Oozes Black Pudding
Life is about reaching equilibrium. My job is to stir the • Exothermic Reaction. Water combined with the
flask and see what happens. When my library burnt down, acidic pudding creates an intense amount of heat.
destroying hundreds of years of my wizard research, did I The pudding takes 15 fire damage if it ends its turn
waste a moment crying? When a hag offered me a solid deal in a space filled with water. When the pudding
in exchange for my left pinky, did I even ask for a moment to takes bludgeoning damage from a spell or effect that
think it through? When I lost my sense of smell after picking manipulates water, it takes additional fire damage
up a strange artifact in a spooky dungeon, did I try to throw equal to the bludgeoning damage it received.
it away? No, no, and of course not! You can only get out of a
reaction what you put into it—that’s thermodynamics, baby. Gelatinous Cube
When I heard that oozes live forever I tried to transmute
myself but realized I needed a bigger graduated cylinder. • Stunted Kinetics. When exposed to frigid temperatures,
the gelatinous makeup of the cube begins to solidify. If
I’m Erjor, by the way… did you have a question? Give me a the cube takes cold damage, creatures have advantage
second to finish titrating this ochre jelly… oops, watch your on Dexterity saving throws to avoid being engulfed by
step—there it goes! the cube until the end of its next turn.
Erjor (he/him, Chaotic Good) is an elven alchemist and Gray Ooze
expert on all things oozing. He spent the first hundred
years of his life studying to be a wizard, spent the next • Immiscible. Oils and similar substances help protect
decade adventuring as an alchemist, and has finally metals from the ooze’s acidity. If the ooze is hit by a
decided to settle down and really discover the secret of splash of oil or is in an area affected by the grease spell,
eternal life. To Erjor, knowing the weaknesses of oozes is it loses its Corrode Metal trait until the end of its next
just a matter of understanding the chemistry. turn.
Ochre Jelly
• Thermal Cohesion. If a Medium or smaller jelly takes
cold damage and is within 5 feet of another Medium or
smaller jelly, the two combine. The combined jelly has
hit points equal to the sum of the original jellies’. The
new jelly is one size larger than the larger of the two
original jellies.
If we're being technical, ‘caustic’ and
‘acidic’ are opposites... Though now
that you mention it, caustic oozes
would make much better dungeon
cleaners. I’ll need to patent this.
— Erjor
OOZES | 51
Plants advantage on all Wisdom (Insight) checks to ascertain
the myconid’s motives.
It is strange to see softers in my grove. Perhaps you would
join us for melding. I have heard that softers have a strange Myconid Sovereign
reaction to the experience. Actarius communicated to me
that after melding, it once observed a softer called Finnegas • Good Trip. A creature targeted by the myconid’s
reveal all of its bark and then gesticulate wildly through Hallucination Spores action may willingly choose to
the fungal fields for a whole cycle. Softers are complicated fail their initial Constitution saving throw. If they do,
creatures with alien hormonal systems. Fungi and Plantae when the effect ends the creature gains a d6 that they
are quite sensible—consume, grow, work, die, recycle. As with can roll and add the number rolled to one ability check,
softers, not all plants are in harmony with nature. Perhaps attack roll, or saving throw they make within the next
I can help explain the biology of those species after our minute. The creature can wait until after they roll the
melding. d20 before deciding to use the die, but must decide
before the DM says whether the roll succeeds or fails.
Boletob (it/it, Neutral) is a myconid sovereign who lives in After gaining this die, the creature becomes immune to
a small colony in the Underdark. It communicates solely all effects of hallucination spores from any source for
through the use of its Rapport Spores, otherwise staring the next 24 hours.
blankly and patiently into the eyes of the creature it is
communicating with. It has an intimate understanding of • Melding. A creature who melds with the myconid’s
plants in all forms and is willing to share its knowledge colony for 8 hours learns the myconid’s insights, fears,
in exchange for actions that promote the survival of its hopes, and dreams. In addition, the creature gains
endangered kin. advantage on all Wisdom (Insight) checks to ascertain
the myconid’s motives.
Awakened Shrub
Myconid Sprout
• Existential Crisis. Having been suddenly granted
self-awareness rather than developing it naturally, the • Untested Combatant. When the myconid becomes
shrub has deep-rooted insecurities about its role in the affected by another myconid’s Distress Spores, it must
universe. A creature can use an action to make a DC 12 succeed on a DC 10 Wisdom saving throw. On a failed
Charisma (Intimidation) check against the shrub. On a save, it becomes frightened for 1 minute.
success, the shrub becomes incapacitated for 1 minute
while it ponders its lot in life. Quaggoth Spore Servant
• Tinder. If a creature threatens the shrub with fire, • Purged Substrate. A creature can make a spell attack
they make Charisma (Intimidation) checks against the in an attempt to cast a spell (such as lesser restoration)
shrub with advantage. or use an ability (such as Lay on Hands) to remove the
fungal disease from the spore servant. If the spore
Awakened Tree servant is subject to an effect that removes diseases, the
fungus is driven out of the corpse and it ceases to be
• Existential Crisis. Having been suddenly granted animated for 24 hours.
self-awareness rather than developing it naturally, the
tree has deep-rooted insecuritrees about its role in the Reduce, Reuse, Recycle.
universe. A creature can use an action to make a DC — Boletob
14 Charisma (Intimidation) check against the tree. On
a success, the tree becomes incapacitated for 1 minute
while it ponders its lot in life.
• Tinder. If a creature threatens the tree with fire, they
make Charisma (Intimidation) checks against the
shrub with advantage.
Gas Spore
• Adiabatic Cooling. If the gas spore is reduced to 0 hit
points as a result of taking cold damage, its Death Burst
trait does not function.
Myconid Adult
• Stoic Sedative. If a creature succeeds on their
Constitution saving throw to resist the myconid’s
Pacifying Spores by 5 or more, the spores instead
induce a calming effect, suppressing any effect causing
a target to be charmed or frightened for 1 hour. When
this effect ends, any suppressed effect resumes,
provided that its duration has not expired in the
meantime.
• Melding. A creature who melds with the myconid’s
colony for 8 hours learns the myconid’s insights, fears,
hopes, and dreams. In addition, the creature gains
52 | PLANTS
Shambling Mound
• Sensitive Root-stem. The Shambling Mound’s driving
essence is its root-stem, buried within its rotting mass.
If a creature hits with an attack while engulfed by the
shambling mound, the attack ignores the shambling
mound’s resistance to cold and fire damage, and the
shambling mound takes twice as much damage from
slashing damage.
Shrieker
• Hoarse Voice. After shrieking, the shrieker cannot
shriek again for 1 minute.
Treant
• Pestilence. The treant takes twice as much damage
from swarms of insects or any spell or ability
that causes damage from small insects (such as
infestation, insect plague, or a Swarmkeeper
ranger’s Gathered Swarm feature).
Violet Fungus
• Lengthy Extrusions. The fungus has
disadvantage on attack rolls against
Medium or smaller creatures within 5 feet
of it.
Blights
• Unholy Origins. Blights count as Undead for the
purposes of Turn Undead.
Blight, Needle
• Resinous Needles. Attacks that deal fire damage have
advantage against the needle blight, and the needle
blight has disadvantage on Dexterity saving throws
to avoid spells and effects that deal fire damage.
Blight, Twig
• Instinctive Phototrophy. If the twig blight starts
its turn within an area of magically created bright
light, it must succeed on a DC 10 Wisdom saving
throw or use its movement to move toward
the source of the light. It will not move
into an obviously dangerous hazard, but
will otherwise take the most direct route,
potentially triggering opportunity attacks.
This effect lasts for 1 minute or until the twig
blight starts its turn outside of an area of
bright light. When this effect ends, the twig
blight becomes immune to this effect for
1 hour.
Blight, Vine
• Grasping Vines. The blight can have
one constricting vine at a time. The vine
can be attacked (AC 14; 4 hit points;
immunity to piercing, poison, and
psychic damage). Destroying the vine
deals no damage to the blight, which
can extrude a replacement vine on its
next turn as a bonus action. A vine can
also be broken if a creature who is not
currently restrained by it takes an action
and succeeds on a DC 12 Strength check
against it. While the vine blight has no
vines, it cannot use its Constrict attack.
PLANTS | 53
Undead Bone Naga
Every wizard pursues immortality eventually. Some seek • Weak Ligaments. A bone naga’s exposed ligaments
out lichdom; others, the mythical philosopher’s stone. are uniquely susceptible to acid. Whenever the bone
I simply stuck to the family tradition. Being a vampire naga takes acid damage, it must make a Constitution
is not so bad, all things considered. Sure, you give up saving throw. The DC is 10 or half the damage taken,
sunbathing, swimming, and garlic—and sure, you have to whichever is higher. On a failure, roll a d6 and consult
occasionally indulge a desire for warm blood—but when the table to determine the result. The effects linger
you’re a misanthropic bibliophile like myself, that’s pretty until the bone naga completes a long rest or is fully
close to business as usual. At least I’m not pretending to be healed.
something I’m not. Besides, that’s a measly cost to pay for an
eternity to pursue the necromantic arts. ∘ 1–2: Its speed is reduced by 10 feet. This can only
occur twice.
Why is it that people appreciate a hunter for “using the whole
animal,” but when a necromancer borrows a few UNUSED ∘ 3–4: The piercing damage from its Bite attack is
corpses to help around the house, you’re “a grotesque reduced by 5. This can only occur once.
corruption of the honorable profession of wizardry?” I know,
there ARE a few evil to the bone (get it?) witches and liches ∘ 5–6: Its AC is reduced by 2. This can only occur once.
out there that raise armies of undead and attempt to snuff
out all life. They give us honorable necromancers a bad name! • Command Dependency. The bone naga has
So do me a favor while you’re out there “adventuring”: put disadvantage on saves against suggestion or dominate
those reprobate undead overlords and their minions out of monster spells. If the bone naga’s summoner is killed,
their misery. I’ll even give you some tips to get you started. the bone naga can be persuaded to become non-hostile
with a successful DC 12 Intelligence (Arcana) or
Miazri Kharsaf (she/her, Lawful Evil) is a half-elven Charisma (Persuasion) check.
vampire necromancer specializing in all things undead.
Her aversion to sunlight keeps her indoors most days, Crawling Claw
but she always welcomes a curious individual inside for
a drink and an upbeat discussion about the morality of • Cruel Compulsion. A crawling claw is compelled
the living dead, or to gleefully exhibit her private gallery to slay the living, ignoring all else. A creature can
of anthropological and anatomical art—as long as you’re attempt to trick the crawling claw into thinking they
on your best behavior. Those who upset her have been are dead by holding still and holding their breath (see
known not to leave… not alive, that is. “Suffocating,” chapter 8, Player’s Handbook). As long
as the creature remains motionless and does not draw
Banshee breath, the crawling claw ignores them, believing them
to be dead, even if it previously perceived them as alive.
• Vengeful Vanity. The banshee cannot stand to witness
her lost beauty. Whenever the banshee starts her turn Death Knight
within 30 feet of a mirror she can see, the banshee
must make a DC 14 Wisdom saving throw. On a • Divine Retribution. The death knight’s betrayal of their
success, the mirror shatters and she can move and act previous deity left a scar upon their soul. Their Magic
normally. If the mirror is magical, it clouds over and Resistance trait does not function if the death knight is
becomes opaque for 24 hours. On a failure, the banshee within 60 feet of a divine relic of their previous deity.
uses her turn to move toward and attack the closest
mirror. If the banshee fails by 5 or more, she takes 10 • Fear of God. If a creature bearing a relic of the death
(3d6) magical slashing damage as she spends her turn knight’s previous deity threatens to enact divine
clawing at her own face. retribution and succeeds on a DC 18 Charisma
(Intimidation) check, the death knight loses its
• Regretful Reminiscence. Even in death, the banshee immunity to the frightened condition for 1 hour and
remains enamored of her former beauty. Any creature has disadvantage on Wisdom (Insight) checks to
who presents a beautiful depiction of the banshee determine if creatures are lying.
has advantage on Wisdom (Insight) and Charisma
(Persuasion) checks.
If you feel a sudden chill pass through
your body, that’s just Gertrude. She gets
a kick out of possessing my guests. Pass
me that old rolling pin of hers if you’d be
so kind. I’ll make sure to get her out of
you before she has too much fun.
— Miazri
54 | UNDEAD
A banshee falls prey to her vengeful vanity.
UNDEAD | 55
Death Tyrant Flameskull
• Reflective Eye Rays. When a creature holding • Quenchable. If the flameskull is submerged or splashed
a reflective surface succeeds on a saving throw with 1 or more gallons of water, it must succeed
against one of the beholder zombie’s eye rays, it can on a DC 13 Constitution saving throw or it loses its
immediately use its reaction to redirect the eye ray, Illumination trait and becomes blinded for 1 minute as
causing another creature within 60 feet to become the fires in its eyes are extinguished. The flameskull
the target instead. Any non-magical reflective surface can repeat the save at the end of each of its turns,
used in this way is destroyed. A magical reflective ending the effects on a success.
surface clouds over and any magical effect it creates is
suppressed for the next 24 hours. • Mental Gymnastics. A flameskull follows its
commands to the letter. However, a creature who
• Arrogant. The death tyrant has disadvantage on checks knows the flameskull’s instructions can make an
to discern an imposter among their minions. Intelligence (Investigation) check contested by the
flameskull’s Wisdom (Insight) check to devise a clever
Demilich reinterpretation of the command to suit the creature’s
desires, possibly allowing the creature to pass by
• Windows to Darkness. The demilich has two gemstone undisturbed (at the DM’s discretion). Any spell or
eyes. Each eye can be attacked (AC 24; 20 hit points; ability that allows a creature to read the flameskull’s
and the same resistances and immunities as the thoughts reveals the exact instructions it was given.
demilich). Destroying one eye weakens the demilich’s
connection to its phylactery and reduces its number Ghast
of legendary actions per round to 2. Destroying the
second eye causes it to lose its truesight sense. If the • Elven Protection. Unless there are no other targets
demilich reforms, it does not recover its abilities until available, ghasts do not attack anyone of elven ancestry
its gemstone eyes regenerate, which takes an additional or creatures wearing elf-made armor. If there are no
1d10 days per eye. other targets, the ghast attacks a non-elf in elf-made
armor first and an elf last.
Demilich (Acererak Variant):
• Lazy Insatiate. A ghast is always hungry and usually
• Windows to the Souls. The demilich has two gemstone prefers a meal of carrion, if available, rather than a
eyes. Each eye can be attacked (AC 24; 20 hit points; creature who would fight back. Before combat begins, a
and the same resistances and immunities as the creature may make a DC 12 Dexterity (Sleight of Hand)
demilich). Destroying one eye releases half of the check to carefully throw or place carrion, enticing the
creatures captured using its Trap Soul ability (chosen ghast to eat that instead of them.
randomly or at the DM’s discretion), weakening it
and reducing its number of legendary actions to 2. Ghost
Destroying the second eye releases the remaining
captured creatures and causes it to lose its truesight. • Painful Past. Objects of significance to the ghost’s
If the demilich reforms, it does not recover its abilities death or unfinished business become particularly
until its gemstone eyes regenerate, which takes potent weapons. An object of significance (at the DM’s
an additional 1d10 days per eye. Alternatively, the discretion) wielded as an improvised weapon can be
demilich may kill and absorb the souls of at least used to attack a ghost on the Ethereal Plane when
2 sentient creatures, immediately crafting a new the attacker is on the Material Plane, and vice versa.
gemstone eye from each soul. Additionally, when a creature possessed by the ghost
is hit with an attack from an object of significance, the
Dracolich ghost must make a Charisma saving throw, where the
DC is 10 + the damage dealt, or be expelled from the
• Soul Hoarder. The dracolich’s gemstone phylactery creature being possessed. If the object of significance is
must be kept within their hoard. a weapon (such as a kitchen knife), it can be wielded as
a weapon of the appropriate type (e.g., a dagger).
• Penalty of (un)Death. Creatures with draconic lineage,
draconic blessings, or bearing magical holy symbols • Grateful. A creature actively helping the ghost
from a draconic god have advantage on saving throws complete its unfinished business has advantage on
against the dracolich’s Frightful Presence action. Charisma (Persuasion) checks to influence the ghost.
• Draconic Contempt. A creature can distract a Ghoul
dracolich by talking about living dragons or dragon
gods, topics about which the dracolich is particularly • Elven Protection. Unless there are no other targets
contemptuous. While the dracolich is distracted this available, a ghoul does not attack anyone of elven
way, it has disadvantage on Wisdom (Perception) ancestry, or creatures wearing elf-made armor. If there
checks made to perceive any creature other than the are no other targets, the ghoul attacks a non-elf in elf-
one distracting it. Additionally, for the duration of the made armor first and an elf last.
distraction, the dracolich has disadvantage on Wisdom
(Insight) checks. • Lazy Insatiate. A ghoul is always hungry and usually
prefers a meal of carrion, if available, rather than a
I could really use a new butler… what did creature who would fight back. Before combat begins, a
you say your interment plans were again? creature may make a DC 12 Dexterity (Sleight of Hand)
And what about your friend over there? check to carefully throw or place carrion, enticing the
— Miazri ghast to eat that instead of them.
56 | UNDEAD
Lich Skeleton
• Call to Action. The souls of the individuals the lich • Funny Bone. When a creature rolls a 20 on an attack
has trapped in its phylactery can be persuaded to fight roll against the skeleton that deals bludgeoning, force,
against the lich from the inside. A creature may use or thunder damage, the skeleton is reduced to 0 hit
an action to call out to an individual soul and attempt points and shatters.
a DC 18 Charisma (Persuasion) check. On a success,
the lich loses a legendary resistance. If the lich has no Skeleton, Minotaur
remaining legendary resistances, the creature gains
advantage on saves against the lich’s spells and abilities • Weak Ligaments. Their exposed ligaments are
until the end of the creature’s next turn. uniquely susceptible to acid. Whenever the
minotaur skeleton takes acid damage, it must make
• Whispers from the Lost. Calling out to the individuals a Constitution saving throw. The DC is 10 or half the
the lich has trapped in its phylactery can allow what damage taken, whichever is higher. On a failure, roll
remains of their individuality to temporarily take a d6 and consult the table to determine the result. The
over, potentially revealing information the lich would effects linger until the minotaur skeleton completes a
otherwise keep to itself. A creature can speak the long rest or is fully healed.
names of trapped individuals, give specific details of
their lives, and make a DC 18 Charisma (Persuasion) ∘ 1–2: Its speed is reduced by 15 feet. This can only
check. On a success, the creature has advantage on occur twice.
Intelligence (Arcana) checks to determine how to
destroy the lich’s phylactery. ∘ 3–4: Its damage is reduced by 5. This can only occur
once.
Mummy and Mummy Lord
∘ 5–6: Its AC is reduced by 2. This can only occur once.
• Pyrophoric Preservatives. The chemicals and linens
used to preserve the mummy are highly flammable. Skeleton, Warhorse
Whenever the mummy takes fire damage, it must
succeed on a Dexterity saving throw or catch fire. The • Weak Ligaments. The warhorse skeleton’s exposed
DC is equal to 10 or half the damage dealt, whichever ligaments are uniquely susceptible to acid. Whenever
is higher. On a failed save, the mummy takes 4 (1d8) the warhorse skeleton takes acid damage, it must make
fire damage at the start of its turn until a creature a Constitution saving throw. The DC is 10 or half the
uses an action to put the fire out. Additionally, while damage taken, whichever is higher. On a failure, roll a
the mummy is on fire, its Rotting Fist attack deals an d6 and consult the table to determine the result.
additional 2 (1d4) fire damage on a hit.
∘ 1–2: Its speed is reduced by 25 feet. This can only
• Cat Reverence. Lenoin, tabaxi, and any other creatures occur twice.
with cat-like appearances have advantage on Charisma
(Deception or Persuasion) and Wisdom (Insight) checks ∘ 3–4: Its damage is reduced by 4. This can only occur
against the mummy. once.
Revenant ∘ 5–6: Its AC is reduced by 2. This can only occur once.
• Focused. Creatures do not provoke opportunity attacks Specter
from the revenant unless the revenant has sworn
vengeance against them. • Blood of My Blood. The specter can be harmed by blood
taken from its corpse or a living relative that knew it
• Information-seeking. A creature who provides new in life. As an action, a creature can splash the contents
information regarding the creature(s) against whom the of a vial of blood onto a specter within 5 feet of it or
revenant seeks vengeance has advantage on Charisma throw the vial up to 20 feet, shattering it on impact. In
(Persuasion) checks made to influence the revenant either case, the creature makes a ranged attack against
and may use Intelligence instead of Charisma for the specter, treating the vial as an improvised weapon.
Persuasion checks. On a hit, the specter takes 7 (2d6) radiant damage and
it cannot use its Incorporeal Movement trait until the
Shadow end of its next turn as the blood returns it briefly to
corporeal form.
• Salt Barrier. The shadow treats a completely closed
circle of salt as a wall of force that extends upwards Specter (Poltergeist Variant)
and downwards indefinitely. Once per turn, while
within 5 feet of the wall, the shadow may make a DC • Not Forgotten. If a creature uses an action to shout
13 Constitution saving throw, passing through the wall the poltergeist’s name and details of its demise, the
on a success. On a failure, the shadow cannot pass creature can make a Charisma (Persuasion) check
through the wall and takes 2 (1d4) radiant damage on contested by the poltergeist’s Wisdom (Insight). If the
the attempt. One or more creatures can spend an action poltergeist fails, it loses its Invisibility trait and its
to create the ring of salt. The circle has a radius in feet Forceful Slam and Telekinetic Thrust actions, and
equal to five times the number of actions spent to create becomes a normal specter with the same remaining hit
it. For example, a creature who takes the Dash action points.
can sprinkle salt to create a 5-foot radius circle; if a
second creature joins the effort, together they can use As long as you’ve got salt, garlic, and
one Dash action each to create a 10-foot radius circle. a bit of holy water, you’ll be all right.
Probably.
— Miazri
UNDEAD | 57
Vampire and Vampire Spawn Wraith
• Sanguine Consecration. A creature who has imbibed • Campanophobia. A creature within 60 feet of the
holy water within the last hour or is currently under wraith can use their action to ring silver hand or
the effects of the ceremony spell is protected by divine church bells and make a Strength check contested
power. Whenever the vampire deals damage to such by the wraith’s Wisdom saving throw. If the creature
a creature with their Bite attack, the vampire takes is proficient in at least one instrument, they can add
damage equal to the amount dealt instead of regaining their proficiency bonus to the roll. On a failed save, the
that many hit points. wraith is frightened of the creature until the end of the
wraith’s next turn.
• Allium Acrimony. A vampire has disadvantage on
Charisma (Deception) checks while they are within 10 Zombie
feet of garlic. Additionally, a creature carrying garlic
has advantage on Wisdom saving throws against the • Headshot. Instead of attacking normally, a creature
vampire’s charm ability as long as the garlic is carried may choose to target the zombie’s head, which has an
openly and not in a bag or other enclosed or sealed AC of 12. If the zombie is reduced to 0 hit points as a
space. result of this attack, it does not benefit from its Undead
Fortitude trait.
Wight
Zombie, Beholder
• Soul Seeker. The wight always seeks the strongest life
force first. A wight does not attack an undead creature • Reflective Eye Rays. When a creature holding a
or a creature who has previously died unless there are reflective surface succeeds on a saving throw against
no other targets. If there are no other targets, it attacks one of the beholder zombie's eye rays, they can
a creature who has previously died first, and an undead immediately use their reaction to redirect the eye ray,
creature last. causing another creature within 60 feet to become
the target instead. Any non-magical reflective surface
• Unholy Contract. A creature who bears a symbol or used in this way is destroyed. A magical reflective
object representing the dark entity that granted the surface clouds over and any magical effect it creates is
wight undeath has advantage on Charisma (Deception suppressed for the next 24 hours.
and Persuasion) checks against the wight.
Zombie, Ogre
Will-o’-Wisp
• Headshot. Instead of attacking normally, a creature
• Allure of the Anguished. Will-o’-wisps cannot resist may choose to target the ogre zombie’s head, which
the impulse to feed on sorrow. A creature may make has an AC of 12. If the ogre zombie is reduced to 0 hit
a Charisma (Performance) check and use an action to points as a result of this attack, it does not benefit from
play a bone flute or similar instrument to imitate wails its Undead Fortitude trait.
of despair. Any invisible will-o’-wisp that can hear the
sounds must succeed on a Wisdom saving throw, the
DC being the result of the Charisma (Performance)
check, or become visible.
58 | UNDEAD
Icewind Dale: Rime of the Frostmaiden
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