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Published by gtremblay23, 2022-10-07 20:14:33

D&D 5e Sea Hag's Lair

D&D 5e Sea Hag's Lair

Sea Hag’s Lair
The Cursed Child Trilogy: Part One

WHaurmepserdink’s

Delve into Trinity’s Sewers to Rescue a Missing Child and
Prevent a Demonic Incursion

A 5th-Edition Adventure for 2nd-level Characters

Credits Roll20 & Foundry

Writing & Arrangement: Max Wartelle Do you use Roll20 or Foundry? This adventure
Editing: Benjamin “Sarge” Gilyot will be available on both platforms! For the
Illustrators: Blackmon, Camilkuo, Capitan Climoff, Roll20 version click here: https://marketplace.
Purple Duck Games, Kostiukart, Loot Tavern, Tithi roll20.net/browse/gameaddon/8684/lair-of-the-
Luadthong, Adela Quiles, Dean Spencer, sea-hag
Cartographer: Dyson Logos (edited by Max Wartelle)
Proofing: The DMDave Irregulars, Iain Woodhead

Humperdink’s Wares,

Building Blocks for your Campaign

www.patreon.com/r/humpswares Hump’s Wares is converting its adventures to
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Want adventures, encounters and activities you
can use at the drop of a hat? Want new monsters
with exciting new mechanics? Want to populate
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Humperdink’s Wares.
Special thanks to Humperdink’s wonderful patrons:
Mumblesof ANerd, Adam Bokhari, UnluckyBones,
Castreek, Duncan, Isak Hjlem, Jason Kearney,
Kensyi, Andre Lewis, Jon Scott, Sebastian Will, Iain
Woodhead, & Nicholas Yuknalis.

i

Contents Aftermath . . . . . . . . . . . . . . . . . . . . . . . 8

Background . . . . . . . . . . . . . . . . . . . . . 1 Appendix A - Magic Items . . . . . . . 9

Adventure Hooks . . . . . . . . . . . . . . . . . . 1 Coral Wand . . . . . . . . . . . . . . . . . . . . . . . 9
Runestone of Ocean Currents . . . . . 9
Locating the Lair . . . . . . . . . . . . . . . . 2
Appendix B - Spells . . . . . . . . . . . . . 10
Sea Hag’s Lair . . . . . . . . . . . . . . . . . . . . 2
Chameleon Skin . . . . . . . . . . . . . . . . . 10
General Features . . . . . . . . . . . . . . . . . 2 Fishform . . . . . . . . . . . . . . . . . . . . . . . . . 10
1 - Entrance . . . . . . . . . . . . . . . . . . . . . . . . 4 Pins and Needles . . . . . . . . . . . . . . . . . 10
2 - Mosquitoes . . . . . . . . . . . . . . . . . . . . . . 4 The Bends . . . . . . . . . . . . . . . . . . . . . . . 10
3a - The Pantry . . . . . . . . . . . . . . . . . . . . . 4
3b - Baker’s Storage . . . . . . . . . . . . . . . . 4 Appendix C - Creatures . . . . . . . . . 11
4 - Sirenshriek Sisters . . . . . . . . . . . . . . 5
5a - Brewer’s Basement . . . . . . . . . . . . 5 Deepspawn . . . . . . . . . . . . . . . . . . . . . . 11
5b - Maintenance . . . . . . . . . . . . . . . . . . 5 Razormaw . . . . . . . . . . . . . . . . . . . . . . . 12
6 - Deformed Priest . . . . . . . . . . . . . . . . 5 Sirenshriek . . . . . . . . . . . . . . . . . . . . . . 13
7 - Sentient Sludge . . . . . . . . . . . . . . . . 6 Orvil, The Deformed . . . . . . . . . . . . . 14
8 - Hag’s Eye Trap . . . . . . . . . . . . . . . . . . 6 Sentient Sludge . . . . . . . . . . . . . . . . . . 15
9 - The Offerings . . . . . . . . . . . . . . . . . . . 7
10 - Greasy Bernice . . . . . . . . . . . . . . . . . 7

This adventure, Sea Hag’s Lair, is optimised for a • Singing Sewers. The stench from the sewers has
party of four with an average party level (APL) of 2. become unbearable of late. Furthermore, boat-
Characters who complete this adventure should earn men keep going missing, drawn into the sewers
enough experience to get to their third level. The by beautiful singing. Town criers and notice
adventurers must find and rescue a young girl, gifted boards promise a 100 gp reward for the cessation
with powerful illusion magic, before she is sacrificed of both song and stench.
by her captor, a hag. This adventure can occur in any
town with a sewer system. • Magical Mishaps. Fumblemore - a local wizard -
has been suffering from unpredictable magical
Background fluctuations. He’s traced these disturbances to the
Britesun Inn. Not being a people-person himself,
Trinity, an estuary city, has been having a chaot- he’d like the party to organise a meeting.
ic influx of demonic ‘visitors’ of late. So far, these
have been limited to lesser demons, a circumstance Note to the GM
Greasy Bernice Slopdabble, a sea hag in cahoots with
an abyssal lord, hopes to change. Bernice is intent This adventure uses bolding and colour to high-
on opening up a portal large enough to funnel the light important information so that you can refer
demon hordes through to the material plane. She just back to it at a glance. Creatures and mechanics are
needs to sacrifice a concentrated source of raw magic highlighted in bold (e.g. the sailor has advantage),
during the next full moon. Luckily, for her, Alita as are dice rolls and calculations (e.g. 2d6 plus its
Britesun, the seven-year-old daughter of local tavern Strength modifier). Purple bold text indicates a
owners, is a font of illusion magic, and Bernice has check or save (e.g. make a DC 10 Dexterity saving
kidnapped her. Can the party find the sea hag’s lair
and rescue the child before the full moon two nights throw).
hence? Or will Bernice succeed in her quest to estab-
lish a demonic foothold in Trinity? Appendices! Appendix A contains mechanics and
art for magic items. Appendix B has a couple of new
Adventure Hooks
spells your players might find useful. Appendix C
What could encourage the party to rescue a child in has the statblocks for all non-SRD monsters, as well
the midst of a myriad of demonic mischief and may-
hem? Here’s a few ways to get them in the story: as their lore and any tactics they utilise.

• Distraught Parents. Wide-eyed and dishevelled, Dungeon Crawl. The easiest way to run this adven-
Grace and/or Argon - Alita’s parents - directly ture is to use the map alongside the keyed encoun-
approach the party as they travel in the street.
They offer room, board, and gold (100 gp) for her ters. It’s advised to give each room a quick skim,
safe return. particularly room 6 and 8 which contain an RP

encounter and a complex trap, respectively.

Locating the Lair Sea Hag’s Lair

Alita. Rotten strands of stinking kelp can be found Greasy Bernice Slopdabble, hoping to profit from
running up the side of the inn into Alita’s small the misery incited by the demonic outpourings at
bedroom on the second floor. Puddles of water on the Trinity, has set up shop in a sewer complex. It stinks.
floor are revealed to be putrid saltwater on a success- Sections titled “After Bernice’s Demise” occur only
ful DC 8 Wisdom (Perception) check. These clues all once Bernice has been defeated.
point to the sewers. With some probing, the parents
– neither of whom are magical – will admit that Alita General Features
can ‘Do things. Magical things’. They provide the par-
ty with a small oil painting of their daughter. The sewer is a damp, ponging cesspit. All rooms with
water have small pipes dripping water from various
Finding The Sewers. As any local can tell the party, the orifices in the walls.
sewers below Trinity’s streets are a maze. Although
Bernice has made no effort to hide her location, Ceilings and Walls. Both ceiling and walls are made
finding the right sewers to explore takes some trial of the same damp, mossy stonework. The ceiling
and error. The following are examples of checks that arches upwards, and is about 20 feet above the wa-
can lead the party to the Rosewood sewer outfall, the ter’s surface.
home of Bernice’s machinations:
Floors and Water. The sewers are largely drowned;
• A successful DC 10 Wisdom (Survival) check there are occasional walkways above the water but
reveals a trail of rotting seaweed leading to an for the most part the party will be trudging through
outfall near the river. stinking sewage. The water is about 3 feet deep and is
difficult terrain for anyone moving through it. Occa-
• A successful DC 10 Intelligence (Investigation) sionally, the floor drops away into silt traps. In these
check reveals that, in place of the usual eerie traps, the water is 10 feet deep and has 2 feet of thick
singing, shrill screams – like that of a young girl – silt at the bottom. Anything more than 1 foot below
were heard at a sewer outfall last night. the water’s surface is heavily obscured.

• A successful DC 10 Charisma (Persuasion or In- Doors. Any doors mentioned are wooden, have AC
timidation) against a smuggler can reveal a cer- 12, 10 hit points, and immunity to poison and psy-
tain sewer outfall hasn’t been used of late because chic damage. If the door is locked, a DC 12 Dexterity
of the ‘singing lady’. check using proficiency in thieves’ tools is required
to pick the lock.

Light. Except for occasional grates in the ceiling,
the sewer complex is totally dark. During the day,
sewer grates let shafts of light illuminate rooms 2, 4,
and 6 in dim light.

Hazards: Infection. Sustaining wounds down
here is not a good idea. Whenever a creature takes
slashing or piercing damage that leaves it with

fewer than 50% of its hit points, it must suc-
ceed on a DC 11 Constitution saving throw or
become poisoned until it is cured. If it is not

cured within 24 hours, it develops one of the
diseases from the contagion spell at random.

The following encounter locations are
keyed on the included map. Note, if the
characters enter room 7, Orvil, in room

6, approaches them.

Alita

3

1 - Entrance Stirge

The cloying odour of rotting seaweed and excrement is 3a - The Pantry
almost asphyxiating. The room and passageway ahead
are dark. There is a ledge three feet below the water’s The door to this room has been broken open, and four
surface around the edge of the room, but the area in the dretches have ransacked the baker’s basement, stuff-
centre of this room falls away to a 10-foot-deep pool. ing themselves. The room is a mess; cheese rinds,
stale bread, and bones litter the floor. The shelves that
Encounter: Deepspawn. Four deepspawn (see Ap- line the two walls are mostly empty.
pendix C) hide waiting for intruders. One is on the
silty bed of room 1a, the other three are at the end Encounter: Dretches. Unless there is fighting in
of each of the crossroad’s corridors at 1b. The deep- an adjacent room, or a character falls in the pool in
spawn can’t be seen below the murky water. room 2, the four dretches are surprised by the party.
If alerted, the dretches all hide and prepare attacks
As soon as one creature passes beyond the centre against the first creature that enters the room.
of the crossroads, the deepspawn attack. They have
no sense of self-preservation. Treasure: Hidden Art. Hidden behind a false panel in
the west wall are four art pieces each worth 25 gp. A
Treasure: Deepspawn. The deepspawn carry tridents DC 14 Wisdom (Perception) or Intelligence (Investi-
as well as captured trinkets worth 15 gp total. gation) finds this false panel.

Direction: Singing. After the combat concludes, 3b - Baker’s Storage
delicate, crystal-clear singing can be heard coming
from room 4 to the east. Each character must succeed The door to this room is locked and lined with felt,
on a DC 11 Wisdom saving throw or be charmed by a presumably to stop the sewer’s smell. The room is
sirenshriek. full of sacks of flour, seeds, and drying herbs. Once
opened, the door can be barricaded from the inside
A DC 15 Wisdom (Perception) check reveals a slight and is a good place to rest. Stairs lead up to another
buzzing sound coming from the south passage (the locked door, which leads to the Blovkvist Bakery.
stirges) and a quiet murmur, like a voice in conversa-
tion (Orvil talking to himself), coming from the north.

After Bernice’s Demise

Encounter: Sentient Sludge. After Bernice is defeated,
the parent sentient sludge (see Appendix C) returns
from its hunting. It is on the ceiling of room 1a and
drops onto the first character to pass underneath it.

2 - Mosquitoes

This octagonal room sports a submerged walkway
around its perimeter, and a silt trap in its centre. A
sturdy wooden door lies to the west, slightly ajar,
while a short corridor leads to the east. Two grates
in the ceiling shed light on the cause of the room’s
slightly sweeter stench; two floating corpses.

Encounter: Stirges. Six stirges cling to the ceiling.
If more than half the party fails a DC 9 Dexterity
(Stealth) check, they attack.

Corpses. A DC 10 Wisdom (Medicine) check reveals
that the corpses died from blood loss. A successful DC
13 Wisdom (Perception) check notices two things: the
six bat-like creatures (stirges) that cling to the ceiling,
and the sounds of scuffling coming from behind the
ajar door to the east.

4

4 - Sirenshriek Sisters Hazard: Acid Kelp. A DC 15 Wisdom (perception)
check reveals the bleached bones of small animals in
A central island about 45 feet long stands in the the water. Each creature that enters the water in this
middle of the seaweed-clogged water. Two grates in room for the first time on a turn or starts its turn in
the ceiling to the south dimly light the stinking room. the water takes 2 (1d4) acid damage. A creature that
Two doors are visible; one in the north-west corner of ends its turn in the water must succeed on a DC 12
the room, and one to the east. Two more doors lead Strength saving throw or be grappled by the acid
from the room in the north-east but are not visible kelp. A creature can use its action to make a DC 12
from rooms 1 or 2. Strength check, freeing a grappled creature on a
success.
A submerged passage leads to room 6 to the north
but is blocked with iron bars (AC 18, 15 hit points). Encounter: Sirenshriek. The sirenshrieks (see
Two sirenshrieks sing to a fist-sized glowing blue Appendix C) try to lure the characters into the acidic
runestone behind one of the pillars on the island. waters with their song. The sirenshriek in possession
of the runestone of ocean currents (see Appendix A) will
Siren Song. As the party enters the room, a second use it to attack with a recharge of (5-6).
voice joins the first in harmony. Each character
that can hear the sound must succeed on a DC 11 Treasure: Runestone of Ocean Currents. If the siren-
Wisdom saving throw or be charmed by the second shriek in possession of the runestone dies within 5 feet
sirenshriek. of the water, roll a d4. On a 1-2 it falls into the water.

Sirenshriek 5a - Brewer’s Basement

The wooden door to this basement is locked. Once
opened, the door can be barred from the inside and
is a good place to rest. Stairs lead up to a locked door
into the Owlbarley Brewery.

5b - Maintenance

A locked wooden door keeps the clutter in this
oversized cupboard in place. Inside are various tools;
shovels, sacks, three 50-foot lengths of hempen rope,
two lanterns, and four pints of oil.

When the door is opened, all the contents fall out
with a loud clatter. This causes Orvil in room 6 to
tentatively call out to the party.

Treasure. A successful DC 14 Intelligence (Inves-
tigation) check reveals a false bottom in a tool case
containing a potion of healing.

6 - Deformed Priest

A barred wooden door prevents access to this room. It is
unlocked and can be forced open with a successful DC
18 Strength check. The water and air in this room has
been largely purified by Orvil (see Appendix C), who is
its sole occupant. A single grate in the ceiling sheds a
wan light into the room. An iron portcullis to the west
prevents passage between rooms 6 and 7.

5

Persuading Orvil. Knocking on the door will cause 7 - Sentient Sludge
Orvil to begin a dialogue with the party. He is scared
of Bernice, who has disfigured him, and also of the The locked door from room 4 to this room can be
sirenshrieks, who’ve kept him locked in this room circumvented via the crossroads in room 1. Thick iron
for the past three days. Half his face looks as if it has bars to the east prevent passage into room 6, which
melted and he bears a huge, hunched left shoulder. is remarkably free of the seaweed. A corridor leads
onwards to the north. A 30-foot by 15-foot island in
A successful DC 12 Charisma (Persuasion or Decep- the centre of this room is covered in small piles of
tion) check will convince him the sirenshrieks have green, bubbling sludge. A cluster of tiny green glow-
been killed. On a failure, bringing one of their heads ing lights (sludgling larvae) pulse gently in an alcove
to the grating in room 7 will persuade him. to the west.

Respite. Once convinced of the sirenshrieks’ demise, Encounter: Sentient Sludglings. The alcove to the
he will open the door and offer to aid the party. He west is filled with sludgling larvae, as revealed on a
has three 2nd-level spell slots available to cast prayer DC 13 Intelligence (Nature) check. The ten sentient
of healing or lesser restoration, and will offer to use a sludglings which coat the ceiling and floor will attack
3rd-level slot to cast bless on three of the party mem- if any party member moves within 5 feet of the larvae.
bers as they pass the iron fencing in room 7.
After Bernice’s Demise
Request for Help! If the party passes the iron fencing
between rooms 6 and 7 without talking to Orvil first, he Encounter: Mumma’s Minions. One razormaw and
will approach them and request help. four deepspawn (see Appendix C), fresh from
scavenging, have hurried back after hearing their
Orvil mistress’ death shriek. They attack with no sense of
self-preservation.
6
8 - Hag’s Eye Trap

Using illusion magic, a hag’s eye, and a magic wand,
Bernice has set a trap! A pedestal rises from the centre
of this dark, 15-foot-square room.

Trick: Babe. A permanent major image of a human
babe into this room. It begins crying as the players
near the entrance to room 8. A successful DC 15 Intel-
ligence (Investigation) check reveals that the babe’s
movements don’t quite match up with the sounds.

Hag’s Eye. Bernice’s sisters – who’re elsewhere – have
left their hag’s eye to watch over this trap. It hangs
from the ceiling directly above the pedestal. The eye is
attached to a coral wand, both of which are spotted if
anyone looks up. Destroying the eye deals 3d10 psy-
chic damage to Bernice, who screams hideously, and
becomes blinded for 24 hours.

Complex Trap: Sinking Mire

This room contains a mechanism to allow the drains
to accommodate a storm surge. Bernice’s coven has
adapted it to kill any passing interlopers.

Trigger. Bernice watches through the hag’s eye and
will trigger the trap when she thinks she can trap
the most folks. When triggered, the room drops by
20 feet (although this is not done quickly enough to
deal falling damage) and the slick passageway into it

becomes impossibly steep. Each creature in the pas- Hag’s Eye
sageway falls into the room below. A successful DC 25 Necklace
Strength (Athletics) or Dexterity (Acrobatics) check
is required to climb out after the trap is triggered. 10 - Greasy Bernice

Initiative. The trap acts on initiative count 20 and The focus of the pungent miasma that fills this
10. complex stems from this 30-foot square room. The
submerged floor suddenly falls away to a 10-foot-deep
Active Elements. The Sinking Mire fills with water silt trap in the centre. Illuminated by a single shaft
each turn, and fires poison sprays at those within the of dim light is a young, dark-haired girl, manacled
room. between two wooden stakes on a small island. Her
unmoving form is clothed in soiled rags.
Sinking (Initiative 20). Rancid water begins pour-
ing in. After three turns, the room is completely Encounter: Bernice & Allies. Bernice (CE sea hag) and
submerged. a razormaw (see Appendix C) use the murky water to
keep out of sight. At the first sign of aggression the
Poison Spray (Initiative 10). The wand in the ceiling razormaw emerges from the deep water, joining the
randomly targets two adjacent creatures. Each fray.
must succeed on a DC 13 Constitution saving
throw or take 1d12 poison damage. From the shadows at the far end of the room,
Bernice begins talking to the party. Despite wanting
Countermeasures. Each of the traps’ active elements the girl to live until the full moon, Bernice will not
can be thwarted by a particular countermeasure. hesitate to threaten her life if she thinks it will per-
turb the party. This is a bluff; she will not, under any
Sinking. A successful DC 11 Wisdom (Perception) circumstances, allow the child to be harmed (...yet).
check using the Search action finds one lever. Start a timer. If the real-life conversation lasts for
When all three levers are pulled, the room raises more than 10 minutes, two deepspawn (see Appendix
and drains. C) try to sneak up behind the party.

Poison Spray. The ceiling is around 7 feet above the
pedestal. Destroying the hag’s eye ends the poison
spray. Three successful DC 11 Strength checks are
required to pull the coral wand free, which also
ends the poison spray. Destroying the eye (AC 10,
1 hit point) deals 3d10 psychic damage to Bernice
and blinds her for 24 hours.

Treasure: Coral Wand. The coral wand (see Appendix
A) can be pulled free as described above.

9 - The Offerings

Two corridors lead to small platforms just above the
water’s surface. Each is covered with an array of of-
ferings, from food, to weapons and gold. The western
pile looks a little old and weathered. A corridor leads
off to the east.

Treasure: Offerings. The western pile of offerings
contains four art pieces, each worth 25 gp. The east-
ern pile has coins totalling 36 gp in various denomi-
nations.

Encounter: Gray Ooze. Any creature who touches
the western pile is surprised gray ooze drops onto it,
unseen thanks to its False Appearance.

7

Alita. Alita is bound with leaden manacles (see Aftermath
Appendix A) which prevent her from casting spells.
A DC 12 Wisdom (Perception) check spots burns on Reward the party a bonus 450 xp if Alita is returned
her wrists. She is limp, seemingly unconscious, but is to her parents. Here are some ideas of where you can
roused by Bernice’s death shriek (see below). take the story next:

Death shriek. When Bernice dies, she lets out a • Argon and Grace are very grateful, offering the
deafening wail. Each creature within 30 feet of her party free accommodation whenever they’re in
must succeed on a DC 15 Constitution saving throw town, and promising to get Alita magical train-
or become deafened for the next 10 minutes. ing.

Escape. Drawn by Bernice’s death shriek, monsters • Fumblemore meets Alita and agrees to start
have returned to the lair. Rooms 7 and 1 have new teaching her. Before that, he needs a haunted
inhabitants. classroom cleared out so Alita can study with
him.

• Captain Hexenbrecher of the town guard gives
the party the promised reward. As a consequence,
smuggling has resumed in the area and he needs
help stopping it.

• Alternatively, the smugglers need help sneaking
past the town militia!

• Bernice’s coven becomes an antagonist of the
party.
• Orvil seeks help curing
his disfigurement. He
needs a toenail of one
of the other hag coven
members!
• Alternatively, Orvil
finds peace in his new
career as a circus act.
• Spellbreakers chase
Alita who escapes to the
Mausoleum of Misdi-
rection (see Mausoleum
of the Mirage Mage, the
next instalment in The
Cursed Child trilogy).

Appendix A - Magic Items Coral Wand

Coral Wand

Wand, spellcasting focus, uncommon (requires attunement by
a spellcaster)
Such focuses often take months to fashion, requiring
as they do the formation of an entire coral ecosystem.
From molluscs to cnidarians and seaweeds, the in-
habitants of such an item share one common theme
- they all carry a deadly toxicity. While holding this
wand, you can use it to cast the poison spray cantrip at
will.

Toxic Discharge. When you cast poison spray using this
item, you can incite one of the organisms to give it an
extra boost before the target’s saving throw is rolled.
Roll a d6 and consult the follow list, on a failed save the
creatures are affected by this additional effect:

• 1-3 – Lingering Toxicity. The creature is poisoned
until the end of its next turn.

• 4 – Ocular Irritant. The creature is blinded until
the end of its next turn.

• 5 – Neurotoxin. The creature is paralysed until
the end of its next turn.

• 6 – Total Discharge. The damage dealt by the poi-
son spray cantrip is doubled. The wand wilts and
the Toxic Discharge feature can’t be used again
until the following dawn.

Runestone of Ocean Currents

Wondrous item, uncommon
An ancient, malachite runestone from the depths of
the sunken city. This stone thrums with energy and
leaves whichever pocket or pouch it is stored in wet
with frothy saltwater.

This item has 3 charges and is recharged when
a spellcaster performs an hour-long ritual, during
which it expends a spell slot of 1st level or higher.

Saltbolt. As an action, you can speak the stone’s com-
mand word, expending a charge and causing a frothy,
turquoise bolt of force to strike any target within 120
feet. This bolt deals 1d6 force damage and 1d6 cold dam-
age. A creature under the influence of the shield spell, or
similar magic, takes no damage from this effect.

Runestone of
Ocean Currents

9

Appendix B - Spells Pins and Needles

Chameleon Skin Biomancy* cantrip (*can be replaced with evocation)
Casting Time: 1 action
1st-level biomancy* (*can be replaced with transmutation) Range: 60 feet
Casting Time: 1 action Components: V, S
Range: Touch Duration: Instantaneous
Components: V, S, M (red, yellow, and blue pigment) Mechanism: Damage; Con save
Duration: Concentration, up to 10 minutes
Mechanism: Buff; – Class: Druid, Warlock, Sorcerer, Wizard
Class: Bard, Druid, Ranger, Wizard You momentarily shut down a small part of the nerv-
ous system of a creature you can see, before overstim-
You imbue a creature you touch with pigment so that ulating it and causing crippling pain. The creature
its skin, and anything it wears or carries, slowly shifts must succeed on a Constitution saving throw or
hues to match its surroundings. For the duration, the take 1d8 psychic damage. If the target fails its saving
target can take the Hide action, even when only light- throw by 5 or more, it has disadvantage on the next
ly obscured, as a bonus action on each of its turns. attack roll it makes within the next minute as it tem-
porarily loses control of a limb.
If the target did not move during its last turn, crea-
tures have disadvantage on any Wisdom (Perception) The spell’s damage increases by 1d8 when you reach
checks made to see the target. Creatures who do not 5th level (2d8), 11th level (3d8), and 17th level (4d8).
rely on sight, such as with tremorsense, are immune
to this effect. The Bends

At Higher Levels. When you cast this spell using a 3rd-level biomancy* (*can be replaced with trans-
spell slot of 2nd level or higher, you can target one mutation)
additional creature for each slot level above 1st. Casting Time: 1 action
Range: 90 feet
Fishform Components: V, S
Duration: Instantaneous
1st-level transmutation spell (ritual) Mechanism: Damage & Debuff; Con save
Casting Time: 1 action Class: Druid, Sorcerer, Warlock, Wizard
Range: 30 feet
Components: V, S, M (a fish’s fin) You assault the internal chemistry of a creature you
Duration: 1 hour can see within range, causing bubbles of nitrogen
Mechanism: Buff to precipitate in its blood. The creature must make
Class: Artificer, Druid, Sorcerer, Warlock, Wizard a Constitution saving throw, taking 6d8 poison
damage and becoming poisoned for 1 minute on a
You change the morphology of a willing creature failure. On a success, a creature takes half as much
within range. It grows webbed fingers and gains a damage and is not poisoned. If your target is totally
swimming speed equal to its walking speed. submerged in water, increase the damage dice from
d8s to d10s.
At Higher Levels. When you cast this spell using a
slot of 2nd level or higher, you can affect one addi-
tional creature for each slot level above 1st. In addi-
tion, the duration of the spell doubles for each slot
level above 1st.

10

Appendix C - Creatures
Demons

Deepspawn

These trident-wielding monsters have bulbous
rubbery skin, a mouth wriggling with tentacles, and
spined webbing between their long toes. They are
one of the most basal demons, ranked below even the
stinking dretch. A deepspawn’s mouth full of tenta-
cles and low intelligence precludes speech; they are
but dumb, aquatic footsoldiers. Their only martial
tactic is to swarm over their targets using their supe-
rior marine movement.

Deepspawn WIS HW4
11 (+0) CHA
Medium fiend (demon), chaotic evil
4 (-3)
Armour Class 11 (natural armor)
Hit Points 11 (2d8 + 2)
Speed 10 ft., swim 40 ft.

STR DEX CON INT
10 (+0) 13 (+1) 12 (+1) 5 (-3)

Damage Resistances cold, fire, lightning
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 10
Languages understands Abyssal but can’t speak
Challenge 1/8 (25 XP)

Amphibious. The deepspawn can breathe air and water.

Actions

Trident. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range
20/60 ft., one target. Hit: 3 (1d6) piercing damage, or 4 (1d8) pierc-
ing damage if used with two hands to make a melee attack.

11

Razormaw Razormaw HW4
CHA
When a demon lord has need of a more formida- Medium fiend (demon), chaotic evil
ble marine servant, he might raise a deepspawn or 8 (-1)
dretch into a razormaw. With a lamprey-like mouth Armour Class 12 (natural armor)
filled with jagged teeth, these demons tear chunks off Hit Points 22 (4d8 + 4)
their quarry, sending themselves into blood frenzies. Speed 20 ft., swim 40 ft.

STR DEX CON INT WIS
13 (+1) 11 (+0) 12 (+1) 10 (+0) 12 (+1)

Damage Resistances cold, fire, lightning
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., tremorsense* 30 ft. passive Perception 10
Languages Abyssal, telepathy 60 ft. (works only with creatures

that understand Abyssal)
Challenge 1/2 (100 XP)

Amphibious. The razormaw can breathe air and water.
Blood Frenzy. The razormaw has advantage on melee attack rolls
against any creature that doesn’t have all its hit points.
*Watersense. The razormaw’s tremorsense only works whilst both
it and the target it observes stand or are submerged in a liquid.

Actions

Multiattack. The razormaw makes two melee attacks: one with its
bite and one with its claws or spear.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3
(1d4 + 1) piercing damage.
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3
(1d4 + 1) slashing damage.
Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range
20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1)
piercing damage if used with two hands to make a melee attack.

12

Sirenshriek

The histories are filled with tales of sweet songs lur-
ing sailors to their dooms. The cause of these is often
sirenshrieks, summoned to the material plane and
let loose to roam the seas. It is said that a demon lord
was so impressed by the malice and depravity of the
harpy, that it crafted this aqueous demon as a scaly
homage to their sadism.

Sirenshriek WIS HW4
13 (+1) CHA
Medium fiend (demon), chaotic evil
9 (-1)
Armour Class 13 (natural armor)
Hit Points 33 (6d8 + 6)
Speed 20 ft., swim 40 ft.

STR DEX CON INT
13 (+1) 13 (+1) 12 (+1) 10 (+0)

Damage Resistances cold, fire, lightning
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 10
Languages Abyssal, telepathy 60 ft. (works only with creatures

that understand Abyssal)
Challenge 1 (200 XP)

Amphibious. The sirenshriek can breathe air and water.

Actions

Multiattack. The sirenshriek makes two attacks: one with its claws
and one with its bite.
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6
(2d4 + 1) slashing damage.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4
(1d6 + 1) piercing damage.
Siren Song. The sirenshriek sings a magical melody. Every hu-
manoid and giant within 300 feet of the sirenshriek that can hear
the song must succeed on a DC 11 Wisdom saving throw or be
charmed until the song ends. The sirenshriek must take a bonus
action on its subsequent turns to continue singing. It can stop sing-
ing at any time. The song ends if the sirenshriek is incapacitated.

While charmed by the sirenshriek, a target is incapacitated and
ignores the songs of other harpies. If the charmed target is more
than 5 feet away from the sirenshriek, the target must move on
its turn toward the sirenshriek by the most direct route. It doesn’t
avoid opportunity attacks, but before moving into damaging
terrain, such as lava or a pit, and whenever it takes damage from
a source other than the sirenshriek, a target can repeat the saving
throw. A creature can also repeat the saving throw at the end of
each of its turns. If a creature’s saving throw is successful, the effect
ends on it.

A target that successfully saves is immune to this sirenshriek’s
song for the next 24 hours.

13

Sewer Dwellers Orvil, The Deformed

Orvil, The Deformed Medium humanoid (half-elf), neutral good HW4

Cursed and disfigured by Bernice herself, Orvil is a Armour Class 13 (chain shirt)
cleric-come-bard. He serves his god by entertaining Hit Points 27 (5d8 + 5)
others, but is a cowardly man in the face of danger, Speed 30 ft.
preferring to run rather than fight. He loves being the
centre of attention, likes those that laugh at his jokes, STR DEX CON INT WIS CHA
and hates those that are funnier or more talented 10 (+0) 10 (+0) 12 (+1) 13 (+1) 16 (+3) 14 (+2)
than him.
Skills Medicine +5, Performance +6, Religion +5
Senses darkvision 60 ft., passive Perception 13
Languages Common, Elvish
Challenge 2 (450 XP)

Deformed. Orvil has advantage on Charisma (Intimidation)
checks and disadvantage on Charisma (Persuasion) check.
Spellcasting. Orvil is a 5th-level spellcaster. His spellcasting ability
is Wisdom (spell save DC 13, +5 to hit with spell attacks). Orvil has
the following cleric spells prepared:
Cantrips (at will): light, sacred flame, thaumaturgy
1st level (4 slots): bless, guiding bolt, sanctuary
2nd level (3 slots): lesser restoration, prayer of healing
3rd level (2 slots): dispel magic, spirit guardians

Bonus Actions

Inspiration (2 Uses; Recharges on a Short or Long Rest). Orvil can
inspire one creature within 60 feet of him that can hear him. The
creature gains one bardic Bardic Inspiration die, a d6, which it
can use within the next 10 minutes. It can roll the die and add the
number rolled to one ability check, attack roll, or saving throw it
makes.

Actions

Quarterstaff. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Hit: 3 (1d6) bludgeoning damage or 4 (1d8) bludgeoning damage
if used with two hands.

14

Sentient Sludge Sentient Sludglings. Whilst adult sludges may venture
may miles to set up a new trap, their young, known
With enough chemicals, magic, and demonic influ- as sludglings, remain close to home. Sludgling eggs
ence, even the sewer sludge can become sentient. are highly sought after spell components, prized by
Sludge’s feed by leaving the remains of their last meal biomancers for their gene splicing properties. Though
poking out of their mass. When an unsuspecting crit- a sludgling nest, with its fluorescent mossy mounds,
ter arrives to investigate the rotting meal, the sludge might look vacant and unguarded, it is often surround-
engulfs and dissolves them, leaving only the bait for ed by dozens of sludglings who will leap to the aid of
its next hunt. their unborn siblings if they are threatened.

Sentient Sludge HW4 Sentient Sludgling HW4
CHA CHA
Large ooze, unaligned Small ooze, unaligned
3 (-4) 2 (-4)
Armour Class 8 (natural armor) Armour Class 8 (natural armor)
Hit Points 76 (8d10 + 32) Hit Points 18 (4d6 + 4)
Speed 15 ft., climb 15 ft. Speed 15 ft., climb 15 ft.

STR DEX CON INT WIS STR DEX CON INT WIS
14 (+2) 6 (-2) 18 (+4) 4 (-3) 6 (-2) 8 (-1) 6 (-2) 12 (+1) 4 (-3) 6 (-2)

Condition Immunities blinded, charmed, deafened, exhaustion, Condition Immunities blinded, charmed, deafened, exhaustion,
frightened, prone frightened, prone

Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8 Senses blindsight 30 ft. (blind beyond this radius), passive Perception 8
Languages — Languages —
Challenge 2 (450 XP) Challenge 0 (10 XP)

Amphibious. The sludge can breathe air and water. Amphibious. The sludge can breathe air and water.
False Appearance. While the sludge remains motionless, it is indis- False Appearance. While the sludge remains motionless, it is indis-
tinguishable from any pile of sewer sludge. tinguishable from any pile of sewer sludge.
Sludge. The sludge takes up its entire space. Other creatures can
enter the space, but a creature that does so is subjected to the Actions
sludge’s Engulf and has disadvantage on the saving throw.
Pseudopod. Melee Weapon Attack: +1 to hit, reach 5 ft., one creature.
Creatures inside the sludge can be seen but have total cover. Hit: 3 (1d6) acid damage.
A creature within 5 feet of the sludge can take an action to pull a
creature or object out of the sludge. Doing so requires a successful
DC 12 Strength check, and the creature making the attempt takes
10 (3d6) acid damage.
The sludge can hold only one Large creature or up to four Medi-
um or smaller creatures inside it at a time.

Actions

Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
Hit: 10 (3d6) acid damage.
Engulf. The sludge moves up to its speed. While doing so, it can en-
ter Large or smaller creatures’ spaces. Whenever the sludge enters
a creature’s space, the creature must make a DC 12 Dexterity saving
throw.

On a successful save, the creature can choose to be pushed 5 feet
back or to the side of the sludge. A creature that chooses not to be
pushed suffers the consequences of a failed saving throw.

On a failed save, the sludge enters the creature’s space, and the
creature takes 10 (3d6) acid damage and is engulfed. The engulfed
creature can’t breathe, is restrained, and takes 21 (6d6) acid damage
at the start of each of the sludge’s turns. When the sludge moves,
the engulfed creature moves with it.

An engulfed creature can try to escape by taking an action to make
a DC 12 Strength check. On a success, the creature escapes and
enters a space of its choice within 5 feet of the sludge.

15

LEGAL STUFF
Almost everything in this book is an original creation of Humperdink’s Wares (also known as Humperdink the Warlock’s Wild
and Wacky Wares, and HW4). Some stuff is from Wizard of the Coast’s System Reference Document 5.1 © 2016. That stuff is
always labelled with the reference page in the SRD, usually at the end of the description. The following items are designated
HW4’s product identity and are not open content: ‘Razormaw’, ‘Sirenshriek’, ‘Deepspawn’, ‘Orvil, The Deformed’, ‘Greasy Ber-
nice Slopdabble’, and the Humperdink’s Wares Stamp and Logo. Let me know if you want to use any of them. I probably won’t

mind but apparently a blanket license to use stuff is bad. Here is Wizards’ legal stuff:

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tains a notice indicating that the Open Game Content may only be Used 14. Reformation: If any provision of this License is held to be unenforceable,
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or conditions may be applied to any Open Game Content distributed using • Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
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4. Grant and Consideration: In consideration for agreeing to use this Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cor-
License, the Contributors grant You a perpetual, worldwide, royalty-free, dell, John D. Rateliff, Thomas Reid, James Wyatt, based on original
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Game Content. • Sea Hag’s Lair © 2020, Max Wartelle, Humperdink the Warlock’s Wild
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16


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