, the associate Tonga Runetotem sent you to assist, is engrossed in study of a collection of plants and scales. He is too focused on his work to notice the adventurers approach the camp. Ebru, is currently redressing one of her bandages on what looks like a recently obtained wound. She is keeping watch and will notice the party approaching if they are not attempting to be stealthy.

The druids are happy to accept the adventurers' help and explain that the source of corruption is from their former master, Naralex, and his fallen disciples, the fanglords. Their previous efforts to wake Naralex and expel the fanglords have been met with failure. Speaking to each druid will reveal information about Naralex and the fanglords along with providing side-quests to obtain materials helpful in completing their main goal.

Nalpak

The scientist of the group, Nalpak is researching the effects that Naralex's nightmare is having on the caves flora and fauna. While he is a brilliant researcher, he is a pacifist at heart and refuses to fight. He will tell the party to speak with ebru and Muyoh on how to defeat the fanglords and wake Naralex, respectively.

Instead, he will send the adventurers out to gather new samples for him. In exchange, he can improve their equipment and provide them with powerful poultices. See the quests, "Deviate Hides" and "Preemptive Methods", for descriptions of the quests and their respective rewards.

Deviate Hides

Description

As Naralex descended deeper into his nightmare, a strange breed of beasts arose from beneath the Barrens into the Wailing Caverns.

These deviate creatures have strange, otherworldly properties. Their very existence causes great pain to the earth. I believe that slaying them will greatly aid our work in healing the caverns.

If you feel up to the task, slay as many as you can and bring me their scales, only perfect specimens will do. With enough of them, I may be able to use them to improve your armor against poison and decay.

Mechanics and Reward

When the adventurers kill a Deviate Adder, Deviate Crocolisk, Deviate Lurker, Deviate Python, Deviate Raptor, or Deviate Venomwing they can make a DC12 Survival Check to skin the beast, on a successful one they collect 1d4 Perfect Deviate Scales. For every 5 Perfect Deviate Scales the adventurers bring to Nalpak he can add the following effect to one set of armor:

"While wearing this armor, the bearer may as a free action become resistant to poison and acid damage for one minute. This effect can be used once per day. Additionally, this armor is immune to corrosion from Nightmare Ectoplasms."

.

Preemptive Methods

Description

There is an herb in these caverns that holds untold power, . Perhaps you wish to help me collect it?

It is a rare flower called Serpentbloom. I believe that in greater quantities it has the potential to prevent nightmares like Naralex's from ever occurring.

Unfortunately, Serpentbloom can only be found in the darkest recesses of this place. Bring me any that you find and I can make you healing poultices to assist you in the caverns.

Mechanics and Reward

Once per location, one adventurer can search for Serpentbloom by making a D12 Nature Check, finding 1d6 Serpentbloom on a successful one, half as much on a failed one. If any monsters are currently alive in the area, this roll is made with disadvantage. For every 3 Serpentbloom the adventurers bring to Nalpak he gives them a Serpentbloom Poultice

*** Serpentbloom Poultice.*** A character who drinks the magical dark purple fluid in this vial regains 2d4 + 2 hit points and gains advantage on saving throws against poison for I hour. It confers no benefit to undead or constructs. Drinking or administering this poultice takes an action.

CLASSIC | DUNGEONS | WAILING CAVERNS

Muyoh

Muyoh is the ritualist for the group of disciples. He is responsible for waking Naralex and is currently preparing a ritual to do so. However, even when the ritual is ready it cannot be performed until the fanglords have been defeated and their spirits purged from the Wailing Caverns as their power is strengthening the nightmare gripping Naralex. He instructs the party to speak with Ebru to learn more about the fanglords and how to defeat them.

Once the fanglords have been defeated, the adventurers can return to Muyoh to escort him to Naralex so he can perform the ritual to free Naralex and the Wailing Caverns from his nightmare.

Muyoh's Request

Naralex sleeps again!

Long ago, Naralex journeyed to this cavern with the honorable goal of entering the Emerald Dream and regrowing the Barrens into a lush forest. His focus waned and his thoughts became tainted by serpentine visions.
Now, reptilian beasts seep from his dreams to the land. He must be awoken from the nightmare or he will be forever lost, and a great evil unleashed.

Only after his corrupted servants, the fanglords, have been slain can I perform the awakening ritual. Speak with Ebru to learn more of the fanglords.

Ebru

Ebru is the best trained fighter of the gathered Disciples of Naralex. Even so, she has been recently wounded in her last attempt to fight the fanglords deeper in the Wailing Caverns. She is currently recovering from her wounds and is in no condition to fight.

She has studied the fanglords extensively and even worked with some in the past, before Naralex's nightmare twisted their minds with serpentine visions. She will task the party with doing what she has not been able to do, slaying the fanglords. She can provide information on the capabilities and fighting styles of the four fanglords if asked by the adventurers. See "Cleansing the Caverns" for the information she gives the characters.

Cleansing the Caverns

Description

Naralex had a noble goal.

Our great leader aspired to enter the Emerald Dream and help regrow these harsh lands back into the lush forest it once was. But something went terribly wrong. Naralex's trusted allies, the Druids of the Fang, turned on him! They seek not to heal the Barrens, but to dominate it.

Adventurers, before we can awaken Naralex and restore balance to this vital place, you need to eradicate the Fanglords. Their influence has sunk too deeply. Speak to me further if you want to learn about each of the four fanglords.

On Lady Anacondra

Scarletleaf, or Lady Anacondra as she calls herself now, is a powerful spellcaster. She maintains a powerful aura to protect herself in close combat. She maintains a telepathic connection with the other fanglords. I would suggest taking her down first to disrupt their communication.

On Lord Pythas

Lord Pythas, or Aryn as he was once known, is a skilled melee combatant. He traditionally wields two axes and strikes with lightning speed. Keep him at arm's length if you can as his axes will bite deeper than any serpent in these caverns.

On Lord Cobrahn

Jarlaxla has always been a talented shapeshifter. Mammals, birds, fish, you name hit he could learn to morph into it. More recently he has taken a liking to a form from which he takes his new name, a deadly cobra.

On Lord Serpentis

Serpentis is the leader of the fanglords. He has now declared himself "The Serpent King". He has always been ambitious, first seeking to be a "shan'do" or great teacher at an earlier age than any before him. This ambition, however, may have led to his current state. Be warned, he is a dangerous foe. These wounds you see are testament to that fact.

Mechanics and Reward

Delve deeper into the Wailing Caverns and defeat the four fanglords within. Return to the Disciples' Haven once the deed is complete so Muyoh can begin the awakening ritual to free Naralex from his nightmare.

CLASSIC | DUNGEONS | WAILING CAVERNS

2. Screaming Gully

The Screaming Gully is an underground riverbed flowing east to west. Steep cliffs on both sides of the river form the gully. On the clifftops, raptors have made their nests and roam in small packs.

The shallow river flows into and out of the Screaming Gully through narrow tunnels leading east and west, respectively. Across the gully is a tunnel leading north to Dreamer's Rock, the chamber where Naralex fitfully slumbers.

2a. Southern Shore

A 15-foot cliff lines the entirety of the southern shore of Screaming Gully. Along the clifftop, magical torches have been setup, illuminating much of the Screaming Gully. More torches can be seen on the opposite clifftop, casting light and shadow in the far end of this cavern. Natural bridges connect to the northern shore on both the far east and west ends of the cliff. A natural ramp near the center of the rocky cliffs leads down to the streambed.

The eastern end of the southern clifftops is inhabited by a small pack of 1d4 Deviate Raptors. They are protecting a few nests with raptor eggs and will make a Perception check against intruders if they come within 75 feet.

A small camp is set up on the western end of the southern clifftops. In the center of this camp is a ring of torches with a female night elf druid, Lady Anacondra, casting a ritual. 1d4 / 2 Druids of the Fang and 1d4 / 2 Deviate Raptors, both rounded down, roam about the camp. The druids are clad in purple leather armor with yellow serpents woven on it. The raptors will make a Perception check against intruders if they come within 75 feet. If they detect intruders, they will sound an alarm, alerting the druids in the camp.

Lady Anacondra

"None can stand against the Serpent Lords!"

Scarletleaf was the first to volunteer for Naralex's self-appointed mission to the Barrens. After her master's nightmare shattered her mind, the young acolyte cast aside her name, now envisioning a sinister reptilian future for Azeroth.

Lady Anacondra (marked by a red skull on the map) is one of the four fanglords and must be defeated to wake Naralex. She is a powerful spellcaster and prioritizes spellcasting over other actions.

When Lady Anacondra is defeated, the party can loot Snakeskin Bag and Belt of the Fang (Embrace of the Viper). Any Druids of the Fang in Wailing Caverns can drop Gloves of the Fang (Embrace of the Viper) when defeated.

CLASSIC | DUNGEONS | WAILING CAVERNS

Lady Anacondra

Medium humanoid (night elf), chaotic evil


  • Armor Class 12
  • Hit Points 27 (5d8 + 5)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (0) 14 (+2) 12 (+1) 12 (+1) 16 (+3) 11 (+0)

  • Damage Immunities poison
  • Skills Nature +3, Perception +5
  • Senses passive Perception 15
  • Languages Druidic, Common, Elvish
  • Challenge 1 (200 XP)

Spellcasting. Anacondra is a 3rd level spellcaster. Her spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It has the following spells prepared:

Cantrips (at will): shocking grasp
1st level (3 slots): cure wounds, sleep

Thorns Aura. When Lady Anacondra or creatures friendly to and within 15 ft of her are hit with melee weapon or spell attacks, the attacker takes 2 (1d4) piercing damage.

Actions

Quarterstaff. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage.

2b. Streambed

The bottom of Screaming Gully is filled with ankle deep slow moving water. Algae and small mushrooms line the riverbank and fishbones can be seen scattered along the shoreline. Along the riverbed, there are 1d4 Deviate Crocolisks lazily wading in the water. The crocolisks stay away from each other as they are territorial. As such, a crocolisk will attack if an adventurer comes within 20 feet of it. Also in the river is a huge snapjaw turtle, Kresh, maintaining an endless patrol up and down the bottom of Screaming Gully.

Heading downstream leads to a small tunnel connecting to the Den of Fangs. Heading upstream, into the eastern stretches of the Wailing Caverns, leads to the Crag of the Everliving.

Kresh

An ancient resident of the Wailing Caverns, this giant turtle wanders the underground caves, his resilient mind unaffected by Naralex's relentless nightmares. Don't be fooled by his happy disposition; Kresh has thwarted many adventurers who longed to steal his massive shell.

Kresh continuously patrols up and down the riverbed. He is too large to fit through the narrow openings into the Pit of Fangs and the Crag of the Everliving.

While Kresh is a formidable opponent, he will not attack unless provoked first. Characters can make a DC14 Animal Handling check to approach Kresh, on a successful one he will allow the adventurers to join him on patrol. Crocolisks give Kresh a wide berth and will not attack anyone within 10 feet of him.

When Kresh is defeated, the party can make a DC12 Nature Check. On a success they can obtain Kresh's Back.

2c. Northern Shore

Overlooking the whole of the northern shore of the river is a 20 foot cliff. Natural bridges from the southern shore connect to the far western and eastern ends of the cliff face. In the center of the shore, a tunnel leads north to Dreamer's Rock. Along the cliff's edge, dim torches provide meager light into the northern reaches of the caves.

Hidden in the shadows on each end of the cliff face is a pack of 1d4 Deviate Raptors (2 packs in total). These raptors have advantage on stealth rolls when in the shadow. They will make a Perception check against intruders if they come within 75 feet. If they detect intruders, they immediately attack darting in and out of the shadows.


Kresh

Large beast, unaligned


  • Armor Class 16
  • Hit Points 42 (5d10 + 15)
  • Speed 20 ft., swim 20 ft.

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

  • Damage Immunities poison
  • Senses passive Perception 10
  • Languages
  • Challenge 1 (100 XP)

Hold Breath. Kresh can hold its breath for 15 minutes.

Actions

Crushing Bite Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage, and if the target is wearing nonmagical armor, its armor is partly crushed and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.

CLASSIC | DUNGEONS | WAILING CAVERNS

3. Pit of Fangs

Once through the narrow tunnel leading from Screaming Gully, the water from the river seeps through cracks in the cave floor. The adventurers find themselves in the Pit of Fangs, a massive, high ceilinged cavern. Tall steep cliffs ring the cavern. The characters must navigate dark, twisting, and snake infested tunnels to climb and explore the tops of these cliffs. Two fanglords, Lord Pythas and Lord Cobrahn, dwell in these tunnels that make up the western reaches of Wailing Caverns.

3a. Adder's Nest

At the northwestern end of the initial cavern is a ramp leading up to the cliffs above. Unlike the Screaming Gully, there are no torches here and the Pit of Fangs is largely shrouded in darkness. Much of this ramp is dotted with thick rock pillars which further obscure vision and hide poisonous serpents made even more deadly from the nightmare's corruption. Distributed amongst this maze of stone are 1d4 + 2 Deviate Adders. These serpents have advantage on any stealth checks while hidden about the pillars and will attack anyone that comes within 15 feet of them.

Once the adventurers have navigated through the maze of rock and fangs, they find themselves on a clifftop perched over the northern end of the lower cave. Patches of small bioluminescent mushrooms dot the clifftop offering a faint glow. At the far end of the cliff, a small camp is set up around a small fire, the only major source of light on the clifftop. Patrolling this area are two separate Druids of the Fang each accompanied by a Deviate Adder. In the camp is Lord Pythas, one of the four fanglords. Also in the camp is a battered chest containing two serpentbloom poultices.

Away from the cliff's face towards the northern end of the clifftop is a tunnel leading north and upwards. Going into this tunnel will lead the adventurers to the Cobra's Climb.

Lord Pythas

"The coils of death will crush you!"

A childhood friend of Naralex, the warrior Aryn was a quick study in druidism. Despite his training, the acolyte was defenseless against the corruption that would strip away his sanity. Aryn has taken on the name Pythas, combining his impressive melee prowess with his druidic arsenal to vanquish intruders.

Lord Pythas (marked by a yellow skull on the map) is one of the four fanglords and must be defeated to wake Naralex. He is a skilled melee combatant and prioritizes melee weapon attacks over other actions.

When Lord Pythas is defeated, the party can loot Stinging Viper and Armor of the Fang (Embrace of the Viper).

3b. Cobra's Climb

Heading north from Pythas' camp leads into a narrow lightless tunnel with a gentle slope leading upwards. The path soon turns west and at the end of the tunnel faint flickering lights illuminate a small cavern. As the adventurers make their way towards the end of the tunnel, they can look down on the Adder's Nest through a few cracks in the southern wall.


Lord Pythas

Medium humanoid (night elf), chaotic evil


  • Armor Class 13
  • Hit Points 32 (5d8 + 10)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 11 (+0) 14 (+2) 12 (+1) 12 (+1) 11 (+0)

  • Damage Immunities poison
  • Skills Nature +3, Perception +3
  • Senses passive Perception 13
  • Languages Druidic, Common, Elvish
  • Challenge 1 (200 XP)

Spellcasting. Pythas is a 3rd level spellcaster. His spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). He has the following spells prepared:

Cantrips (at will): shocking grasp
1st level (3 slots): cure wounds, sleep, thunder clap

Actions

Multiattack. Pythas makes two melee attacks.

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

The cavern is dimly lit by an array of small candles and faintly glowing wards and totems lining the otherwise featureless walls. The characters can make out a group of nightmare corrupted creatures and druids practicing their profane magics. Roll from this section's Random Encounter Table to determine the exact inhabitants of this cave. Another tunnel leads south from this cavern.

Random Encounter Table
Roll Monsters
1 1 Druid of the Fang, 1 Deviate Python
2 1 Druid of the Fang, 1 Deviate Adder
3 1 Druid of the Fang
4 1 Deviate Adder, 1 Deviate Python
5 2 Deviate Pythons
6 2 Deviate Adders

This tunnel quickly opens into a second cavern very similar to the prior one. Candles, totems, and wards all provide a low light through the cavern and another group of nightmare creatures and druids reside in this chamber. Roll from this section's Random Encounter Table to determine the denizens of this cave. If the adventurers make any loud noises in the prior chamber. The denizens of this cave can make a DC10 Perception check. On a success, they will go to the northern cavern to investigate the disturbance. Another opening in the cave leads south.

CLASSIC | DUNGEONS | WAILING CAVERNS

Leaving the pair of caves behind them, the adventurers step out onto a clifftop towering over the chamber where they first entered the Pit of Fangs below. Across this chasm, the faint glow of the mushroom on the clifftop of the Adder's Pit can be seen. The clifftop the party is currently on wraps around the southern side of the bottom chamber. On the far side of the cliff, a light source can be seen emitting from an otherwise hidden alcove.

Inside this alcove is a meager camp built around a low burning fire. Around the camp are many small cages containing snakes of all types and colors. Studying these serpents is Lord Cobrahn, one of the four fanglords. If the characters inspect the cliff face below the alcove they will see a set of otherwise hidden ledges (marked with an L on the map) that can used to quickly get back to the bottom of the Pit of Fangs.

Lord Cobrahn

"You will never wake the dreamer!"

Jarlaxla's skill at harnessing animal forms earned him renown among the druids of the Cenarion Circle. However, the Wailing Caverns' corruption twisted his unique abilities. Now, Jarlaxla has perfected a deadly serpentine form, renaming himself Cobrahn to reflect his vicious newfound power.

Lord Cobrahn (marked by a green skull on the map) is one of the four fanglords and must be defeated to wake Naralex. He is a talented shape shifter and prefers to fight in his serpent form.

When Lord Cobrahn is defeated, the party can loot Robe of the Moccasin and Leggings of the Fang (Embrace of the Viper).


Lord Cobrahn

Medium humanoid (night elf), chaotic evil


  • Armor Class 13
  • Hit Points 27 (5d8 + 5)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (0) 16 (+3) 12 (+1) 12 (+1) 12 (+1) 11 (+0)

  • Damage Immunities poison
  • Skills Nature +3, Perception +3
  • Senses passive Perception 13
  • Languages Druidic, Common, Elvish
  • Challenge 1 (200 XP)

Spellcasting. Cobrahn is a 3rd level spellcaster. His spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). He has the following spells prepared:

Cantrips (at will): poison spray, shocking grasp
1st level (3 slots): cure wounds, sleep

Actions

Multiattack (Wild Shape only). Cobrahn makes two melee attacks.

Claw Weapon. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 3) slashing damage.

Wild Shape (Recharges after a Short or Long Rest). Lord Cobrahn can use a bonus action to assume the shape of a Deviate Adder. It follows the Wild Shape rules for the Druid class.

4. Crag of the Everliving

Located in the eastern stretches of the Wailing Caverns, the Crag of the Everliving contains the massive shambler, Verdan the Everliving. The fourth and final fanglord, Lord Serpentis, also resides within its twisting tunnels.

Tales tell of an ancient guardian of the caves residing deep within the eastern reaches of the Wailing Caverns. One can only hope the corruption has not reached it yet.

4a. Skum's Grotto

The adventurers head upstream from Screaming Gully through a set of tight squeezes between tunnel walls. One through, a massive, high-ceilinged cavern opens up before them. Streams of water fall from high cliffs and cracks in the cavern ceiling into a shallow pool, the source of the river the characters just followed. The mist rising from the pool promotes rampant plant growth throughout the damp cave.

On the shore of the pool is Skum, a large thunder lizard with mottled grey skin and glowing plates buzzing with charged energy. The crocolisks in the pool give him a wide berth as he takes long drinks from the pool.

CLASSIC | DUNGEONS | WAILING CAVERNS

Skum will attack if he notices any intruders. In the center of the the cavern is a large flat boulder that can be used to hide behind if the characters want to avoid aggravating the corrupted thunder lizard. When hiding behind the boulder, the adventurers have advantage on any stealth rolls against Skum.

At the southern end of the grotto is a tunnel leading into the Upper Tunnels.

Skum

Skum first journeyed to the Wailing Caverns for relief from the Barrens' hostile environment. Like many of the caves' other inhabitants, he quickly succumbed to corruption. His veins now pulse with dark energies that have transformed him into a mighty and ruthless beast beyond redemption.

Skum (marked by a red skull on the map) is an unfortunate victim of the nightmare. Driven mad, he will blindly attack anyone who enters his territory. If no one is in melee range of him, he prefers to Charge the nearest creature. If there are several creatures within 15 feet of each other he will prioritize using Chained Bolt.

When Skum is defeated, the party can obtain glowing lizard scales. These can be brought to Nalpak for him to craft Glowing Lizardscale Cloak for the party.


Skum

Large beast, chaotic neutral


  • Armor Class 15
  • Hit Points 45 (6d10+ 12)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 8 (-1) 15 (+2) 2 (-4) 12 (+1) 5 (-2)

  • Damage Immunities lightning, poison
  • Senses passive Perception 11
  • Languages
  • Challenge 2 (200 XP)

Charge. If Skum moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

Actions

Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 4) bludgeoning damage.

Chained Bolt. Ranged Spell Attack: +4 to hit, range 30 ft., one target. 11 (2d10) lightning damage. If the closest creature to this target is within 15 feet of it, that creature takes 5 (1d10) lightning damage.

4b. Upper Tunnels

Having made it through the grotto, the tunnels begin to lead upwards. As the adventurers make their way further up, thick glowing moss dots the walls and floor of the tunnels, providing an eerie glow to the cave system. The corruption has spread here as well, twisting the vegetation into crazed plant monsters, Deviate Lashers and Deviate Shamblers.

The tunnels loop around the grotto, looking down on the pool below. Scattered through the tunnels are campfires around which are more Druids of the Fang practicing their profane magic on the caverns' botany. Roll from this section's Random Encounter Table to determine what inhabits this stretch of tunnels.

Random Encounter Table
Roll Monsters
1 1 Druid of the Fang, 2 Deviate Lashers
2 1 Nightmare Ectoplasm, 1 Druid of the Fang
3 5 Deviate Lashers
4 1 Druid of the Fang, 2 Deviate Lashers
5 2 Deviate Shamblers
6 1 Deviate Shambler, 3 Deviate Lashers

As the tunnels reach the point above the southern end of the grotto, the characters find themselves on a precipice. They can see that the Upper Tunnels continue upwards across the chasm, but they will have to jump across to continue further.

The adventurers can each make a DC 13 Athletics Check to jump across the chasm. If they fail, they fall into the pool below. If Skum is still in his grotto, this will alert him and we will immediately head towards the source of the splash.

Having crossed the chasm, the adventurers continue climbing. Here, darting amongst the stalactites, are poisonous winged serpents ready to swoop down on unsuspecting prey. More Druids of the Fang and nightmare plants can be found here as well. Roll from this section's Random Encounter Table to determine what inhabits this stretch of tunnels. In addition to these monsters, two Deviate Venomwings are here as well.

The tunnel continues north and into the Cave of the Guardian.

4c. Cave of the Guardian

The Cave of the Guardian is a massive cavern that extends far above the adventurers. The southern end of the cave overlooks Skum's Grotto below. Along this clifftop is another small druid camp. In it stands the leader of the fanglords, Lord Serpentis the Serpent King. He is flanked by two Druids of the Fang.

In the northern recesses of the cave, a massive plant monster, Verdan the Everliving, is skulking in the shadows. He is the guardian the legends spoke of. Unfortunately, Serpentis has turned him to the nightmare. When the adventurers defeat the Serpent King, Verdan lumbers out of the depths of the cavern. The death of Serpentis has granted him a brief escape from the nightmare and he looks to see the state of his beloved caverns.

CLASSIC | DUNGEONS | WAILING CAVERNS

If the characters have killed any Deviate Shamblers or Deviate Lashers, Verdan sees them as agents of the nightmare and is hostile towards them. If they have not destroyed any of his children, the adventurers can attempt to reason with Verdan to let them leave the cavern in peace. For every minute after Lord Serpentis' defeat, Verdan the Everliving must make a DC10 Wisdom Saving Throw. On a failed save, he once again succumbs to the nightmare and becomes hostile to the characters.

In the northern most end of the cave, behind Verdan the Everliving's haunt, is a steep shaft leading down to a deep pool of water. The adventurers may slide down this shaft to return to near the entrance of the Crag of the Everliving. This pool of water is on the eastern end of Screaming Gully and is marked with an "S" on the map.

Lord Serpentis

"I am the serpent king! I can do anything!"

The Druids of the Fang's leader was once Naralex's finest student. His tragic downfall stemmed from his desire to become a shan'do, or "honored teacher", like Naralex. As insanity took root, Serpentis rallied his brethren to his side and formed the Druids of the Fang.

Lord Serpentis, marked by a purple skull on the map, can be found in a camp in the southern end of Cave of the Guardian. He is accompanied by two Druids of the Fang and will attack anyone who is not a part of his order. He prefers to be up front in the fight with his subjects supporting him.

When Lord Serpentis is defeated, the party can loot Venomstrike and Footpads of the Fang (Embrace of the Viper)


Lord Serpentis

Medium humanoid (night elf), chaotic evil


  • Armor Class 13
  • Hit Points 32 (5d8 + 10)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 11 (+0) 14 (+2) 12 (+1) 14 (+2) 11 (+0)

  • Damage Immunities poison
  • Skills Nature +3, Perception +4
  • Senses passive Perception 14
  • Languages Druidic, Common, Elvish
  • Challenge 1 (200 XP)

Spellcasting. Pythas is a 3rd level spellcaster. His spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). He has the following spells prepared:

Cantrips (at will): shocking grasp
1st level (3 slots): cure wounds, sleep

Actions

Battleaxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) slashing damage.

Verdan the Everliving

Little is known about this creature prior to Naralex's arrival at the Wailing Caverns. Thought to be the caves' original guardian, Verdan the Everliving could not escape the corruption that befell its home. Verdan is allied with the insane druids and maintains its vigil against those who trespass into its domain.

Verdan the Everliving (marked by a green skull on the map) is located in the northern end of the Cave of the Guardian. This end of the cavern is overgrown with twisted moss and vines. If the adventurers have killed any Deviate Lashers or Deviate Shamblers in the Wailing Caverns, Verdan will be automatically be hostile towards them. When Grasping Vines is available to use, Verdan the Everliving will attempt to get as many hostile creatures within 20 feet of him as possible and use it.

When Verdan the Everliving is defeated, the party can loot Living Root


Verdan the Everliving

large plant, chaotic neutral


  • Armor Class 14
  • Hit Points 51 (6d10 + 18)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
18 (+4) 9 (-1) 16 (+3) 3 (-4) 12 (+1) 3 (-4)

  • Damage Immunities poison
  • Damage Resistances bludgeoning, piercing
  • Damage Vulnerabilities fire
  • Senses passive Perception 11
  • Languages
  • Challenge 2 (200 XP)

Actions

Slam. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) bludgeoning damage.

Wild Regeneration (Recharge 5-6). Verdan the Everliving regains 4 (1d8) hit points. Until this effect is cancelled, Verdan regains 3 (1d6) hit points at the start of its turn. This effect is cancelled if it takes acid or fire damage. This action cannot be used if Verdan is currently under the effect of Wild Regeneration.

Grasping Vines (Recharge 6). Grasping vines sprout from the ground in a 20 foot circle around Verdan the Everliving, turning the ground in the area into difficult terrain. Creatures in this area must succeed on a DC 13 Strength saving throw or be Restrained by the vines and take 3 (1d6) bludgeoning damage. A creature restrained by the vines can use its action to make a DC 13 Strength check. On a success, it frees itself.

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5. Dreamer's Rock

The resting place of Naralex. Heart of the nightmare and source of the corruption threatening to spill out into the Barrens. The adventurers must enter this final chamber to awaken Naralex and free the Wailing Caverns from his waking nightmare.

A. Return to Disciple's Haven

"These caverns were once a temple of promise for regrowth in the Barrens. Now, they are the halls of nightmares. Come. We must continue. There is much to be done before we can pull Naralex from his nightmare." —Muyoh

Once the four fanglords have been defeated, the adventurers must return to the Disciples of Naralex in Disciple's Haven to begin the next step of awakening Naralex. The characters can take some time to rest and give materials to Nalpak so he can make items for them while Muyoh makes his final preparations.

When Muyoh and the adventurers are prepared, they leave Disciple's Haven for Lady Anacondra's camp where the spirits of the slain fanglords will be cleansed from the Wailing Caverns.

B. Spirits of the Fallen Fanglords

"Within this circle of fire I must cast the spell to banish the spirits of the slain fanglords." —Muyoh

Muyoh leads the adventurers back down the winding tunnel into Screaming Gully. Once there, the party turns west and heads to the camp where the characters defeated Lady Anacondra. The ring of torches in the camp continue to burn and Muyoh moves to the center of the circle.

Although the adventurers have slain the fanglords, their spirits continue to hold sway over the nightmare permeating the Wailing Caverns. Muyoh must complete a ritual to banish these spirits completely so they will no longer maintain their hold on Naralex. The characters must protect Muyoh so he can complete this process.

As Muyoh begins his ritual, the torches flare casting light and shadow across the cavern walls. From the shadow manifests four Deviate Adders composed of pure nightmare. These serpents are also resistant to bludgeoning, piercing, and slashing damage. The adventurers must make a DC 12 Wisdom saving throw. If they fail, the characters have disadvantage on the initiative roll for this combat. The serpents will attack Muyoh, attempting to prevent the ritual from cleansing the caverns of the Fanglords' spirits.

During the ritual, Muyoh cannot take any actions. Instead, on each round of combat Muyoh will attempt to banish the attacking spirits by making a DC14 Wisdom Check. On a successful one, Muyoh deals 11 psychic damage to one of the serpents at random. If Muyoh has taken any damage since the end of his last turn, he has disadvantage on this check. The ritual is completed when all four of the serpents have been defeated.

"The caverns have been purified. To Naralex's chamber we go!" —Muyoh

Once the Wailing Caverns have been cleansed of the fanglords' spirits, Muyoh leads the party to Dreamer's Rock. The adventurers cross the western bridge to the Northern Shore of Screaming Gully. If the characters have not been in this area before, refer to the Screaming Gully - Northern Shore section earlier in this adventure. Leaving Screaming Gully via a tunnel leading north, the adventurers make their way into Dreamer's Rock.

C. Awaken the Dreamer

"Beyond this corridor, Naralex lies in fitful sleep. Let us go awaken him before it is too late." —Muyoh

From the tunnel, Muyoh leads the party into a large open cavern. Most of the cavern is submerged in murky, corrupted water. In center of the cavern lays Naralex, the slumbering druid, laying on a rock slab flanked by two magically burning braziers. Ritualistic candles and totems line the southern wall of the cavern. The surface of the murky pool is broken by multiple torches vainly trying to push away the darkness emanating from the pool. Large half-submerged bones are scattered around the pool. Reminders of creatures foolish enough to drink from the heart of the nightmare.

CLASSIC | DUNGEONS | WAILING CAVERNS

"Protect me brave souls as I delve into the Emerald Dream to rescue Naralex and put an end to this corruption!"—Muyoh

Upon seeing his sleeping master, Muyoh rushes to the side of Naralex. He hurriedly starts preparing to cast this final ritual to awaken the druid and end this waking nightmare. Muyoh, eager to begin, tells the adventurers he will begin once they give him the go ahead.

As Muyoh begins to perform the awakening ritual on Naralex, the surface of the murky water begins to bubble. From the pool, 3 Deviate Adders slither up towards Naralex and Muyoh. After the serpents are killed or after four rounds of combat, 3 Nightmare Ectoplasm manifest from the pool and move to attack Naralex and Muyoh. After the serpents and ectoplasm are killed or after four more rounds of combat, Mutanus the Devourer, a pure manifestation of Naralex's nightmare, rises from the shadowy depths. After a sickening gurgle, it extracts itself from the pool and lumbers towards Naralex and Muyoh.

When Mutanus the Devourer is defeated, all other enemies dissipate and Naralex finally awakens from his nightmare.

Mutanus the Devourer

From the darkest corners of Naralex's twisted mind, the corruption plaguing the Emerald Dream has manifested in the form of the druid's worst enemy: murlocs. The aberration known as Mutanus has come to the waking world to devour any who seek to liberate Naralex from the Nightmare's clutches.

Mutanus the Devourer (marked by a yellow skull on the map) is a creature of pure nightmare. He first prioritizes on using Nightmare Claws to debuff hostile creatures. If one has a debuff, Mutanas prefers using higher level spell slots first. If surrounded, he uses thunder wave and poison spray.

When Mutanus the Devourer is defeated, the party can loot Deep Fathom Ring.

End of the Nightmare

"Ah, to be pulled from the dreaded nightmare! I thank you, my loyal Disciple, along with your brave companions. We must go and gather with the other Disciples. There is much work to be done before I can make another attempt to restore the Barrens. Farewell, brave souls!" —Naralex

With Naralex awake, the nightmare's grip is released from the Wailing Caverns. The corruption that altered the flora and fauna of the cave system withers away leaving the denizens in their original forms. Balance has returned.

Naralex thanks the adventurers for their bravery and efforts to free him from his nightmare. He and Muyoh then take the form of eagles and fly to the Disciples' Haven to gather the rest of his remaining disciples so they can work on another way to restore the Barrens, leaving the party to find their own way out of the Wailing Caverns.


Mutanus the Devourer

Large humanoid (murloc), chaotic evil


  • Armor Class 14
  • Hit Points 45 (6d10 + 12)
  • Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 14 (+2) 8 (-1) 16 (+3) 11 (+0)

  • Damage Immunities acid, poison
  • Senses passive Perception 13
  • Languages
  • Challenge 2 (400 XP)

Spellcasting. The murloc is a 4th level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It has the following spells prepared:

Cantrips (at will): poison spray
1st level (3 slots): thunder wave
2nd level (2 slots): sleep (2nd level)
3rd level (2 slots): fear

Actions

Nightmare Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage plus 3 (1d6) necrotic damage. Any creature hit by this attack has disadvantage on their next saving throw against a spell cast by Mutanus.

CLASSIC | DUNGEONS | WAILING CAVERNS

Treasure

This section provides descriptions for the treasure found within the Wailing Caverns. The source of each of these items is given in the above sections.

         Deep Fathom Ring

            Ring, uncommon (requires attunement)
While wearing this ring. you do not need to breathe when underwater, you have a swimming speed equal to your walking speed. and you gain a +2 bonus to attack rolls and saving throws when completely submerged in water.

         Embrace of the Viper

            Armor (leather armor), uncommon (requires attunement)
This deep purple leather armor is emblazoned with golden serpents. It is obtained by gathering its five components from the four fanglords and their servants.

Armor Components
Component Source
Belt of the Fang Lady Anacondra
Footpads of the Fang Lord Serpentis
Gloves of the Fang Druid of the Fang
Leggings of the Fang Lord Cobrahn
Armor of the Fang Lord Pythas

When wearing all five parts of this armor, you gain a +1 bonus to AC and resistance to poison damage.

Once per day, the wearer may use an action to assume the shape of a Deviate Adder for one minute. This otherwise follows the Wild Shape rules for the Druid class.

         Glowing Lizardscale Cloak

            Wondrous item, uncommon (requires attunement)
This green scaled cloak crackles with a slight charge. When wearing this cloak, you have resistance to lightning damage.

As a bonus action, the wearer can make this cloak shed bright light in a 20-foot radius and dim light for an additional 20 feet. This light is pale green and lasts for an hour or until it is dismissed as an action.

         Kresh's Back

            Armor (shield), uncommon (requires attunement)
While holding this shield, you have +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC.

Once per short rest, you can force a beast that is medium or smaller make a DC 11 Wisdom saving throw. On an unsuccessful one, the beast is afraid of the bearer of this shield until the end of their next turn.

         Living Root

            Staff, uncommon (requires attunement)
This staff can be wielded as a magic quarterstaff that grants a +1 bonus to attack and damage rolls made with it. While holding it, you have a +1 bonus to spell attack rolls.

The staff has 4 charges for the following property. It regains all expended charges daily at dawn.

Spells. You can use an action to expend 1 or more of the staff's charges to cast one of the following spells from it, using your spell save DC: entangle (2 charges), goodberry (1 charge), or shillelagh (1 charge).

         Robe of the Moccasin

            Wondrous item, uncommon (requires attunement)
This black robe is edged with white and dark purple. While you wear the robe, you gain the following benefits:

  • You are able to understand and speak to snakes.
  • You have advantage on saving throws against effects that would poison you and are resistant to poison damage.

         Snakeskin Bag

            Wonderous item, uncommon
This green serpent skin bag is about the size of a standard backpack. The bearer of the bag can use a bonus action to arm it with a command word so that the next time it is opened 1d4 poisonous snakes are launched from its opening in a 10-foot cone. This effect can only happen once per day and recharges at dawn.

         Stinging Viper

            Weapon (mace), uncommon (requires attunement)
You gain a +1 bonus to attack and damage rolls made with this magic weapon.

When an attack made with this weapon hits a creature, it must make a DC 13 Constitution saving throw. On a failure, the creature takes 1d6 poison damage and is Poisoned until the end of its next turn.

         Venomstrike

            Weapon (any bow), uncommon (requires attunement)
You gain a +1 bonus to attack and damage rolls made with this magic weapon.

When you hit a target using this weapon and have an attack roll at least 5 greater than its AC, the target takes an extra 1d6 poison damage. This effect can only happen once per turn.

CLASSIC | DUNGEONS | WAILING CAVERNS

Monsters

This section includes stat blocks for all non-boss monsters found in Wailing Caverns. These monsters can be used either by using the Random Encounter Tables found in each section or building your own encounters.


Deviate Adder

Medium beast, chaotic neutral


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

STR DEX CON INT WIS CHA
10 (+0) 18 (+4) 13 (+1) 2 (-4) 14 (+2) 3 (-4)

  • Damage Immunities poison
  • Senses blindsight 10 ft., passive Perception 12
  • Languages
  • Challenge 1/4 (50 XP)

Actions

Poison Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 6 (1d4 + 4) piercing damage and the target must succeed on a DC 12 Constitution saving throw or become Poisoned and takes 3 (1d6) poison damage at the start of their turn. The saving throw may be repeated at the end of the target's turn. On a success, end this effect.

Deviate Crocolisk

Large beast, chaotic neutral


  • Armor Class 13
  • Hit Points 19 (3d10 + 3)
  • Speed 20 ft., swim 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 13 (+1) 2 (-4) 10 (+0) 5 (-3)

  • Senses passive Perception 10
  • Languages
  • Challenge 1/4 (100 XP)

Hold Breath. The crocolisk can hold its breath for 15 minutes.

Actions

Crippling Bite Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage and the target must succeed on a DC 12 Constitution saving throw or become Poisoned, have their speed halved, and take 3 (1d6) poison damage at the start of their turn. The saving throw may be repeated at the end of the target's turn. On a success, end this effect.

.


Deviate Lasher

Small plant, chaotic neutral


  • Armor Class 10
  • Hit Points 9 (2d6 + 2)
  • Speed 25 ft.,

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 12 (+1) 2 (-4) 10 (+0) 1 (-5)

  • Damage Immunities poison
  • Damage Vulnerabilities fire
  • Senses tremorsense 30 ft., passive Perception 10
  • Languages
  • Challenge 1/8 (25 XP)

Actions

Vine Slash. All hostile targets within 5 ft. must make a DC 12 Dexterity saving throw, or take 4 (1d4 + 2) slashing damage.
 

Deviate Lurker

Medium beast, chaotic neutral


  • Armor Class 13
  • Hit Points 16 (3d8 + 3)
  • Speed swim 40 ft.

STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 12 (+1) 2 (-4) 10 (+0) 5 (-3)

  • Damage Immunities poison
  • Senses passive Perception 10
  • Languages
  • Challenge 1/2 (100 XP)

Hold Breath. The lurker can hold its breath for 1 hour.

Actions

Bite Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage,

CLASSIC | DUNGEONS | WAILING CAVERNS

Deviate Python

Medium beast, chaotic neutral


  • Armor Class 13
  • Hit Points 13 (2d8 + 4)
  • Speed 30 ft., swim 30 ft.

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

  • Damage Immunities poison
  • Senses blindsight 10 ft., passive Perception 12
  • Languages
  • Challenge 1/4 (50 XP)

Actions

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

Constrict. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) bludgeoning damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained and the python can not constrict another target.
 

Deviate Raptor

Medium beast, chaotic neutral


  • Armor Class 14
  • Hit Points 13 (3d8)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
13 (+1) 17 (+3) 11 (+0) 7 (-2) 12 (+1) 4 (-4)

  • Damage Immunities poison
  • Senses passive Perception 14
  • Languages
  • Challenge 1/2 (100 XP)

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

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

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.

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


Deviate Shambler

Medium plant, chaotic neutral


  • Armor Class 13
  • Hit Points 32 (5d8 + 10)
  • Speed 25 ft.

STR DEX CON INT WIS CHA
16 (+3) 9 (-1) 15 (+2) 3 (-4) 12 (+1) 3 (-4)

  • Damage Immunities poison
  • Damage Resistances bludgeoning, piercing
  • Damage Vulnerabilities fire
  • Senses passive Perception 11
  • Languages
  • Challenge 1 (200 XP)

Actions

Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) bludgeoning damage.

Wild Regeneration (Recharge 5-6). The shambler regains 3 (1d6) hit points. Until this effect is cancelled, the shambler regains 2 (1d4) hit points at the start of its turn. This effect is cancelled if the shambler takes acid or fire damage. Until this effect ends, the shambler cannot use Wild Regeneration.

CLASSIC | DUNGEONS | WAILING CAVERNS

Deviate Venomwing

Medium beast, chaotic neutral


  • Armor Class 13
  • Hit Points 11 (2d8 + 2)
  • Speed 20 ft., fly 40 ft.

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

  • Damage Immunities poison
  • Senses passive Perception 12
  • Languages
  • Challenge 1/4 (50 XP)

Actions

Toxic Spit. Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 6 (1d8 + 2) poison damage.
 

Druid of the Fang

Medium humanoid (night elf), chaotic neutral


  • Armor Class 11
  • Hit Points 22 (4d8 + 4)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (0) 14 (+2) 12 (+1) 12 (+1) 14 (+2) 11 (+0)

  • Damage Immunities poison
  • Skills Nature +3, Perception +4
  • Senses passive Perception 14
  • Languages Druidic plus any two languages
  • Challenge 1 (200 XP)

Spellcasting. The druid is a 3rd level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It has the following spells prepared:

Cantrips (at will): shocking grasp
1st level (3 slots): cure wounds, sleep

Actions

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

Wild Shape (Recharges after a Short or Long Rest). The druid assumes the shape of a Deviate Adder. It follows the Wild Shape rules for the Druid class.


Nightmare Ectoplasm

Medium ooze, chaotic neutral


  • Armor Class 8
  • Hit Points 19 (3d8 + 6)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 6 (-2) 15 (+2) 1 (-5) 6 (-2) 2 (-4)

  • Damage Immunities poison
  • Damage Resistances acid, cold, fire
  • Senses blindsight 60 ft. (blind beyond this radius) passive Perception 8
  • Languages
  • Challenge 1/2 (100 XP)

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

Corrode Metal. Any nonmagical weapon made of metal that hits the ooze corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the ooze is destroyed after dealing damage. The ooze can eat through 2-inch-thick, nonmagical metal in 1 round.

Actions

Pseudopod. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage plus 7 (2d6) acid damage, and if the target is wearing nonmagical metal armor, its armor is partly corroded and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.

CLASSIC | DUNGEONS | WAILING CAVERNS
 

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