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2
Contents
About This Book.....................................................................4 Voriplasm............................................................................33
Welcome to Murkmire ..............................................................4 Voriplasmic Haj Mota ..........................................................34
Traveling Through Murkmire ....................................................5 Voriplasmic Skeleton ...........................................................34
Deep Fever Disease ..................................................................5 Wamasu ..............................................................................35
Additional Rules.......................................................................5 Miscellaneous Creatures ......................................................36
Copper Tongued Skink ........................................................36
Chapter 1: Player Options......................................................6 Crocodile.............................................................................36
Races.......................................................................................6 Giant Crocodile ...................................................................36
Kotu Gava ...........................................................................36
Naga .....................................................................................6 Kotu Gava Broodmother ......................................................37
Factions ...................................................................................8 Mudcrab .............................................................................37
Poisonous Swamp Jelly .......................................................37
Cyrodilic Collections..............................................................8 Shroom Beetle.....................................................................38
Tribes of Murkmire..............................................................11 Swamp Jelly........................................................................39
Backgrounds..........................................................................12 Swarm of Kotu Gava ...........................................................39
Murkmire Tribe Member......................................................13 Nonplayer Characters ...........................................................40
Argonian Venomshot ...........................................................40
Chapter 2: Treasures............................................................14 Black Marsh Warden ...........................................................40
Magic Items ...........................................................................14 Explorer ..............................................................................41
Hist Speaker .......................................................................41
Chapter 3: Monsters.............................................................18 Naga Skirmisher .................................................................42
Stat Blocks by Creature Type .................................................18 Naga Warrior.......................................................................42
Shadowscale .......................................................................42
Argonian Behemoth ............................................................19 Fiendish Flora ......................................................................44
Bear-Lizard .........................................................................20 Catapult Cabbage ...............................................................44
Bog Blight ...........................................................................21 Gas Blossom .......................................................................45
Hackwing ............................................................................22 Lantern Mantis ...................................................................46
Haj Mota .............................................................................23 Scuttle Bloom .....................................................................47
Hemonculous ......................................................................24 Static Pitcher ......................................................................48
Hoarvor...............................................................................25
Mireguant ...........................................................................27 Appendix A: Monsters Lists .................................................49
River Troll ...........................................................................28 Monster by Challenge Rating..................................................49
Swamp Leviathan................................................................29
Strangler.............................................................................30
Strangler Alpha...................................................................31
3
About This Book Arena. Released in 1994, the limited graphic
capabilities required a lot of imagination to really
Murkmire is an incredibly dangerous take in the wondrous and alien nature of the
place, for both the locals and new‐ Argonians. In 2009 we were given a new glimpse of
comers. This book highlights many Lilmoth, this time with the written word. Several of
of those dangers, with 31 original the characters featured in the Greg Keyes novel, The
stat blocks of monsters, beasts, and Infernal City, lived in the city.
peoples who can be found in the swamps of Black
Marsh. Monsters aren't the only dangers in the It wasn't until late 2018 that we were able to truly
deep of Murkmire. This book also highlights some of see the wild beauty of Murkmire with the release of
the more perilous flora that can be found, and a DLC of the same name in Elder Scrolls Online. We
which should be avoided, if possible. were able to learn about the unique creatures and
tribes that live in the marsh, and learn more about
Although the threats of Murkmire make up a large how the Argonians look at life—a way that is truly
portion of the pages, this book also covers the alien to many of us, in world and out.
different types of people that can be found living in
or exploring through the marsh. Chapter 1 includes The Menacing Mire
new player options, including a new subrace of
Argonians: the Naga, along with two factions that Unfettered beauty might draw sightseers into the
your character might be apart of or come across wilds, but the dangers of Murkmire quickly
while delving through the thick muddy morass. consumes those who do not travel with a seasoned
Chapter 2 provides 13 new magic and mundane guide. Only the bravest and boldest—and maybe the
items and treasures that can help you stave off reckless—can make their way into the swamps
many of the deadly threats. without fear, but even they need to be prepared, or
the deep murk will devour them too.
Welcome to Murkmire
Completing even simple tasks in the murk can
Aside from the coastal settlement of Lilmoth, prove deadly. Simply gathering food is a dangerous
Murkmire is mostly untamed swamplands that have proposition, even for Argonians. Salted meat
been left to grow unhindered by the local tribes. The imported in from other settlements proves to be the
beauty of the natural landscape, untouched by man safest way to sustain yourself, and its preserved
or mer, along with the promise of forgotten and nature allows it to not rot so easily in the dampness
unguarded treasures, gathers the attention of a of the swamp. If you are looking to find fresh
diverse set of travelers. ingredients to make local cuisine, it's best to bring a
guide with you. There are many good looking foods
The last time any part of Murkmire was seen in that grow out in the wilds—knifeberries, toadskin
game was in the first of the Elder Scrolls series: peppers, ghost truffles—but these foods will kill
most anyone who eats them. Without a guide,
explorers can easily starve in the marsh.
4
Stepping outside the walls of Lilmoth offers far Deep Fever Disease
more dangers than simply finding food that won't
kill you, and it's just as likely that you will be seen Without the appropriate protection, flesh-flies start
as food to something else. Even the most mundane off as a nuisance but can quickly put an end to an
setbacks can turn into mortal dangers in the adventure. Bug-repellent candles (chapter 2) is the
swamp. Swarms of flesh flies threatens anyone who best way to stave off the pesky insects.
hasn't come prepared with deterrents. These
billowing clouds of buzzing pain can quickly wear Each creature who spends a day traveling in the
down even the most hardened explorers. Being Mire without such precautions, or a creature that
bitten by poisonous snakes or spiky snails can attempts a short or long rest in the wilderness,
quickly end an expedition. It's best to have a hearty must succeed on a DC 11 Endurance saving throw
supply of reliable curatives if the need should arise, or risk being infected by the Deep Fever disease.
and it likely will. The symptoms of the disease appear after 1d12
hours after being infected.
Traveling Through Murkmire
Once the symptoms begin, the infected creature
Making your way through the overgrown swamps is has the following effects:
difficult, even for the local tribes. If the living
dangers weren't enough, the thick mud and • their speed is reduced by 5
fiendish flora slows down any travel, and the • they only regain half the normal number of hit
constant and sudden storms can easily disorient
diligent navigators. The weather of Murkmire is points from spending Hit Dice during a short
known to be nastier than a crocodile's bite. rest.
• they regains hit points as normal after a long
Explorers who take on the task of making their rest, but gain one level of exhaustion.
way through the mire will face a series of
difficulties. Travel speed is reduced, even for native At the end of a long rest, an infected creature
argonians and expert guides. Outsiders have an repeats the saving throw, shaking off the disease on
especially difficult time navigating their way, as a successful save.
anyone who doesn't have a deep connection with
the Hist can easily get lost. Food that won't poison Additional Rules
you is scarce, and the water found in the rivers
carry diseases that can end an adventure in an If you are looking for more concrete rules and tools
unceremonious way. Dehydration and starvation to help you with your Murkmire expedition, take a
are serious considerations and can make tracking look through the Dungeons & Dragons adventure
fresh water and food exciting and terrifying. Tomb of Annihilation. The book is full of rules for
travel distance, navigation, diseases, and survival
tools, as well as fantastic puzzles and locations that
should easily fit right in with the untamed wilds of
Black Marsh.
5
Chapter 1: Player Options
Heroes that come to Murkmire are usually many similarities with their other Argonian cousins,
in search of adventure and challenge, or they have a distinct snake-like appearance.
treasure and plunder. Heroes that live in
Murkmire are often just trying to Feared Warriors
survive, dealing with the everyday
challenges that come from living in the swamps, or To outsiders, the Naga are feared and often avoided.
fending off the cataclysmic events that make While many outsiders to the Black Marsh have very
appearances with each generation. little contact with the Naga, their notoriety of being
brutal and fearsome warriors spreads widely. The
The further you venture into the marsh, the more tribeless Naga are often painted as bandits and
you'll come across the lesser known breeds of thugs who scour the lands, kidnapping, robbing,
Argonians. Some breeds that anthropologists know and murdering outsiders. While this might not be
about, but have never seen, are the Paatru, toad- necessarily untrue, the Naga themselves simply
like humanoids, and the Sarpa, which are winged look at the world differently. An Imperial might
Argonians. While you still won't find them here, in consider it stealing if someone took supplies from
this chapter we take look at the Naga, a subrace of their camp, a Naga might see the items as
the Argonians who are native to the lands of abandoned, available to anyone who claims it. A
Murkmire. Naga might consider taking an Imperial as resource
Factions are also covered in this chapter.
Argonians born in Murkmire are likely part of a
tribe, beholden to their Hist. Several of these tribes
are briefly discussed, giving ideas on what makes
each tribe unique. Whether it's their ideals or their
appearance that differs between tribes, these traits
are often dependent on the Hist tree they belong to.
Heroes that come to Murkmire may have been lured
in by Cyrodilic Collections and their promise of
adventure and riches. These explorers and
historians have ambitious goals that attract all
kinds of individuals.
Races
Argonians are mostly found throughout Tamriel,
but the lesser known breeds are hardly seen
outside the deep bogs of Black Marsh. If you're a
player, work with your DM before making a Naga
character. If your campaign takes place outside of
the depths of Black Marsh, some DMs may need a
good reason with why a Naga would leave their
homeland. It might create an interesting challenge
for some players to have their character questioned
by every guard or commoner they come across, but
it might not be the experience everyone is looking
for.
Naga
One of the lesser known breeds of Argonians are
known as the Naga. They mostly live in the inner
swamps of the Black Marsh and are hardly ever
seen in other parts of Tamriel. While they share
6
gathering, rather than kidnapping, and murder is They are generally have a neutral outlook, but can
often seen as defense. range from lawful to chaotic, depending on the
tribe, philosophy, and connection to Sithis.
For the Naga who join under one hist, these tribes
are often proud and skilled warriors who train Size. Tall and slender, Naga stand 7 to 8 feet tall
constantly. Life is often viewed as a constant fight, on average and usually weigh less than 250
and these Naga take great pride in producing the pounds. Your size is medium.
strongest fighters. In order to survive the harsh
wilds of Murkmire, the Naga keep their traditions Appearance. Like their Argonian cousins, Naga
close as a way to continue their survival. come with unique cranial features and colouring.
Their frills and ridges tend to be more snake-like in
Naga Names nature and they have large mouths with needle-like
fangs.
Most Naga are born in their tribal lands, and they
use the same naming conventions as other Subrace. The Naga is a subrace of the Argonian
Argonians, preferring names in their native Jel and shares many of their traits, including their Age,
tongue. Speed, Argonian Combat Proficiency, Argonian
Resilience, Bite, Protective Scales, Water-breathing,
Naga Traits and Languages.
Naga share many of the same traits as their Perseverance. You gain proficiency in the
Saxhleel cousins, but have some notable Survival skill.
differences. Their Attribute Score Improvement,
Alignment, Size, and Appearance traits are different, Strength of the Hist. You can call on the Hist to
as noted below. Refer to the Subrace trait for a list provide its strength when you need it most, As a
of traits that remain, and see the following traits bonus action, your scales harden and your bite
unique to the Naga. becomes even more deadly for the next minute.
Your Bite now deals piercing damage equal to 2d6 +
Attribute Score Improvement. The Naga increase your Strength modifier, and the armor provided by
their Endurance by 1, rather than their Intelligence. your Protective Scales trait increases to 14 + your
Agility modifier.
Alignment. The Naga of Murkmire are raised in
communities that value discipline and strength. Once you use this trait, you must finish a long
rest before you can do so again.
7
Height and Weight Guild, only Cyrodilic Collections and the Tribes of
Murkmire are unique and are outlined below.
You may roll for your character's height and weight
on the Random Height and Weight table. The roll in Cyrodilic
the Height Modifier column adds a number (in
inches) to the character's base height. To get a Collections
weight, multiply the number you rolled for in height
by the roll in the Weight Modifier column and add Whether based on an academic pursuit of
the result (in pounds) to the base weight. knowledge or simple fascination, the members of
Cyrodilic Collections have a deep and abiding
Random Height and Weight respect for the Argonian culture. This fellowship of
historians are dedicated to finding, retrieving, and
Race Base Base Height Weight restoring lost treasures of the Argonians. They are
Height Weight Modifier Modifier historic investigators who research and seek out
antiquities stolen from the Argonian homeland.
Naga 6’2” 140 lb. +2d10 x (2d4) lb.
Keeping the Past
Factions
Argonians themselves don't seem to care about
In the swamps of Murkmire there are few collectives their history all that much. They live in the now.
that stand out as exclusive to the mire. The Past and future are concepts that are totally foreign
Argonian tribes are the most obvious and apparent to them. To them, the past is dead and gone and
of such groups of people. If you visit the Imperial best forgotten. Murkmire Argonians believe that
colony of Lilmoth, you are likely to happen across everything is temporary, so they generally let nature
the other faction: Cyrodilic Collections. While the take its course, which makes expeditions to find lost
tribes of Murkmire are exclusive to those Argonians relics even more difficult, but also more exciting.
that are born into the tribe, Cyrodilic Collections is While most Argonians are far more interested in the
a voluntary association with like minded people. here and now, the members of Cyrodilic Collections
are fascinated by the past. Their goal is to collect
Another association exclusive to Black Marsh, and preserve these artifacts for future generations.
although not Murkmire, is the Shadowscales, So much of the Argonian's unique history has been
Argonian assassins in service of Sithis and the lost, and they intend to discover these lost tales and
Dark Brotherhood. Even though you can find share them with the world.
Tamriel's more typical guilds, such as merchant
organizations, the Fighter's Guild, and the Thieves'
8
Resource Management by the local Naga or getting trapped in a collapsing
ruin is definitely something to consider before
All of this, of course, costs money. The expensive signing up. Most of the associates are explorers or
gifts or bribes needed to get leads on possible relics. historians who are delighted by the mysteries of the
Finding and paying explorers who are willing to risk past.
their lives for old, dusty tablets. Funding the
dangerous expeditions requires appropriate Smugglers, black marketers, and dastardly
transportation, specific gear that is both lightweight scoundrels sometimes infiltrate their way into the
and versatile, and the necessary supplies and organization with the intentions of utilizing the
rations. To top it all off, you then need enough real guilds resources to find and gain access to such
estate to house the priceless goods when their priceless treasures—and then putting a price on the
found and keep them secure. historic relics to sell to the highest bidder, or keep
the artifacts for themselves.
Talented negotiators and smooth talkers are
necessary to find the wealthy benefactors who are Rank and Renown
willing to fund the operations of Cyrodilic
Collections. Some of the money comes from owners As you advance the goals of Cyrodilic Collections
who pay the explorers to retrieve their lost items through your adventures, you become an
and heirlooms. Philanthropists fill in a portion of increasingly important part of their activities. Your
the costs, and selling some of the items to collectors status in the guild is measured by your renown
is seen as a last resort if needed to keep things out score. As you increase that score, you gain the
of the red. opportunity to advance in the ranks of the guild.
Grand Plans When you join Cyrodilic Collections as a starting
character, your renown score is 1. Your renown
Some of the artifacts are returned to their rightful score increases by 1 when you do something that
owners, which is often as easy as visiting a major advances the interests of the guild, such as
city. Other times, however, might require finding collecting donations, and by 2 when you complete a
long lost tribes deep in forgotten swamps. These mission that involves danger, such as retrieving a
monumental tasks turn into their own expeditions. lost relic from an ancient ruin. The guild must be
Regardless, with each successful expedition, aware of your accomplishments for your renown to
Cyrodilic Collections gains more fame and fortune. increase. At your DMs discretion, you may also
Each success garners attention, and attention increase your renown through spreading the word
attracts benefactors. In turn, this equals more gold about Cyrodilic Collections endeavors and
to use to equip more expeditions and to purchase socializing with prominent members of society.
antiquities from collectors.
By gaining renown as a member of Cyrodilic
Ultimately, when an item is found, it's returned to Collections, you can advance within the guild.
Black Marsh. Recovered relics are returned to the Promotion through the ranks requires recognition
locations they belong, or they are at least kept safe from the current Chief Antiquarian of your office.
from pillagers. When enough of these orphaned Advancement in the guild is a reward for services
rarities are found, the intention is to open a rendered to the guild, rather than an automatic
museum; a place where these cultural artifacts can consequence of increased renown. As you gain
be enjoyed by everyone. renown with the guild, you gain certain benefits as
described below.
Joining the Collection
If you commit a serious offense against the guild
In Murkmire, Cyrodilic Collections has been or its members, you lose renown within the guild.
operating expeditions out of their office in the old The amount you lose is at the discretion of the DM.
Imperial settlement of Lilmoth. The small city is the Examples of these offenses would be purposefully
southernmost port and entryway to the wild damaging or destroying relics and ruins, or stealing
swamps of Murkmire. Merchants and travelers alike and selling the cultural artifacts for your own
walk its muddy streets, while the rampant humidity benefit. If your renown score drops below the
causes everyone except the local Argonians to threshold for a rank, you lose the benefits and
sweat. It is known colloquially as the Festering privileges offered to you. If your renown reaches 0,
Jewel of Black Marsh. you are kicked out of the guild. Even if you regain
lost renown, you might find it more difficult to again
Members are attracted to joining Cyrodilic secure a position or rank with Cyrodilic Collections.
Collections for the promise of excitement and a bit
of gold. There are risks of course. Being kidnapped
9
Rank 1: Walker Regardless of your specific title, you can can secure
the aid of up to 2d4 explorers (see chapter 3 for
Prerequisite: Renown 3 or higher in Cyrodilic this stat block) whenever you set out on a guild
Collections approved expedition.
At this rank, you have shown that you are a worthy Between adventures, your responsibilities include
adventurer and are a welcome member of any organizing expeditions, researching lost artifacts
expedition. You are trusted with simple tasks and and relics, the acquisition of licenses, and the
relic retrievals that do not require the expertise of a paperwork required to set up such quests. These
full team of explorers. duties earn you enough money to support yourself
at a comfortable lifestyle.
When you are in a settlement with a Cyrodilic
Collections office you can sleep in their barracks. Rank 4: Chief Antiquarian
They provide you with food in circumstances and
pay for your funeral if needed. If you are accused of Prerequisite: Rank 3 and renown 50 or higher in
a crime, your guild offers legal support, as long as a Cyrodilic Collections
good case can be made for your innocence or the
crime was justifiable. As chief antiquarian, you assume the leadership of
the Cyrodilic Collections office in one of the major
Between adventures, you earn a salary that settlements that their offices can be found. You gain
supports a modest lifestyle. access to all of the resources available to your office
and you gain the following perk:
Rank 2: Explorer
Archaic Knowledge. You gain advantage on
Prerequisite: Rank 1 and renown 10 or higher in Intelligence (History) checks on recalling
Cyrodilic Collections information regarding relics and antiquities that
you and your office seek out. If it is impossible to
As an explorer, you have proven that you can be know the information, you know where or how you
relied upon as a team member in expeditions that might learn more, which can lead to its own
require care and precision to protect priceless adventure.
artifacts and ancient ruins. You also gain the
following perk: Your increased responsibilities earn you the funds
to sustain a wealthy lifestyle.
Explorer's Eye. While adventuring in ancient
ruins, dungeons, or similar sites, you are more
nimble and aware of the dangers that surround
you. When you make an Agility saving throw from a
trap, environmental hazard, or other similar threat,
you can use your reaction to gain advantage on the
saving throw. Once you use this perk, you must
finish a short or long rest before you can do so
again.
You continue to earn a salary that supports a
modest lifestyle, but you are given more respect and
your own private quarters to sleep in.
Rank 3: Historian or Veteran
Associate
Prerequisite: Rank 2 and renown 25 or higher in
Cyrodilic Collections
Your new title depends on your interests as they
relate to the guild:
• If your interests are in researching artifacts and
gaining information, you become a historian.
You receive a specific title based on the research
you focus on, such as Historian of Xanmeer's,
or Historian of Deepmire.
• If your interests concern perfecting the
expeditions that explorers and walkers go on,
you become a veteran associate that oversees
the adventurers.
10
Tribes of Murkmire single grain of rice. They almost always depict local
animals, but they also carve the seed dolls to
While the tribes of Murkmire have exceptional resemble eggs or tiny Argonians. Seed dolls are
differences, they share a powerful bond with each highly sought after—both as protective talismans
other, which goes deeper than most outsiders can and works of native art.
understand. Between the tribes, there are violent
raids, poaching, and grim thievery, but the Dead-Water
Argonians of Murkmire still look upon one another
as egg-brothers and egg-sisters. Whether it's a form Controlling vast swaths of northern Murkmire, the
of enforced forgetfulness, or a culture of exceptional Naga-Kur, or Dead-Water tribe are greatly feared by
forgiveness, this bond defines all inter-tribal the surrounding villages. These proud warriors
relationships. stand firm with their traditions and spend much of
their time training for battle. Requiring their
The tribes of Black Marsh have had to set aside fighters to pass grueling tests, the Naga-Kur are
their differences on countless occasions to repel feared on the battlefield for their brutal ways and
invaders from Morrowind and Cyrodiil. They relentless will.
understand how much they rely upon one another,
as each tribe plays a major role in different means Adorning their weapons and armor with pieces of
of survival, from raising crops, to building supplies, fallen comrades, the Dead-Water tribe often uses
security, and protection. As People of the Root, their claws, leg bones, and the like to honor their
nebulous belief in reincarnation means that one ancestors. Swords and daggers are carved out of the
may become a member of a different tribe in the bones of egg-brothers and egg-sisters, claws and
fullness of time. teeth are used as talismans, and faces are stretched
across wooden shields, The Naga-Kur fight all the
Several of the tribes of Murkmire are briefly days of their lives, and they believe that using parts
described below. of the fallen as weapons and armor allows them to
fight after death as well.
Black-Tongues
Ghost People
Unlike the belligerent Tum-Tahleel or the eerie
Veeskhleel, the Black-Tongues tend to be polite and The Ghost People live almost entirely in the dark,
soft-spoken, under the right circumstances. Like only leaving the Deepmire to stalk the night. The
many tribes of Murkmire, however, they react Veeskhleel, as they are known in their native
uniformly hostile if they are caught off-guard by tongue, have pale, white scales that are sometimes
those trespassing upon their territory. The so translucent that you can see down to their
accomplished alchemists often leave flasks and bones. They keep themselves shrouded in mystery,
other alchemical tools out in the open as a warning even among other local tribes.
to outsiders marking their territory.
Known for their uniquely Argonian necromancy
The Black-Tongues, or Kota-Vimleel, are ardent practices, the Ghost People steal the dead bodies of
Sithis worshipers. They dedicate almost all of their other tribes. They bury the corpses among the roots
resources to producing as many Shadowscales
(Chapter 3) as possible. Using their encyclopedic
knowledge of the swamp vegetation and wildlife,
these alchemists craft powerful contraceptives
known as “Gloom Nectar” to allow the tribe to
synchronize their egg-laying cycle to ensure a huge
crop of Argonians are born under the sign of the
Shadow every year.
Bright-Throats
The Wasseek-haleel, or Bright-Throat tribe is by and
large composed of cheerful artisans who enjoy a
fruitful relationship with both outsiders and deep-
swamp Argonians. Known for their bright and
colourful scales, the Bright-Throats are famous for
their rich music and dance tradition, as well as
their preternatural talent as wood carvers. While
they make countless items, including musical
instruments, kitchenware, armor, and weapons,
they are most respected for their xeech'kis, or “seed
dolls”. These small figurines vary in size, sometimes
as large as an Orc's fist, sometimes as small as a
11
of their Hist and perform profane rituals to steal the Backgrounds
departed souls from their tribes.
During character creation, players choose a
Miredancers background that suits their character. For an
adventure that is set in Black Marsh, or for
The Gee-Rusleel, as they call themselves, are characters that might have a connection to
among the most introspective Argonians in Murkmire, consider using the following suggested
Murkmire. They also tend to be more pleasant. backgrounds, with the approval of your DM.
While they are reclusive and wary of outsiders, they
are also quick to win over; willing to share a meal or The Dungeons & Dragons adventure Tomb of
a game of Shells and Stones. The Miredancers are Annihilation comes with two new backgrounds: the
skilled crafters, with a particular knack for working Anthropologist and the Archaeologist, which can
with Hist amber and egg shells. They are also be altered to suit a Tamrielic setting relatively easily.
peerless navigators, guiding their flat-bottom boats Characters that have a strong interest in relic
effortlessly through the swamp, master weavers, hunting would make great use of the Archaeologist
and skilled cartographers. background. Outsiders that are interested in
learning more about Argonian culture could be
The most defining characteristic of the Miredancer interested in the Anthropologist background. Either
tribe is piety. They have a deep reverence for the would make an ideal addition to Cyrodilic
Hist. Their Sap-Speakers have a unique means for Collections
communicating with the Hist. While each tribe
boasts of their methods, the Miredancers appear to If using the Anthropologist background, revise the
have the most compelling bond. Cultural Chameleon feature and associated Adopted
Culture table to include the races of Tamriel. Work
Despite their deeply religious nature, the with your DM if you are interested in adopting the
Miredancers also seem to have an obsession with all cultures of lesser known groups, such as Goblin-
types of games. They are particularly fond of the ken, Imga, or Akaviri.
games Nine-Shells and Shells and Stones, as well as
sports such as the popular teeba-hatsei, or Hip and Characters who come from one of the Tribes of
Tail ball. Miredancers are also inveterate gamblers, Murkmire can use the following background, which
but they often forget to collect their winnings. is based on the Uthgardt Barbarian background
Unlike the games of men and mer, Miredancer found in the Sword Coast Adventurer's Guide.
competitions appear to be completely devoid of
malice or injured pride.
Root-House People
The tribe known as the Tum-Taleel, or Root-House
People in the common tongue, are belligerent and
warlike people who are quick to anger and known
throughout the swamp for their brutal and
subjugating ways. They make a practice of attacking
peaceful villages and killing or driving off the
inhabitants. Then they settle into the now-vacant
huts and exhaust all the village's resources. Other
Saxhleel often compare them to burglar crabs—
creatures that eat small snails and smaller crabs,
and afterwards move into the empty shells.
Tum-Taleel are significantly larger than other
Argonians, with broad shoulders, narrow eyes, and
wide, powerful jaws. To intimidate others, they often
adorn themselves with war-paints and decorate
their weapons with dried blood.
Other Tribes
While the these are the most notable tribes in the
region of Murkmire, there are many other tribes,
such as the Copper-Eyes, the Moss-Skin, and the
Su-Zahleel. Even still, there may be even more
tribes that have yet to be discovered, especially in
the Deepmire. If you want to create your own
unique tribe, you can use the examples above as
idea starters for your own Argonian tribe.
12
Murkmire Tribe Member Feature: Tribal Heritage
As a member of any tribe, you recognize the You have excellent knowledge of not only your
importance of working together as a collective, with tribe's territory, but also the terrain and natural
each member providing a particular strength and resources of the rest of Murkmire. You are familiar
compensating for another's weakness. This type of enough with any wilderness area that you find twice
unity may require compromise, but you understand as much food and water as you normally would
the value and strength that comes from cohesion. when you forage there.
It is likely that you will respect the ideals and Additionally, you can call upon the hospitality of
traditions of your people and will have a reverence your people, and those allied with your tribe. You
for the Hist and the natural world that the Hist have may safely travel through the territories of rival
created. As an Argonian, you have a unique outlook tribes, provided you do not harm or otherwise
on life that may be difficult for non-Argonians to disrespect the tribe,
fully understand. You have little interest in the past,
and do not concern yourself too much with the Suggested Characteristics
future.
Use the tables for the outlander background in the
Consider why you left your tribe and joined a Basic Rules as the basis for your traits and
group of adventurers. Were you driven out of the motivations, modifying the entries when
tribe for your actions, or have you been tasked to appropriate to suit your identity as a member of a
learn more about other tribes and cultures? Have tribe of Murkmire.
you left as part of a coming-of-age trial, to complete
a specific task before returning to the tribe? Are you Your bond is undoubtedly associated with your
looking to bring pride to your tribe through your tribe or some aspect of its culture. Your ideal is a
accomplishments or are you looking to prove personal choice that closely relates to your tribes
yourself as a worthy member? ethos and doesn't contradict or compromise their
values.
See the Tribes of Murkmire earlier in this chapter
to get ideas about your tribe, or use these as an
example to create a new tribe with their own unique
outlook and characteristics.
Restrictions: Only Argonians are every truly
considered members of a Murkmire tribe,
Skill Proficiencies: Survival, and the skill
proficiency listed in the Skill column of your tribe
as shown in the Tribes of Murkmire Proficiencies
table.
Tool Proficiencies: The tool proficiency listed in
the Tool column of your tribe as shown in the Tribes
of Murkmire Proficiencies table.
Languages: One of your choice
Equipment: A hunting trap, a totem or item that
represents your tribe, a set of traveler's clothes, and
a pouch containing 20 septims.
Tribes of Murkmire Proficiencies
Tribe Skill Tool
Black-Tongues Religion Alchemist’s supplies
Bright-Throat Persuasion Woodcarver’s tools or one type of
musical instrument
Dead-Water Athletics Leatherworker’s tools
Ghost People Stealth Poisoner’s kit
Miredancers Insight Woodcarver’s tools, weaver’s
tools, cartographer’s tools,
navigator’s tools, or one gaming
set of your choice
Root-House Intimidation Thieves’ tools
People
13
Chapter 2: Treasures
Those who have the courage and cunning Fang of Haynekhtnamet
required to make their way through the
ancient Argonian ruins, known as Weapon (dagger), rare (requires attunement)
xanmeers, are bound to find priceless
treasures. Murkmire also is home to Legend tells of a wamasu named Haynekhtnamet,
unique supplies that are invaluable while within the which took seven days and nights, and a score of
swamps, but would be entirely useless elsewhere in warriors to kill. One of the mythical beasts fangs
Tamriel. These special mundane items can be found were taken as a trophy and carved down into a
in some of the tribal settlements and in Lilmoth. small blade and fashioned into a small dagger. The
Bug-repellent candles, anti-venom, feluccas, Scuttle dagger mysteriously houses some of the beast's
Sprint potions and Tsojei weapons can be purchased magical properties. Sometimes the unique dagger is
only in Black Marsh, unless they are found in a seen by traveling heroes.
curio shop known for their taste in Argonian
imports. Grave-stakes are even rarer, created You gain a +1 bonus to attack and damage rolls
especially for individual Argonian tribe members. made with this magic weapon.
Magic Items This dagger has 10 charges for the following
properties. The dagger regains 1d6 + 4 expended
This section presents an assortment of common charges daily at dawn. If you expend the last
and magic items in alphabetical order. See the charge, roll a d20. On a 1, the dagger loses its
Dungeon Master's Guide for the rules on magic Lightning Blast property, but retains all other
items. properties.
Anti-Venom Shocking Bite. When you hit with a melee attack
using the dagger, you can expend 1 charge to deal
Potion, uncommon an extra 1d6 lightning damage to the target.
This potion is made by combining gloom morel Lightning Blast. While holding the dagger, you
mushrooms, barbleberries, and the venom of can hold it outright and use an action to expend 6
Scuttle Pit spiders. Once the concoction is mixed, a charges to create a line of lighting that is 20 feet
creature must drink the slurry. It usually doesn't long and 5 feet wide. Each creature in that line
take before the imbiber vomits, and these bile must make a DC 16 Agility saving throw, taking
blended stomach contents create the anti-venom. 6d10 lightning damage on a failed save, or half as
much damage on a successful one.
A creature that drinks this vial of putrid liquid
gains resistance to poison damage and advantage Felucca
on Saving Throws against poison for 1 hour. It
confers no benefit to undead or constructs. Vehicle, common
Bug-Repellent Candles A felucca can be purchased from any Murkmire
settlement for 3,000 septims. The small covered
Wondrous item, common vessel is powered by two oars and holds up to six
Medium creatures and has a maximum speed of 2
These yellow candles are made from dreugh wax mph. It is otherwise identical to a keelboat.
and ash basil leaves. This insect repellent can stave
off swarms of flesh-flies, but does not protect
against insects or the swarms described in Chapter
3, nor the giants insects and vile swarms found in
Appendix A of the Monster Manual.
A bug-repellent candle sells for 1 septim and can
be purchased at most general vendors in Lilmoth.
When lit, the candle burns for 8 hours and repels
normal insects within a 20-foot radius centered on
it.
14
Grave Stake Potion of Regeneration
Wondrous item, common Potion, very rare
Carried by most Argonians of Murkmire, these are Exceptionally skilled argonian alchemists seek out
deeply personal items, and the finished stake tells prized hackwing feathers for their regenerative
the story of the carver's life. When an Argonian properties.
dies, the grave-stake marks where the body fell and
serves as a remembrance until the swamp claims it. The imbiber of this potion regains 1d4 + 1 hit
Each grave stake represents a member of the tribe points each round for 1 minute, to a total of 10d4 +
who rejoined the Hist. 10 hit points.
When a grave-stake is used to pin down the Additionally, the creatures severed body members
corpse of the argonian who carved it, the body can't (fingers, legs, tails, and so on), if any, are restored
be resurrected by necromantic magic while it after 2 minutes. If the severed part is held to its
remains pinned. stump when the creature drinks the potion, the
limb instantaneously knits to the stump.
Hackwing hide armor
Necromancer's Staff
Armor (hide), rare
Staff, very rare (requires attunement by a mage,
Crafted from the thick hide of a hackwing, this sorcerer, or warden)
armor allows for quick movement while
withstanding brutal attacks. The Necromancer's Staff is a favorite of the Ghost-
People tribe, and aspiring necromancers alike.
You gain a +1 bonus to AC and a +5 bonus to your
speed while wearing this armor. You have resistance to necrotic damage while you
hold this staff.
This staff has 10 charges. While holding it, you
can use an action to expend 1 or more charges to
cast one of the following spells from it, using your
spell save DC: animate dead (3 charges), contagion
(5 charges), ray of enfeeblement (2 charges), ray of
sickness (1 charge), speak with dead (3 charges).
The staff regains 1d6 + 4 expended charges daily
at dawn. If you expend the last charge, roll a d20.
On a 1, the staff crumbles into dirt and is
destroyed.
Ring of Grounding
Ring, rare (requires attunement)
Created by researchers seeking to protect the
wearer, the ring also has the ability to harvest
potent magicka, such as a wamasu's lightning.
While wearing the ring, you gain resistance to
lighting damage.
Lightning Charge. While wearing the ring, you
can absorb some magical energy from lightning.
When you are hit by a lightning attack that deals 10
or more lightning damage, before your resistance,
you can use your reaction to gain 1 charge. You gain
an additional charge for every additional 10
lightning damage. The ring can hold a maximum of
5 charges.
As an action, you can expend all of charges in the
ring to gain an equal amount of charges in another
item that you touch. Any extra charges are lost.
Scuttle Sprint Honey
Potion, common
Harvested from the Scuttle Bloom plant, this gooey,
sweet honey can be easily preserved into a
propelling potion. When you drink this potion, you
gain a +10 bonus to your walking speed for 1
minute.
15
Tsojei Very rare vakka stones have 5 charges and
regains 1d4 + 1 expended charges daily at dawn,
Weapon (war hammer), common provided the stone is in direct sunlight. While
holding the stone, you can be expend charges to
A tsojei (pronounced so-JAY) in a unique Argonian create the effects of a rare vakka stone, as well as
simple blunt weapon made from wood, stone, and the following:
bone. The tsojei starts with a length of wood which
is carved down to a paddle shape. Obsidian and • You can use an action to expend 1 of its
bone is used to carve animals or patterns unique to charges, and if a trap is within 30 feet of you,
the owner and then the wood is cured, stained and the stone reveals its location with a dim yellow
polished. Next, stones and bones are carved into light only visible to you.
fang-like shapes. Once these 'teeth' are hewn, they
are set into the paddle using wood or bone pegs and • You can use an action to expend 1 of its
boiled depassa gum. charges, pointing the stone at a trap within 120
feet of you that can be triggered. A bright light
The weapon costs 40 septims and has the flashes from the stone, and the trap activates.
versatile trait. When used in one hand, it deals 1d4
+ your Strength modifier bludgeoning damage and Legendary vakka stones have 7 charges and
an additional 1d4 piercing damage. When wielded regains 1d6 + 1 expended charges daily at dawn,
in both hands, the damage increases to 1d6 + your provided the stone is in direct sunlight. These
Strength modifier bludgeoning damage and an stones are known for finding or creating doorways
additional 1d4 piercing damage. when they are needed. While holding the stone, you
can be expend charges to create the effects of a very
Vakka Stone rare vakka stone, as well as the following:
Wondrous item, uncommon, rare, very rare, or • You can use an action to expend 4 charges to
legendary (requires attunement) cast the dimension door spell.
These flecks of yellow glass appear scattered all over • You can use an action to expend 7 charges to
Murkmire. Vakka stones are powerful mysterious cast the teleport spell.
crystals, not unlike the Ayleid welkynd stones, and
contain ancient magicka, They soak up the sun's • You can use an action to expend 7 charges to
energy and gain in power, which gives them their activate a vakka stone gateway.
radiant yellow hue. They can be used to open or
activate all sorts of things. The larger the crystal, Vakka stone gateways are ancient gates built by
the more powerful the magic contained within. the Barsaebic Ayleids. These gates often lead to
strange labyrinthine pocket realms of Oblivion.
A typical vakka stone is small and brittle, about 2
inches in diameter. While touching it, you can use Wamasu Lantern
an action to activate the stone, pointing it at an
object within 120 feet of you that can be opened, Wondrous item, rare
such as a door, a lid, or lock. A bright light flashes
from the stone, and one lock or latch on the object This metal framed lantern is sheathed in leather,
opens. If no locks or latches remain, the object itself surrounding the "lightning organ" of a wamasu. It
opens. Once the crystal is used, it loses its power gives off a bright, intermittent light. in a 30-foot
and can't be used again. radius and dim light for an additional 30 feet.
Rare vakka stones have 1d4 + 1 charges. While If the organ is purposefully removed from the
holding the stone, you can be expend 1 charge to lantern, such as by throwing the lantern, it
create the effect of an uncommon vakka stone, as explodes in a violent blast of lightning energy,
well as the following effects: destroying the organ. The lantern can be thrown
with a range of 30/60 ft., and explodes in a 20 foot
• You can use an action to expend 2 charges to radius. Each creature in the radius must make an
cast the knock spell. Agility saving throw, taking 8d6 lightning damage
on a failed save, or half as much damage on a
• You can use an action to expend 1 of its successful one.
charges. and if a secret door is within 30 feet of
you, the stone reveals its location with a dim
yellow light only visible to you.
When all charges have been used, the crystal
loses its power and can't be used again.
16
17
Chapter 3: Monsters
Murkmire is home to a strange variety Beast Humanoid
of creatures, including some that Copper tongued skink Argonian Venomshot
can only be found in the depths of Crocodile Black marsh warden
the Marsh. This chapter provides Giant crocodile Explorer
stat blocks for many of these Hackwing Naga skirmisher
creatures, and it concludes with a collection of Haj mota Naga warrior
assorted beasts and nonplayer characters that fill Hoarvor Shadowscale
the wilds and settlements of Murkmire. Finally, this Kotu gava Tree minder
chapter also includes some of the deadly flora that Kotu gave broodmother
can hinder an explorers expeditions into the murk. Mudcrab Monstrosity
These deadly plants don't pose a threat to most Poisonous swamp jelly Argonian Behemoth
adventurers, unless they end up in their direct Shroom beetle Bear-lizard
path, and are treated more similarly to traps and do Swamp jelly
not have stat blocks. Swamp leviathan Ooze
Swarm of kotu gava Voriplasm
The various creature of Murkmire are arranged in Wamasu Voriplasmic haj mota
alphabetical order. For guidance on how to use a Voriplasmic skeleton
creature’s stat block, consult the introduction of the Giant
Monster Manual. River Troll Plant
Mireguant
Stat Blocks by Strangler
Strangler alpha
Creature Type
Undead
Here are the creatures in this bestiary, as well as in Bog blight
the subsequent Assorted Beast and Nonplayer Hemonculous
Character collection, sorted by creature type.
18
Argonian Behemoth Argonian Behemoth
These hulking, monstrous Argonians are extremely Large monstrosity (argonian), chaotic neutral
aggressive and brutally dangerous. Although
nothing has been recorded to be certain of their Armor Class 13 (natural armor)
origins, it's believed that the argonian behemoths Hit Points 157 (15d10 + 75)
are mutations created by ingesting large quantities Speed 30 ft., swim 20 ft.
of hist sap.
STR AGI END INT WIL PER
Savage Guards. Given their immense size and 18 (+4) 13 (+1) 20 (+5) 7 (–2) 8 (–1) 9 (–1)
strength, behemoths are used as a defense system
for Argonians who have something to protect. Skills Athletics +7, Intimidation +2
Nefarious Argonians who have experimented on Senses passive Perception 9
others can create these creatures by forcing them to Languages Common, Jel
drink hist sap. The Hist themselves may be able to Challenge 5 (1,800 XP)
alter chosen Argonians at will, to bolster their
defenses against warring tribes or outsiders who Amphibious. The Argonian can breath air and water.
attempt to harm the Marsh.
Brutal Charge. If the Argonian moves at least 20 feet straight
Creations of the Hist. During the Oblivion Crisis, toward a creature and then hits it with a slam attack on the
Black Marsh was left mostly to fend off the daedric same turn, that target must succeed on a DC 15 Strength
invasion by themselves. It is rumored that the Hist saving throw or be knocked prone and stunned. If a target is
provided for Argonians by transforming their kin stunned, it remains stunned until the end of its next turn.
into behemoths. These powerful Argonians charged
at the invaders, overwhelming the daedric armies Brute. A melee attack deals one extra die of its damage when
by flooding the Oblivion gates with wave after wave the Argonian hits with it (included in the attack).
of these brutish warriors.
Actions
Multiattack. The Argonian makes 2 attacks: one with its bite
and one with its slam.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 11 (2d6 + 4) piercing damage.
Slam. Melee Weapon Attack: +7 to hit, reach 10 ft., one target.
Hit: 17 (2d12 + 4) bludgeoning damage.
19
Bear-Lizard Bear-Lizard
The Hist provides for all of Black Marsh. The Large monstrosity, unaligned
Argonians who live there sometimes refer to this as
the Big Mystery. Part of this mystery is the how the Armor Class 13 (natural armor)
strange creatures that exist throughout the swamps Hit Points 59 (7d10 + 21)
came to be. While there are many native creatures Speed 40 ft.
that appear alien to outsiders, there are some
creatures that seem equally familiar and strange. STR AGI END INT WIL PER
20 (+5) 13 (+1) 16 (+3) 3 (–4) 10 (+0) 7 (–2)
The bear-lizard is exactly one of these creatures. It
is not clear if the bear-lizard is named by the literal- Skills Perception +2
minded Argonians for its large size and bear-like Senses passive Perception 10
appearance, or if the Hist formed the imposing Languages —
lizard after the likeness of the formidable beast. Challenge 3 (700 XP)
Histborn Endurance. Bears are fierce, well Hold Breath. The bear-lizard can hold its breath for 15
tempered beasts that defend themselves well and minutes.
control their environments. Put a bear into the
swamps of Murkmire with the mud, flesh-flies, and Keen Smell. The bear-lizard has advantage on Willpower
voriplasms, and it likely won't last a day. The bear- (Perception) checks that rely on smell.
lizard combines the strength of the bear, and adds
the resilience of any other creature of the hist. Actions
Multiattack. The bear-lizard makes 2 attacks: one with its bite
and one with its claws.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 10 (1d10 + 5) piercing damage.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 14 (2d8 + 5) slashing damage.
20
Bog Blight Bog Blight
Medium undead (argonian), neutral evil Deep in the dark swamps of Murkmire, the gurgled
moans of a lumbering form can be heard. The
Armor Class 9 bloated argonian drags its rotting form relentlessly
Hit Points 30 (4d8 + 12) towards anyone in its path.
Speed 30 ft., swim 20 ft.
Empty Shells. When an Argonian dies, their soul
STR AGI END INT WIL PER returns to the Hist to be re-birthed. The body,
15 (+2) 8 (–1) 17 (+3) 3 (–4) 7 (–2) 4 (–3) shares a similar fate. The corpse is either buried or
left exposed, allowing the body to decay and become
Damage Immunities poison one with the Marsh and return to the Hist. In the
Condition Immunities poisoned bogs of Murkmire, Argonians who die in the swamp
Senses darkvision 60 ft., passive Perception 8 often have their bodies marked with a Grave-Stake
Languages understands Common and Jel but can’t speak (chapter 2), a unique wooden spear decorated with
Challenge 1/2 (100 XP) the life accomplishments of the deceased. The
grave-stake serves two purposes: a temporary
Undead Fortitude. If damage reduces the bog blight to 0 hit memorial to the lost tribe mate, and to keep the
points, it must make an Endurance saving throw with a DC of body pinned to the swamp’s floor, speeding up the
5 + the damage taken, unless the damage is radiant or from a rapid decay of the humid bog.
critical hit. On a success, the bog blight drops to 1 hit point
instead. Sometimes these stakes are removed, whether by
a natural disturbance—not being placed firmly
Combustion. If the bog blight has 5 hit points or less, it can enough, a rogue haj mota knocking against it—or
use a bonus action on its turn to swell and explode. Every from an unwitting treasure hunter. To the
creature within a 10 foot radius of the bog blight must make a unsuspecting, these markers can entice those
DC 12 Agility saving throw, taking 9 (2d8) acid damage on a looking for gold or items left behind on the bodies of
failed save, or half as much on a successful one. The bog the dead Argonians, while the intricately carved
blight is then reduced to 0 hit points and dies. stakes themselves might be seen as keepsakes and
curiosities.
Actions
Removing the grave-stake can be monumentally
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. devastating to the uninformed. With the grave-stake
Hit: 6 (1d8 + 2) slashing damage. no longer pinning down the corpse, the body may
float back to the surface, inadvertently awakening
Vomit. The bog blight vomits a spray of acid. Each creature in the bog blight.
a 15-foot line must make a DC 12 Agility saving throw, taking 2
(1d6) damage on a failed save, or half as much on a Grisly Guards. Knowing that these corpses take
successful one. some time to resurface and awaken after their grave
markers are removed, some tribes and brigands use
this to their advantage. Carefully locating camps,
lairs, or hideouts around an old battleground can
work in favor of the clever clan. The bog blights are
not the most observant creatures, and can be easily
avoided, if you know the right methods and are
willing to undertake the ordeal. Masking your scent
with strong smells, such as pahnjee fumers—racks
of oily, spoiled meats—can be used to keep the bog
blights at bay,
There are many benefits in using bog blights as
guards. Their presence alone is a major deterrent to
most pragmatic travelers. For the adventurers that
aren't known to balk at the first sign of adversity,
the bog blights offer a strong first defense. The
humidity of the swamp facilitates an expedited
decomposition, which results in a significant build
up of gas inside the bloated bog blights. The
distended forms are able to swell up like a bellows,
erupting in a sudden, violent explosion. Often these
creatures will charge into groups, controlling the
eruption, and popping like a pumpkin struck by a
hammer.
21
Hackwing Hackwing
Large beast, unaligned Soaring above the trees, three large flying birds
circle the skies, waiting for their prey to fall. Below,
Armor Class 13 (natural armor) a young Argonian grasps onto a grievous wound on
Hit Points 19 (3d10 + 3) their abdomen. Clutching onto a makeshift spear,
Speed 30 ft., fly 60 ft. she prepares herself as the hackwing begins a new
descent.
STR AGI END INT WIL PER
16 (+3) 14 (+2) 12 (+1) 2 (–4) 10 (+0) 5 (–3) The hackwings that plague the skies of Murkmire
are described as both birds and flying lizards. These
Skills Perception +2 winged creatures look very similar to the cliff racers
Senses darkvision 60 ft., passive Perception 12 of Vvardenfell, and have a unique 'horn' on the top
Languages — of their head, which is covered in bright plumage.
Challenge 1/2 (100 XP) They have long, saw-like beaks that are almost the
same length of their entire body, which they use to
Dive Attack. If the hackwing is flying and dives at least 30 feet create painful wounds in their prey.
toward a target and then hits with a bite attack, the attack
deals an additional 3 (1d6) damage to the target. The creature Careful Predator. Traveling in flocks, hackwings
must then make a DC 13 Strength saving throw or be knocked are vicious and capable hunters. They ambush their
prone. prey in quick flyby attacks, attempting to make
lethal wounds in their quarry. After the damage is
Flyby. The hackwing doesn’t provoke opportunity attacks when done, they return to the skies, stalking the
it flies out of an enemy’s reach. wounded from a distance. Once their prey has
succumbed to their injuries, whether weakened
Actions from blood loss or dead, the hackwing returns to
make quick work of their meal. When hunting in
Multiattack. The hackwing makes two attacks: one with its groups, one hackwing will strike to wound or knock
bite and one with its claws. down their target, while the others follow in a
swarm, overwhelming the victim.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 6 (1d6 + 3) piercing damage. Hackwings are also incredibly sneaky and
cunning. When hunting a hacking, one must always
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. be prepared. Often, the only indication that one is
Hit: 5 (1d4 + 3) slashing damage. nearby will be sounds of beating wings, or perhaps
a brief glimpse of a wing or a talon before the bird
attacks. Hackwings are patient hunters, waiting for
their prey to show even the slightest weakness.
Skilled hunters use this to their advantage,
appearing injured to lure the unsuspecting predator
into their trap.
Rite of Passage. For young Argonians coming of
age, hackwings are used in maturity trials in some
tribes, In this dangerous rite to earn a place in
adult Argonian society, the aspirant is placed in a
cage with a single hackwing. The trial begins with
the predatory bird getting the first attack. Once the
blood is drawn, the hackwing is released. The goal
of the Argonian is to catch and kill the hackwing
that marked them, before the hackwing does the
same to them. The hunter is not given any armor or
weapons to complete their task, and must make use
of the Marsh to provide their needs.
Prized Provisions. The Argonian tribes hunt
these large flying lizards for their strong and supple
hides, which are used to make exceptional armor,
as well as furniture and accessories.
The hackwing horn is prized for the bright
coloured plumage. These feathers are often collected
by Argonian alchemists for their mysterious
regenerative properties.
22
Haj Mota Haj Mota
The haj mota are large face eating monsters that are Large beast, unaligned
mostly found terrorizing the Black Marsh, but can
also be seen in the marshes of Hammerfell. A large Armor Class 17 (natural armor)
jagged shell covers their back, providing the already Hit Points 136 (16d10 + 48)
powerful creatures with almost unstoppable Speed 30 ft., swim 20 ft.
protection. If you spot these armored beasts in the
wild, it is best to avoid them. STR AGI END INT WIL PER
18 (+4) 13 (+1) 16 (+3) 5 (–3) 12 (+1) 7 (–2)
Mighty Ambushers. When you think of creatures
that mask themselves and sneak up on their prey, Saving Throws Str +7, End +5
you are likely to think of cunning feline hunters Senses darkvision 60 ft., passive Perception 11
crouching low in the bushes, or perhaps a colour Languages —
shifting eel hiding in the reefs. Size is usually a Challenge 6 (2,300 XP)
detriment to gaining surprise on an unsuspecting
meal, but these ferocious creatures have learned to Amphibious. The haj mota can breathe air and water.
use their mass to their benefit. Patiently concealing
themselves in their surroundings by burrowing Charge. If the haj mota moves at least 20 feet straight toward a
partially into the ground, the haj mota is easily target and then hits it with a horn attack on the same turn, the
mistaken for a boulder or a jagged gathering of target takes an extra 9 (2d8) bludgeoning damage. If the target
rocks on the river's shoreline. Once anything comes is a creature, it must succeed on a DC 15 Strength saving
into their attack range, they ambush their prey with throw or be knocked prone.
a savage bite or an impaling horn. Some haj mota
are even known to spit poison, potentially blinding Actions
their quarry and providing an even greater
disadvantage for their prey. Multiattack. The haj mota makes three attacks: one with its
bite, one with its horn, and one with its tail.
Practical Camouflage. To help with their hidden
attacks, the haj mota have developed a natural Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
camouflage based on their environment. In the Hit: 11 (2d6 + 4) piercing damage.
swamps of Murkmire, they are usually seen with
shades of green colouring, while those that live in Horn. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hammerfell are often hues of reds and orange. Hit: 13 (2d8 + 4) piercing damage.
Whether among the thick emerald marshes of
Murkmire or the hot sands of Hammerfell, the haj Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target.
mota lurks in the wilds, awaiting their next meal. Hit: 10 (1d12 + 4) bludgeoning damage.
23
Hemonculous
Sun-Eaters, an Argonian clan of vampires dedicated
to stopping the sun, use dark blood magic to
conjure specter-like creatures through the use of
strange vampiric blood rituals. The macabre
creations highlight the Sun-Eaters unparalleled
prowess with the exceptionally rare school of magic.
Formed by sacrificing a part of themselves, the
hemonculous becomes attuned to their creator,
although the tenuous connection can sometimes be
indifferent at best.
Blood Conduit. These hemonculi have
supernatural bonds with their creators, linked
through the use of their own blood to summon
them. Guardians to their masters, the hemonculous
transfers part of itself, the blood of its creator, back
to their master to protect them when needed.
Undead Nature. A hemonculous doesn't require
air, food, drink, or sleep.
Hemonculous Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one
creature. Hit: 6 (1d6 + 2) slashing damage and 3 (1d6)
Medium undead, unaligned necrotic damage.
Armor Class 12 Blood Transfer. The hemonculous funnels up to 20 of its hit
Hit Points 43 (7d8 + 12) points into a friendly creature within 20 feet of it, provided the
Speed 0 ft., fly 30 ft. (hover) hemonculous has at least 30 hit points. The target regains hit
points equal to the amount of hit points the hemonculous
STR AGI END INT WIL PER loses.
11 (+0) 15 (+2) 15 (+2) 3 (–4) 16 (+3) 5 (–3)
Formless Horror. Each creature of the hemonculous’ choice
Damage Resistances bludgeoning, piercing, and slashing that is within 30 feet of the hemonculous and aware of it must
from non magical weapons succeed on a DC 13 Willpower saving throw or become
frightened for 1 minute. A creature can repeat the saving
Damage Immunities necrotic throw at the end of each of its turns, ending the effect on itself
Condition Immunities charmed, exhaustion, grappled, on a success. If a creature’s saving throw is successful or the
effect ends for it, the creature is immune to the hemonculous’
paralyzed, petrified, prone, restrained, unconscious Formless Horror for the next 24 hours.
Senses darkvision 60 ft., passive Perception 13
Languages understands the languages of its creator Blood Drain (Recharge 5–6). The hemonculous drains the life
Challenge 3 (700 XP) force of one creature within 30 feet of it. The target must make
a DC 13 Endurance saving throw. On a failed save, the target
Blood Form. The hemonculous can enter a hostile creature’s takes 14 (4d8) necrotic damage and its hit point maximum is
space and stop there. It can move through a space as narrow reduced by an amount equal to the damage taken. This
as 1 inch wide without squeezing. reduction lasts until the creatures finishes a long rest. On a
successful save, it takes half as much damage and its
Blood Absorption. A creature has disadvantage on saving maximum hit points isn’t reduced.
throws against the Blood Drain action if the hemonculous is in
the creatures space. The hemonculous regains hit points equal to the amount
drained from the target, and its hit point maximum increases
Actions if the amount exceeds its current hit point maximum.
Multiattack. The hemonculous makes two claw attacks, or one
claw attack and one blood transfer.
24
Hoarvor Hoarvor
Medium beast, unaligned Nightmares about creepy creatures crawling on your
skin is common among outsiders traveling through
Armor Class 12 the Black Marsh and Valenwood. There are no
Hit Points 39 (6d8 + 12) creatures better suited to inducing these
Speed 30 ft., burrow 30 ft. nightmares than the hoarvor. Disgusting creatures,
whose grotesque nature is matched only by the
STR AGI END INT WIL PER horrors of Oblivion, the hoarvor are giant scuttling
12 (+1) 14 (+2) 14 (+2) 5 (–3) 12 (+1) 6 (–2) ticks that dwarf large dogs. They hide in the dense
foliage and dampest recesses of the swamps. They
Senses darkvision 60 ft., passive Perception 11 are often hunted for their chitinous shells, which
Languages — are used for making armor, weapons, and
Challenge 1 (200 XP) household items.
Blood Frenzy. The hoarvor has advantage on melee attack rolls Passive Hunters. Hoarvors are opportunistic
against a creature that doesn’t have all its hit points. beasts by nature. The slow and rotund arthropods
don't hunt their prey as much as they happen upon
Blood Sense. The hoarvor knows the location, by scent, of any their victims. They use their central spiral-bladed
living creatures within 30 feet of it. vortex of a mouth to latch on to their prey, gouging
into the flesh, while using their spiked legs to keep
Actions their prey pinned down. After inserting their
mandible into their sleeping prey, usually
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. mammals, they drink enough blood from their
Hit: 5 (1d6 + 2) piercing damage, and the hoarvor attaches to helpless victim to satiate their needs, and then
the target. While attached, the hoarvor doesn’t attack. Instead, scuttle away into the darkness.
at the start of each of the hoarvor’s turns, the target loses 9
(2d6 + 2) hit points due to blood loss. Ferocious Hunger. A single hoarvor isn't likely to
attack a creature on its own, but a swarm of
The hoarvor can detach itself by spending 5 feet of its hoarvor might, especially in the presence of
movement. It does so after it drains 20 hit points of blood abundant food. In these cases, the swarm might
from the target or the target dies. A creature, including the attack with such a ferocity that belies their portly
target, can use its action to detach the hoarvor by succeeding appearance. The Bosmer of Valenwood are
a DC 12 Strength check. particularly familiar with the dangers of the
hoarvor, These instinctual creatures are particularly
fond of jagga, an alcoholic beverage made by the
wood elves by combining fermented pig's milk and
honey. The sweet scent is known to drive the calf
sized insects into a frenzy. As most Bosmer know,
it's best not to drink this before making your way
into hoarvor territory.
25
Miregaunt no specific purpose in mind. These tribes refer to
the mireguants as the “wrath of Murkmire”. As
Awakened tree-like creatures that have existed as every tribe knows, these ambulatory plants are part
long as the Argonians themselves, if not longer. of the land. Once one is struck down, it's only a
They appear as large, walking plants, that take on a matter of time before it will rise again.
vaguely humanoid shape but without a discernible
head. While they consist mainly of plant substance, While they may be a rare sight to see, they are not
they sometimes incorporate other materials into so rare that you will never see one, especially for
their shape, including mud, stone, vines, and even those involved in treasure hunting or archaeological
pieces of ancient architecture. expeditions. They are not so prevalent, however,
that they are not typically a constant threat to
Guardians of the Hist. Some Argonians believe explorers.
the miregaunts were created by the Hist to teach
lessons to the other denizens of the Black Marsh. Migrating Repository. Every miregaunt has a
Local legends spoken by some tribes of Murkmire large cavity in its mid-section. Sometimes it’s empty,
say that the Hist trees call forth portions of the other times a random piece of stone or other
swamp to accomplish a specific task. Perhaps the detritus fills the empty space. In rare cases,
mireguants have been created to guard sacred something valuable rests within the miregaunt,
locations or defend ancient ruins. It is even believed such as a precious stone, an ancient relic, or even a
that the mireguants might be chosen by the Hist to living creature. It's believed that these valuable
take vengeance on someone or something that has objects have been taken into the miregaunt to
hurt or hampered the Hist in some way. purposely protect or imprison them. It may not be
coincidental that mireguants have a tendency to
Others seem to indicate that a mireguant is an congregate around the places treasure hunters like
unintended by-product of some unknown Hist to explore.
activity, called forth by accident and set loose with
26
Mireguant Bramble Whip. Melee Weapon Attack: +7 to hit, reach 15 ft.,
one target. Hit: 7 (1d6 + 4) piercing damage. If the target is a
Large plant, unaligned medium or smaller creature, it is grappled (escape DC 15).
Until this grapple ends, the target is restrained. The mireguant
Armor Class 12 can have only one target grappled at a time. A grappled
Hit Points 161 (19d10 + 57) creature takes 7 (1d6 + 4) piercing damage at the start of each
Speed 30 ft., burrow 30 ft. of the mireguants turn.
STR AGI END INT WIL PER Binding Undergrowth (Recharge 6). The mireguant creates
18 (+4) 14 (+2) 17 (+3) 7 (–2) 12 (+1) 5 (–3) grappling vines that burst from the ground. Each creature
within 30 feet of the mireguant must succeed on a DC 15
Saving Throws Str +7, End +6 Agility saving throw or take 13 (2d8 + 4) piercing damage and
Skills Perception +4, Survival +4 be restrained (escape DC 15).
Damage Immunities acid
Condition Immunities blinded, deafened Reactions
Senses blindsight 120 ft., passive Perception 14
Languages Hist Caustic Sap (1/day). When the mireguant is hit with a melee
Challenge 8 (3,900 XP) or ranged attack, it can cover itself in hist sap until the start of
its next turn. While covered in sap, the mireguant gains a +5
Siege Monster. The Mireguant deals double damage to objects bonus to AC and resistance to all damage. At the start of its
and structures. next turn, the mireguant gains 40 hit points and the caustic
sap seeps off, covering the ground around it in a 10-foot
Actions radius which remains for the next minute. Each creature within
its area must make an Endurance saving throw. On a failed
Mulitattack. The mireguant makes three attacks: two with its save, a creature takes 7 (2d6) acid damage, or half as much on
slam and one with its bramble whip. a failed one. A creature takes the same damage when it enters
the sap for the first time on its turn or ends its turn there.
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 13 (2d8 + 4) bludgeoning damage.
27
River Troll River Troll
Trolls are known to every culture and appear in Large giant, chaotic evil
tales of all sorts, from children's fables to the
histories of the ancients. They are fierce and Armor Class 16 (natural armor)
formidable carnivores, devouring anything the can Hit Points 105 (10d10 + 50)
catch down to the fingernails and marrow. Speed 30 ft., swim 20 ft.
Regeneration. Smashing a troll's bones and STR AGI END INT WIL PER
slashing through its thick hide only makes it angry. 18 (+4) 14 (+2) 20 (+5) 9 (–1) 10 (+0) 7 (–2)
A troll injured by any means but fire heals with
preternatural speed, a regeneration almost certainly Saving Throws Con +8
magical in nature. Skills Perception +3, Stealth +5
Senses darkvision 60 ft., passive Perception 13
Reclusive Nature. Despite their physical prowess, Languages Trollkin
trolls are reclusive creatures, and their lairs are Challenge 6 (2,300 XP)
usually found well of the beaten track. The elusive
river troll is no exception. They can hold their Hold Breath. The troll can hold its breath for 30 minutes.
breath for long periods of time, lurking unseen in
the shallows until they erupt from an ambush to Keen Smell. The troll has advantage on Willpower (Perception)
overwhelm their prey. They mostly feed on checks that rely on smell.
mudcrabs, large fish, and crocodiles, but are also a
deadly nuisance to unwary explorers. Regeneration. The troll regains 15 hit points at the start of its
turn. If the troll takes acid or fire damage, this trait doesn’t
River Trolls. Unique to their cousins, river trolls function at the start of the creature’s next turn. The creature
have shiny water-shedding scales that cover their dies only if it starts its turn with 0 hit points and doesn’t
tough hides. These scales are silver-blue in colour regenerate.
and are as durable as they are flexible. Their long
scaly hands have webbing between each clawed Actions
finger, and they have spiky, needle-like teeth, typical
of fish eating creatures. Mulitattack. The troll makes three attacks: one with either its
bite or its throw mudcrab, and two wits its claws.
As with all trolls, their fat is is a reagent prized by
alchemists, though its virtues seem seem to vary Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
depending on different recipes and rendering Hit: 7 (1d6 + 4) piercing damage.
techniques
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 11 (2d6 + 4) slashing damage.
Throw Mudcrab. Ranged Weapon Attack: +7 to hit, range 30/60
ft., one creature. Hit: 11 (2d6 + 4) bludgeoning damage. If the
attack hits the target, the mudcrab takes half the damage dealt
and joins the fight. Roll initiative for the mudcrab. It attacks
the target it hit on its turn.
28
Swamp Leviathan
Little is known about the colossal swamp leviathan
other than that they are best avoided. With nine-
foot-long claws and a mouth full of massive teeth,
any creature that encounters the leviathan will
likely become a quick meal.
Mountain of Spines. Avoiding a creature of this
size would normally be easily accomplished, but it
is no small feat. Keeping itself submerged in water,
the leviathan keeps perfectly still, potentially for
many years at a time. The creature is sometimes
mistaken for a small island, which is a terrifying, if
not deadly, misjudgment. When a swamp leviathan
acts, it is assured that only a path of destruction
will be left in its wake.
Swamp Leviathan target is restrained, and the leviathan can’t bite another target.
Gargantuan monstrosity, unaligned Claws. Melee Weapon Attack: +18 to hit, reach 15 ft., one
target. Hit: 28 (4d8 + 10) slashing damage.
Armor Class 23 (natural armor)
Hit Points 468 (24d20 + 216) Tail. Melee Weapon Attack: +18 to hit, reach 20 ft., one target.
Speed 30 ft., burrow 30 ft. Hit: 24 (4d6 + 10) bludgeoning damage.
STR AGI END INT WIL PER Swallow. The leviathan makes one bit attack against a Large or
30 (+10) 10 (+2) 28 (+9) 5 (–3) 11 (+0) 10 (+0) smaller creature it is grappling. If the attack hits, the target
takes the bite’s damage, the target is swallowed and the
Saving Throws Int +5, Wil +8, Per +8 grapple ends. While swallowed, the creature is blinded and
Damage Resistances cold; bludgeoning, piercing, and restrained, it has total cover against attacks and other effects
outside the leviathan, and it takes 56 (16d6) acid damage at
slashing damage from nonmagical weapons. the start of the leviathan’s turns.
Damage Immunities fire, poison
Condition Immunities frightened, paralyzed, poisoned If the leviathan takes 60 damage or more on a single turn
Senses blindsight 120 ft., passive Perception 10 from a creature inside it, the leviathan must succeed on a DC
Languages — 20 Endurance saving throw at the end of that turn or
Challenge 28 (120,000 XP) regurgitate all swallowed creatures, which fall prone in a space
within 10 feet of the leviathan. If the leviathan dies, a
Legendary Resistance (3/Day). If the leviathan fails a saving swallowed creature is no longer restrained by it and can
throw, it can choose to succeed instead. escape from the corpse by using 30 feet of movement, exiting
prone.
Amphibious. The leviathan can breathe air and water.
Legendary Actions
Siege Monster. The leviathan does double damage to objects
and structures. The leviathan can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be used
Actions at a time and only at the end of another creature’s turn. The
leviathan regains spent legendary actions at the start of its
Mulitattack. The leviathan makes three attacks: one with its turn.
bite, one with its claws, and one with its tail. It can use its
Swallow instead of its bite. Attack. The leviathan makes one claw attack or tail attack.
Move. The leviathan moves up to half its speed.
Bite. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Chomp (Costs 2 Actions). The leviathan makes one bite
Hit: 36 (4d12 + 10) piercing damage. If the target is a creature, attack or uses its Swallow.
it is grappled (escape DC 20). Until this grapple ends, the
29
Strangler Strangler INT WIL PER
8 (–1) 10 (+0) 9 (–1)
These carnivorous epiphytes feed off the small Medium plant, unaligned
vermin that live in murky, humid marshes where
they are known to grow undisturbed. Adventurers Armor Class 12
are often able to avoid the stationary plants, but Hit Points 38 (7d8 + 7)
those who encounter the deadly stranglers and Speed 0 ft.
survive tell tales of choking gas and an
overwhelming urge to get closer. STR AGI END
15 (+2) 14 (+2) 13 (+1)
Deadly Allure. A bulging central stamen offers a
quivering, deep red beauty. Surrounded by feather- Skills Stealth +4
like leaves and strange branches, more arm-like Condition Immunities blinded, deafened
than other plant life, and ending in a barbed spine Senses blindsight 60 ft., passive Perception 10
that could be strong enough to pierce through the Languages —
entire head of the unwary. Stranglers attract Challenge 1 (200 XP)
victims with the promise of a sweet, sickly nectar
called stranglesap. This paralyzes small animals, Actions
and the plant devours them slowly and
unpleasantly. Pinch. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (1d6 + 2) piercing damage. If the target is a Medium or
Versatile Arsenal. Using their sweet and sticky smaller creature, it is grappled (escape DC 12). Until the
excretions to lure prey towards it is only the start of grapple ends, the target is restrained. A restrained creature
the stranglers deadly tactics. Getting their victims takes 7 (2d6) acid damage at the start of each of the
attention gives them the opportunity to use their strangler’s turns. A strangler can have only one creature
powerful roots and vines, which shoot out with grappled by its pinch at a time.
impressive speeds, easily puncturing through flesh
and scales. Once the strangler pulls their target Spit. Ranged Weapon Attack: +4 to hit, range 30/60 ft., one
close enough, they being oozing an odd purple target. Hit: 9 (2d6 + 2) acid damage.
liquid onto their prey, beginning the decomposition
process. Vine Whip. Melee Weapon Attack: +4 to hit, reach 15 ft., one
target. Hit: 6 (1d8 + 2) slashing damage. The target must
If their prey tries to escape, the strangler can make a DC 12 Strength saving throw or be pulled up to 15 feet
rouse a fluid at its roots, which explodes in a toward the strangler and is grappled (escape DC 12). Until the
shower of dark rain, forcing anyone who breathes it grapple ends, the creature is restrained. A restrained creature
in to choke on the noxious poison. The last trick the takes 9 (2d6 + 2) bludgeoning damage at the start of each of
wily plant uses to fell a fleeing victim is to impale the strangler’s turns. A strangler can have only two creatures
them with a barrage of spikes. grappled by its vines at a time.
Dreadful Fertilizer. Depending on the richness
of the nutrients nearby, stranglers have the
potential to grow as tall as elves, and as wide as an
ogre, If you happen across a recent battleground,
deep in the unrestrained wilderness, you are likely
to find copses of the carnivorous flowers. They have
a distinct aptitude for growing through the
decomposing corpses of fallen warriors and
adventurers.
Strangler Alpha
With an ample food supply and without anything to
stop its growth, a strangler can become incredibly
powerful and even more deadly. Taking advantage of
its superior capabilities, the alpha controls the area
it claims, making sure no prey can escape its grasp.
30
Strangler Alpha the strangler’s turns. A strangler can have only two creatures
grappled by its vines at a time.
Large plant, unaligned
Stranglesap Lure. The strangler chooses one creature it can
Armor Class 12 sense within 60 feet of it. If the target can see the strangler, the
Hit Points 105 (14d10 + 28) target must succeed on a DC 13 Willpower saving throw or be
Speed 5 ft. magically charmed while the strangler maintains
concentration, up to 10 minutes (as if concentrating on a
STR AGI END INT WIL PER spell).
17 (+3) 15 (+2) 14 (+2) 8 (–1) 11 (+0) 9 (–1)
If the charmed target is more than 5 feet away from the
Skills Perception +3, Stealth +5 strangler, the target must move on its turn toward the
Damage Resistances acid strangler by the most direct route, trying to get within 5 feet. It
Condition Immunities blinded, deafened doesn’t avoid opportunity attacks.
Senses blindsight 60 ft., passive Perception 13
Languages — Whenever the charmed target takes damage from a source
Challenge 8 (3,900 XP) other than the strangler, the target can repeat the saving
throw. A charmed target can also repeat the saving throw at
Legendary Resistance (1/Day). If the strangler fails a saving the end of its turns. If the saving throw is successful, the effect
throw, it can choose to succeed instead. ends on it.
Combat Awareness. The strangler can use two reactions each A target that successfully saves is immune to this stranglers
turn which can only be used to make opportunity attacks. Only lure for the next 24 hours.
one opportunity attack can be used from a single triggering
event. Reactions
Actions Noxious Gas. When a creature breaks free of its grapple, the
strangler can use a reaction to make a special opportunity
Multiattack. The strangler makes two attacks: one with its attack that releases a noxious gas in a 10-foot radius centered
vine grasp, and and one with its pinch or with its spit. on itself. Each creature within the gas must make a DC 13
Endurance saving throw. On a failed save, a creature must
Pinch. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. immediately spend the rest of their action that turn retching
Hit: 10 (2d6 + 3) piercing damage. If the target is a Large or and reeling. Creatures that don’t need to breathe or are
smaller creature, it is grappled (escape DC 14). Until the immune to poison automatically succeed on this saving throw.
grapple ends, the target is restrained. A restrained creature Each creature within the gas can remake the saving throw at
takes 14 (4d6) acid damage at the start of each of the the start of each of its turns.
strangler’s turns. A strangler can have only one creature
grappled by its pinch at a time. Quick Spike. When a creature within 5 feet of the strangler
moves 10 feet away from it, the strangler can use a reaction to
Impaling Spike. Ranged Weapon Attack: +6 to hit, range 30/60 make a ranged opportunity attack using its Impaling Spike
ft., one target. Hit: 8 (1d10 + 3) piercing damage, and the action.
target must make a DC 13 Agility saving throw. On a failed
save, the target is pinned to the ground and restrained. Legendary Actions
Spit. Ranged Weapon Attack: +5 to hit, range 30/60 ft., one The strangler can take 1 legendary action, choosing from the
target. Hit: 10 (3d6) acid damage. options below. Only one legendary action option can be used
at a time and only at the end of another creature’s turn. The
Vine Whip. Melee Weapon Attack: +6 to hit, reach 30 ft., one strangler regains spent legendary actions at the start of its
target. Hit: 12 (2d8 + 3) slashing damage. The target must turn.
make a DC 13 Strength saving throw or be pulled up to 30 feet
toward the strangler and is grappled (escape DC 14). Until the Attack. The strangler makes one spit attack.
grapple ends, the creature is restrained. A restrained creature Upheave Roots. The strangler chooses a point within 30 feet
takes 10 (2d6 + 3) bludgeoning damage at the start of each of of it to use its expansive roots to upheave the ground around
it. The ground in a 20-foot radius centered on that point is
considered difficult terrain.
31
Voriplasm of quickly taking out creatures much larger than
themselves, forming an acidic pool beneath the
Voriplasms appear as nothing more than a puddle creatures feet and letting gravity take care of the
of thick and viscous green slime. On closer rest.
examination, however, one will notice that the slime
doesn't spread or dissipate like a puddle. Instead, it Echelons of Fission. Through an exceptionally
holds its amorphous shape and undulates in a efficient process of binary fission, voriplasms are
most disquieting manner. Without any visible able to reproduce relatively quickly. Once they grow
sensory apparatus or internal organs of any kind, to a large size, they split apart forming a new
these remarkable blobs of ooze move, hunt, and voriplasm, and the process begins again. It appears
consume with great efficiency. that each voriplasm is actually a part of its previous
self, with exceptionally large voriplasms having
Flesh Devourers. The jade green oozes are able to some form of intellectual control over the kin that
devour their prey with dizzying speed. While they split off from it. One can only assume that there is
seem to have only a rudimentary sense of a great ooze, a proto-voriplasm, lurking somewhere
intelligence, they are able to recognize prey, avoid deep in the mire.
danger, and flee from stronger opponents, like most
predatory creatures. It is possible to find oozes Servant Puppets. Once of the most terrifying
hunting on their own, but they are also just as aspects of the resourceful voriplasm is their ability
likely to cluster in groups and hunt in packs. to create puppets known as a voriplasmic corpse.
When a voriplasm devours a creatures flesh,
Once a voriplasm has marked its quarry, it sometimes instead of expelling the bones of their
attempts to either engulf the victim or launch a part prey, the green ooze instead retains the skeleton
of itself onto the poor creature. Its corrosive form and clings to it like a new layer of skin.
makes quick work of most prey, and the ooze ejects
the remaining bones from itself and returns to its
leisure. Voriplasms that hunt in groups are capable
32
Voriplasm Split (Recharge 1/Day). The voriplasm launches a living
section of itself, creating a new voriplasm, towards a creature
Medium ooze, unaligned it can see within 30 feet, as long as the voriplasm has at least
20 hit points. The target must succeed on a DC 12 Agility
Armor Class 8 saving throw or take 7 (2d6) acid damage. The voriplasms’ hit
Hit Points 51 (6d8 + 24) points are reduced by 10 and the new voriplasm has 10 hit
Speed 20 ft., climb 20 ft. points and is Small in size.
STR AGI END INT WIL PER Engulf. The voriplasm moves up to its speed. While doing so,
15 (+2) 7 (–2) 18 (+4) 6 (–2) 7 (–2) 3 (–4) it can enter Medium or smaller creatures’ spaces. Whenever
the voriplasm enters into a creature’s space, the creature must
Damage Resistances slashing make a DC 12 Agility saving throw.
Damage Immunities acid
Condition Immunities blinded, charmed, deafened, On a successful save, the creature can choose to be pushed
exhaustion, frightened, prone 5 feet back or to the side of the voriplasm. A creature that
Senses blindsight 60 ft., passive Perception 8 choose not to be pushed suffers the consequences of a failed
Languages — saving throw.
Challenge 3 (700 XP)
On a failed save, the voriplasm enters the creatures space,
Amorphous. The voriplasm can enter a hostile creature’s space and the creature takes 10 (3d6) acid damage and is engulfed.
and stop there. It can move through a space as narrow as 1 The engulfed creature is retrained and takes 10 (3d6) acid
inch wide without squeezing. damage at the start of each of the voriplasms turns. When the
voriplasm moves, the engulfed creature moves with it.
Corrosive Form. A creature that touches the voriplasm or hits it
with a melee weapon attack while within 5 feet of it takes 3 An engulfed creature can try to escape by taking an action to
(1d6) acid damage. make a DC 12 Strength check. On a success, the creature
escapes and enters a space of its choice within 5 feet of the
Actions voriplasm.
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. If an engulfed creature is reduced to 0 hit points, it
Hit: 9 (2d6 + 2) bludgeoning damage plus 3 (1d6) acid immediately fails a Death saving throw. If a creature dies while
damage. engulfed, all of its flesh dissolves and its voriplasm wrapped
skeleton becomes a Voriplasmic Corpse, controlled by the
voriplasm.
33
Voriplasmic Corpse
Voriplasmic corpses are the result of a successful
hunt. They appear as skeletal bodies where the
flesh has been melted from the bones and replaced
with voriplasmic slime. This has nothing to do with
necromantic reanimation or any other supernatural
occurrence, but rather like a snail that occupies a
shell, the voriplasm utilizes a captured skeleton to
give the ooze form and a more substantial
definition.
Voriplasmic Haj Mota
Large ooze, unaligned
Armor Class 17 (natural armor)
Hit Points 136 (16d10 + 48)
Speed 30 ft., swim 20 ft.
STR AGI END INT WIL PER
18 (+4) 12 (+1) 16 (+3) 5 (–3) 8 (–1) 5 (–3)
Damage Resistances acid, poison Voriplasmic Skeleton
Condition Immunities blinded, charmed, deafened,
exhaustion, frightened Medium ooze, unaligned
Senses blindsight 60 ft., passive Perception 9
Languages — Armor Class 12 (armor scraps)
Challenge 5 (1,800 XP) Hit Points 13 (2d8 + 4)
Speed 20 ft., Climb 20 ft.
Charge. If the haj mota moves at least 20 feet straight toward a STR AGI END INT WIL PER
target and then hits it with a horn attack on the same turn, the 15 (+2) 12 (+1) 15(+2) 6 (–2) 8 (–1) 4 (–3)
target takes an extra 4 (1d8) bludgeoning damage plus 3 (1d6)
acid damage. If the target is a creature, it must succeed on a Damage Resistances acid, poison
DC 15 Strength saving throw or be knocked prone. Condition Immunities blinded, charmed, deafened,
exhaustion, frightened
Actions Senses blindsight 60 ft., passive Perception 9
Languages —
Multiattack. The haj mota makes 3 attacks: one with its bite, Challenge 1/2 (100 XP)
one with its horn, and one with its tail.
Actions
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 7 (1d6 + 4) piercing damage plus 3 (1d6) acid damage. Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 2) slashing damage plus 3 (1d6) acid
Horn. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. damage.
Hit: 8 (1d8 + 4) piercing damage plus 3 (1d6) acid damage.
Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft.,
Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. one target. Hit: 5 (1d6 + 2) piercing damage plus 3 (1d6) acid
Hit: 11 (1d12 + 4) bludgeoning damage plus 3 (1d6) acid damage.
damage.
34
Wamasu Wamasu
Known by many as “Swamp Dragons”, the Huge beast, unaligned
enormous, frightening wamasu are creatures of
legend. Believed to have lightning for blood, Armor Class 16 (natural armor)
electricity pulses up and down the wamasu's spine, Hit Points 104 (11d12 + 33)
presenting a clear warning to potential challengers. Speed 40 ft., swim 30 ft.
Fully Charged. Bolts of lighting emit from every STR AGI END INT WIL PER
orifice of these giant, lumbering swamp dragons. 21 (+5) 14 (+2) 17 (+3) 6 (–2) 15 (+2) 13 (+1)
Even the eggs they lay pulse with electricity.
Wamasu wranglers are keen to warn newcomers of Skills Athletics +10, Perception +6
dealing with bloated wamasu. While the idea of a Damage Immunities lightning
creature farting lighting can be amusing, it is Senses darkvision 120 ft., passive Perception 16
incredibly dangerous. Languages —
Challenge 9 (5,000 XP)
Risk seekers are often hired by enterprising
artisans to harvest the so called “lightning organ”. Amphibious. The wamasu can breathe air and water.
The bright body part is used most commonly as an
intermittent lantern. Actions
Mercenaries beware: though the wamasu typically Multiattack. The wamasu makes three attacks: one with its
subsists on fish, mud crabs, and smaller reptiles, bite, one with its claws, and one with its tail.
the temperamental and territorial beasts are also
known to eat adventurers. Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Hit: 16 (2d10 + 5) piercing damage.
Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Hit: 9 (1d8 + 5) piercing damage.
Tail. Melee Weapon Attack: +9 to hit, reach 10 ft., one target.
Hit: 11 (1d12 + 5) bludgeoning damage. If the target is a
creature, it must succeed on a DC 16 Strength saving throw or
be knocked prone.
Lightning Breath (Recharge 5-6). The wamasu exhales a line of
lightning that is 20 feet long and 5 feet wide. Each creature in
that line must make a DC 16 Agility saving throw, taking 33
(6d10) lightning damage on a failed save, or half as much
damage on a successful one.
35
Miscellaneous Creatures
Copper Tongued Skink Giant Crocodile
Tiny beast, unaligned Huge beast, unaligned
Armor Class 10 Armor Class 14 (natural armor)
Hit Points 3 (1d4 + 1) Hit Points 85 (9d12 + 27)
Speed 20 ft., climb 20 ft. Speed 30 ft., swim 50 ft.
STR AGI END INT WIL PER STR AGI END INT WIL PER
3 (–4) 11 (+0) 12 (+1) 4 (–3) 8 (–1) 5 (–3) 21 (+5) 9 (–1) 17 (+3) 2 (–4) 10 (+0) 7 (–2)
Damage Immunities poison Skills Stealth +5
Condition Immunities poison Senses passive Perception 10
Senses darkvision 30 ft., passive Perception 9 Languages —
Languages — Challenge 5 (1,800 XP)
Challenge 0 (10 XP)
Hold Breath. The crocodile can hold its breath for 15 minutes.
Poison Sense. The skink has advantage on Willpower
(Perception) checks to find poison. Actions
Actions Multiattack. The giant crocodile makes two attacks: one with
its bite and one with its tail.
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Hit: 1 piercing damage. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature.
Hit: 21 (3d10 + 5) piercing damage, and the target is grappled
Copper Tongued Skinks are toxin-sniffing (escape DC 16). Until this grapple ends, the target is
snakes that are strangely attracted to venom restrained, and the crocodile can’t bite another target.
sacs. These skinks are kept as companions by
suspicious nobles who are cautious with their Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one target.
wine servers, and by explorers that want an extra Hit: 14 (2d8 + 5) bludgeoning damage. If the target is a
advantage in the wild. creature, it must succeed on a DC 16 Strength saving throw or
be knocked prone.
Crocodile Kotu Gava
Large beast, unaligned Tiny beast, unaligned
Armor Class 12 (natural armor) Armor Class 14 (natural armor)
Hit Points 19 (3d10 + 3) Hit Points 3 (1d4 + 1)
Speed 20 ft., swim 30 ft. Speed 10 ft., fly 40 ft.
STR AGI END INT WIL PER STR AGI END INT WIL PER
15 (+2) 10 (+0) 13 (+1) 2 (–4) 10 (+0) 5 (–3) 6 (–2) 16 (+3) 12 (+1) 4 (–3) 8 (–1) 6 (–2)
Skills Stealth +2 Senses darkvision 60 ft., passive Perception 9
Senses passive Perception 10 Languages —
Languages — Challenge 1/8 (25 XP)
Challenge 1/2 (100 XP)
Actions
Hold Breath. The crocodile can hold its breath for 15 minutes.
Blood Drain. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Actions creature. Hit: 6 (1d4 + 3) piercing damage, and the kotu gava
attaches to the target. While attached, the kotu gava doesn’t
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. attack. Instead, at the start of each of the kotu gava’s turns,
Hit: 7 (1d10 + 2) piercing damage, and the target is grappled the target loses 5 (1d4 + 3) hit points due to blood loss.
(escape DC 12). Until this grapple ends, the target is
restrained, and the crocodile can’t bite another target. The kotu gava can detach itself by spending 5 feet of its
movement. It does so after it drains 10 hit points of blood
from the target or the target dies. A creature, including the
target, can use its action to detach the kotu gava.
36
Kotu Gava Broodmother Mudcrab
Small beast, unaligned Small beast, unaligned
Armor Class 16 (natural armor) Armor Class 15 (natural armor)
Hit Points 22 (4d6 + 8) Hit Points 14 (4d6)
Speed 15 ft., fly 50 ft. Speed 30 ft., swim 30 ft.
STR AGI END INT WIL PER STR AGI END INT WIL PER
9 (–1) 17 (+3) 14 (+2) 6 (–2) 10 (+0) 7 (–2) 13 (+1) 14 (+2) 10 (+0) 2 (–4) 8 (–1) 2 (–4)
Senses darkvision 60 ft., passive Perception 10 Skills Stealth +4
Languages — Senses blindsight 30 ft., passive Perception 9
Challenge 1/2 (100 XP) Languages —
Challenge 1/8 (25 XP)
Blood Regeneration. When the kotu gava reduces a creatures
hit points using its blood drain, it regain hit points equal to Amphibious. The mudcrab can breath air and water.
half the damage dealt.
Actions
Brood Spawn. When the broodmother dies, it releases a swarm
of kotu gava, which appears in its space. Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 4 (1d6 + 1) bludgeoning damage, and the target is
Actions grappled (escape DC 11). The mudcrab has two claws, each of
which can grapple only one target.
Spit. Ranged Weapon Attack: +5 to hit, range 30/60 ft., one
target. Hit: 6 (1d6 + 3) acid damage. Poisonous Swamp Jelly
Blood Drain. Melee Weapon Attack: +5 to hit, reach 5 ft., one Tiny beast, unaligned
creature. Hit: 6 (1d6 + 3) piercing damage, and the kotu gava
attaches to the target. While attached, the kotu gava doesn’t Armor Class 12
attack. Instead, at the start of each of the kotu gava’s turns, Hit Points 22 (4d4 + 12)
the target loses 5 (1d4 + 3) hit points due to blood loss. Speed 0 ft., fly 30 ft. (hover)
The kotu gava can detach itself by spending 5 feet of its STR AGI END INT WIL PER
movement. It does so after it drains 10 hit points of blood 6 (–2) 15 (+2) 16 (+3) 4 (–3) 10 (+0) 6 (–2)
from the target or the target dies. A creature, including the
target, can use its action to detach the kotu gava. Damage Immunities poison
Condition Immunities poisoned
Larger than other mosquito-like insects, the Kotu Senses blindsight 30 ft., passive Perception 10
Gava are far more dangerous than the pesky Languages —
flesh-flies of the Marsh. Challenge 1/2 (100 XP)
Actions
Tentacle. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 1 bludgeoning damage plus 10 (3d6) poison
damage.
37
Shroom Beetle
Small beast, unaligned
Armor Class 13 (natural armor)
Hit Points 3 (1d4 + 1)
Speed 25 ft.
STR AGI END INT WIL PER
7 (–2) 11 (+0) 13 (+1) 1 (–5) 6 (–2) 1 (–5)
Senses blindsight 30 ft., passive Perception 8
Languages —
Challenge 0 (10 XP)
False Appearance. When the beetle remains motionless, it is
indistinguishable from a group of mushrooms.
Actions
Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target.
Hit: 1 slashing damage..
38
Swamp Jelly Swarm of Kotu Gava
Tiny beast, unaligned Medium swarm of tiny beasts, unaligned
Armor Class 12 Armor Class 14 (natural armor)
Hit Points 7 (2d4 + 2) Hit Points 22 (5d4)
Speed 0 ft., fly 30 ft. (hover) Speed 5 ft., fly 20 ft.
STR AGI END INT WIL PER STR AGI END INT WIL PER
5 (–3) 14 (+2) 12 (+1) 4 (–3) 10 (+0) 8 (–1) 4 (–3) 13 (+1) 10 (+0) 2 (–4) 6 (–2) 1 (–5)
Senses blindsight 30 ft., passive Perception 10 Damage Resistances bludgeoning, piercing, and slashing
Languages — Condition Immunities charmed, frightened, paralyzed,
Challenge 0 (10 XP)
petrified, prone, restrained, stunned
Actions Senses darkvision 30 ft., passive Perception 8
Languages —
Tentacle. Melee Weapon Attack: +2 to hit, reach 5 ft., one Challenge 1/4 (50 XP)
target. Hit: 1 bludgeoning damage.
Swarm. The swarm can occupy another creature’s space and
Though obviously related to the netches of north‐ vice versa, and the swarm can move through any opening
east Tamriel, the swamp jellies of southern Black large enough for a Tiny insect. The swarm can’t regain hit
Marsh also have a disquieting resemblance to points or gain temporary hit points.
aquatic jellyfish. They can be found in many
different colours, often lovingly refereed to as Actions
'flavours'.
Blood Drain. Melee Weapon Attack: +3 to hit, reach 0 ft., one
target in the swarm’s space. Hit: 7 (2d6) piercing damage, or 4
(1d6) piercing damage if the swarm has half of its hit points or
fewer.
39
Nonplayer Characters
Argonian Venomshot Black Marsh Warden
Medium humanoid (argonian), any alignment Medium humanoid (argonian), lawful good
Armor Class 15 (natural armor) Armor Class 14 (breast plate)
Hit Points 33 (6d8 + 6) Hit Points 52 (8d8 + 16)
Speed 30 ft., swim 40 ft. Speed 30 ft., swim 40 ft.
STR AGI END INT WIL PER STR AGI END INT WIL PER
9 (–1) 17 (+3) 12 (+1) 13 (+1) 14 (+2) 10 (+0) 15 (+2) 11 (+0) 14 (+2) 10 (+0) 14 (+2) 10 (+0)
Skills Perception +4, Stealth +5, Survival +4 Saving Throws Str +4, Wil +4
Senses passive Perception 14 Senses passive Perception 12
Languages Common, Jel Languages Common, Jel
Challenge 3 (700 XP) Challenge 2 (450 XP)
Aimed Shot. If the Argonian doesn’t move on their turn, they Spellcasting. The warden is a 4th-level spellcaster. Its
gains advantage on attacks with their longbow. spellcasting ability is Willpower (spell save DC 12, +4 to hit
Amphibious. The Argonian can breath air and water. with spell attacks). The warden has the following warden
spells prepared:
Actions Cantrips (at will): druidcraft, mending, thorn whip
1st level (4 slots): animal friendship, cure wounds, thunderwave
Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 2nd level (3 slots): gust of wind, spike growth
Hit: 5 (1d4 + 3) piercing damage.
Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., Amphibious. The warden can breath air and water.
one target. Hit: 7 (1d8 + 3) piercing damage and 3 (1d6)
poison damage. Mark of Battle (2/Day). The warden can use a bonus action on
its turn to mark one creature within 30 feet of it. The creature
Poison Arrow Spray. The argonian shoots a spray of poisoned remains marked for 1 hour or until the warden marks a
arrows in a 30 foot cone. Each creature in the cone must make different creature. The warden deals an additional 3 (1d6)
a DC 13 Agility saving throw. On a failed save, a creature takes necrotic damage on damage rolls made against marked
1d8 piercing damage and 1d6 poison damage, or half as much targets.
on a successful one.
Actions
40
Multiattack. The warden makes two halberd attacks.
Halberd. Melee Weapon Attack: +4 to hit, reach 10 ft., one
target. Hit: 7 (1d10 + 2) slashing damage.
Explorer Hist Speaker
Medium humanoid, any alignment Medium humanoid (argonian), lawful good
Armor Class 13 (leather armor) Armor Class 14 (natural armor)
Hit Points 45 (7d8 + 14) Hit Points 132 (24d8 + 24)
Speed 30 ft. Speed 30 ft., swim 40 ft.
STR AGI END INT WIL PER STR AGI END INT WIL PER
12 (+1) 15 (+2) 13 (+1) 14 (+2) 12 (+1) 10 (+0) 10 (+0) 14 (+2) 13 (+1) 13 (+1) 20 (+5) 14 (+2)
Skills History +6, Survival +5 Saving Throws Int +5, Wil +9
Senses passive Perception 11 Skills Medicine +9, Nature +5, Perception +9
Languages Common, plus two other languages Senses passive Perception 19
Challenge 1/2 (100 XP) Languages Common, Hist, Jel
Challenge 12 (8,400 XP)
Fast Hands. The explorer can use a bonus action to make an
Agility (Sleight of Hand) check, use their thieves’ tools to Spellcasting. The Hist Speaker is a 18th-level spellcaster. Its
disarm a trap or open a lock, or take the Use an Object action. spellcasting ability is Willpower (spell save DC 17, +9 to hit
with spell attacks). The tree minder has the following warden
Actions spells prepared:
Multiattack. The explorer makes two attacks: one with its light Cantrips (at will): druidcraft, mending, poison spray,
hammer and one with its whip. produce flame
Light Hammer. Melee or Ranged Weapon Attack: +4 to hit, 1st level (4 slots): charm person, cure wounds, entangle,
reach 5 ft. Or range 20/60, one target. Hit: 4 (1d4 + 2) fairie fire
bludgeoning damage.
2nd level (3 slots): barkskin, hold person, protection from poison,
Whip. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. spike growth
Hit: 4 (1d4 + 2) slashing damage.
3rd level (3 slots): daylight, plant growth, speak with plants
Reactions 4th level (3 slots): blight, giant insect, grasping vine
5th level (3 slots): commune with nature, geas, tree stride
Dodge Roll. When the explorer takes damage from an attack 6th level (1 slots): heal, transport via plants, wall of thorns
they can see, it can use their reaction to halve the attack’s 7th level (1 slots): regenerate
damage and then move up to 15 feet without provoking 8th level (1 slots): feeblemind
opportunity attacks. 9th level (1 slots): foresight
Amphibious. The Argonian can breath air and water.
Actions
Quarterstaff. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 4 (1d8) bludgeoning damage.
Histsight (2/Day). The Hist Speaker can use a bonus action to
its turn to target one creature within 30 feet of it. The target
must make a DC 17 Personality saving throw or have
disadvantage on saving throws and attack rolls made against
the hist speaker for 1 minute. A creature can repeat the saving
throw at the end of each of its turns, ending the effect on itself
on a success.
Those who prove to have strong connections with
their tribes Hist are groomed to keep this link
strong and hope to eventually be named Hist
Speaker one day. Drinking Hist sap is known to
heighten these connections, but ingesting large
quantities of Hist sap is dangerous, even for
Argonians. Those who do, routinely suffer the
effects of sap-poisoning, including ‘gold tongue’
(permanent change of mouth pigmentation to a
golden hue), unbidden hallucinations, "bark-
scale" (thickening and darkening of surface
scales), and other maladies.
41
Naga Warrior Reactions
Medium humanoid (argonian), any alignment Uncanny Dodge. The naga halves the damage that it takes
from an attack that hits it. The naga must be able to see the
Armor Class 16 (natural armor) attacker.
Hit Points 105 (14d8 + 42)
Speed 30 ft., swim 40 ft. Shadowscale
STR AGI END INT WIL PER Medium humanoid (argonian), lawful neutral
14 (+2) 18 (+4) 16 (+3) 10 (+0) 11 (+0) 13 (+1)
Armor Class 16 (natural armor)
Saving Throws Str +4, End +5 Hit Points 97 (13d8 + 39)
Skills Athletics +4, Perception +2, Stealth +6, Survival +2 Speed 30 ft., swim 40 ft.
Senses passive Perception 12
Languages Common, Jel STR AGI END INT WIL PER
Challenge 4 (1,100 XP) 11 (+0) 18 (+4) 17 (+3) 14 (+2) 12 (+1) 11 (+0)
Amphibious. The naga can breath air and water. Saving Throws Agi +8, Int +6
Indomitable (2/Day). The naga can reroll a saving throw it Skills Acrobatic +8, Deception +4, Perception +5, Stealth +12
fails. It must use the new roll. Damage Resistances poison
Senses passive Perception 15
Actions Languages Common, Jel
Challenge 9 (5,000 XP)
Multiattack. The naga makes three weapon attacks.
Amphibious. The shadowscale can breath air and water.
Short Bow. Ranged Weapon Attack: +6 to hit, range 80/320 ft.,
one target. Hit: 7 (1d6 + 4) piercing damage. Cunning Strike. The shadowscale adds their Intelligence
modifier to their attack and damage rolls.
Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 7 (1d6 + 4) piercing damage. Evasion. If the shadowscale is subjected to an effect that
allows it to make an Agility saving throw to take only half
Naga Skirmisher damage, the shadowscale takes no damage if it succeeds on
the saving throw, and only half damage if it fails.
Medium humanoid (argonian), any alignment
Sneak Attack (1/Turn). The shadowscale deals an extra 7 (2d6)
Armor Class 15 (natural armor) damage when it hits a target with a weapon attack and has
Hit Points 22 (4d8 + 4) advantage on the attack roll, or when the target is within 5 feet
Speed 30 ft., swim 40 ft. of an ally of the shadowscale that isn’t incapacitated and the
shadowscale doesn’t have disadvantage on the attack roll.
STR AGI END INT WIL PER
12 (+1) 17 (+3) 13 (+1) 13 (+1) 10 (+0) 12 (+1) Actions
Skills Stealth +5, Survival +2 Multiattack. The shadowscale makes two weapon attacks.
Senses passive Perception 10
Languages Common, Jel Shortbow. Ranged Weapon Attack: +10 to hit, range 80/320 ft.,
Challenge 1 (200 XP) one target. Hit: 10 (1d8 + 6) piercing damage and 7 (2d6)
poison damage.
Amphibious. The naga can breath air and water.
Shortsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one
Cunning Action. On each of its turns, the naga can use a target. Hit: 9 (1d6 + 6) slashing damage and 7 (2d6) poison
bonus action to take the Dash, Disengage, or Hide action. damage.
Actions Argonians born under the sign of the Shadow are
given to the Dark Brotherhood where they train
Multiattack. The naga makes three weapon attacks. their entire lives to become skilled assassins.
Shadowscales are devout followers of Sithis and
Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. adhere to the five tenets of the Brotherhood.
Hit: 5 (1d4 + 3) piercing damage.
Dart. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one
target. Hit: 5 (1d4 + 3) piercing damage.
42
43
Fiendish Flora
Catapult Cabbage Countermeasures. A successful DC 12 Agility
(Stealth) check allows a creature to sneak past the
Simple trap (level 1–4 moderate threat) catapult cabbage without triggering the effect. A
creature that is within 5 feet of the catapult cab‐
Catapult cabbages are aggressively defensive flowers bage can disable the plants ability to attack with a
that attack any creatures that get too close. They successful DC 13 Intelligence (Nature) check, and a
use their over-sized heavy petals and praying man‐ check with a total of 5 or lower triggers knock back.
tis shaped stalk to burst out quickly with enough
force to knock full grown Argonians off their feet. The catapult cabbage also 12 hit points and an AC
of 14.
Trigger. A creature that steps within 10 feet of the
catapult cabbage triggers it.
Effect. The catapult cabbage erupts in a powerful
knock back attack. Each creature within 10 feet of
the catapult cabbage must make a DC 15 Strength
saving throw. On a failed save, a creature takes (7)
2d6 bludgeoning damage and is knocked back 10
feet and is prone. On a successful save, a creature
takes half as much damage and does not move.
44
Gas Blossom Countermeasures. A successful DC 12 Agility
(Stealth) check allows a creature to sneak past a gas
Simple trap (level 5–10, dangerous threat) blossom without triggering the effect. A creature
that is within 5 feet of the gas blossom can disable
A gas blossom is a dangerous looking plant with the plants ability to produce the noxious gas with a
leaves that form a fanged looking maw. When the successful DC 15 Intelligence (Nature) check, and a
plant senses nearby prey, it opens its leaves and check with a total of 5 or lower triggers the gas.
releases a powerful gas in attempt to suffocate the
victim quickly, with the hopes of it falling near The gas blossom has 25 hit points and an AC of
enough to digest later. 12. If the gas blossom takes damage and survives
the attack, it releases the noxious gas.
Trigger. A creature that steps within 10 feet of
the gas blossom triggers it.
Effect. The gas blossoms emits a noxious, yellow-
green gas in a 20-foot radius centered on itself. The
gas spreads around corners. It lasts for 10 minutes,
or until a strong wind disperses the gas. Its area is
heavily obscured.
Each creature in the area must make a DC 15
Endurance saving throw. On a failed save, a
creature takes 17 (5d6) poison damage and is
poisoned for the next hour. A creature takes half as
much damage on a successful save and is not
poisoned. Creatures that don't need to breath or are
immune to poison automatically succeed this
saving throw.
45
Lantern Mantis Countermeasures. A successful DC 15 Agility
(Stealth) check allows a creature to sneak past the
Simple Trap (level 1–4 dangerous threat) lantern mantis without triggering the effect. A
creature that is within 5 feet of the lantern mantis
The carnivorous lantern mantis attracts its prey can disable the plants ability to attack with a
towards it with a bioluminescent lure. Once the successful DC 14 Intelligence (Nature) check, and a
victim, usually small lizards or vermin, is within check with a total of 5 or lower triggers the attack.
striking distance, the mantis lantern attacks with
its multi-jointed limbs, which look similar to the The lantern mantis has 18 hit points and an AC of
legs of a mantis insect, 11.
Trigger. A creature that steps within 5 feet of the
lantern mantis triggers it.
Effect. The lantern mantis makes a melee weapon
attack, +5 to hit, at every creature within 5 feet of it.
On a successful attack, the mantis deals 9 (2d8)
slashing damage and the creature must make a DC
14 Strength or Agility saving throw, their choice. On
a failed save, the creature is grappled and takes an
additional 3 (1d6) acid damage.
46
Scuttle Bloom Countermeasures. A successful DC 12 Agility
(Stealth) check allows a creature to sneak past a
Simple Treasure Cache scuttle bloom without triggering the effect. A
creature that is within 5 feet of the scuttle bloom
Scuttle blooms are skittish plants that burrow into can harvest enough honey to make one Scuttle
the ground to protect their desirable nectar. These Sprint Honey potion with a successful DC 15
plants keep themselves elevated from the ground Intelligence (Nature) check, and a check with a total
with rigid roots, but when they are threatened, they of 5 or lower triggers the scuttle bloom to burrow
quickly retract these roots and retreat into ground. into the ground.
While hiding, their petals are still visible but their
honey is buried and inaccessible. The honey is The scuttle bloom has 10 hit points and an AC of
highly sought after and can easily be turned into 10. If the scuttle bloom reaches 0 hit points, it dies
Scuttle Sprint Honey (chapter 2). and it releases a toxin, poisoning its honey. A
creature that drinks the poisoned honey takes 3
Trigger. A creature that steps within 5 feet of the (1d6) poison damage and is poisoned for 1 hour.
scuttle bloom triggers it.
Effect. The scuttle bloom quickly burrows into the
ground, protecting its honey from pests and
adventurers.
47
Static Pitcher Countermeasures. A successful DC 14 Agility
(Stealth) check allows a creature to sneak past a
Simple trap (level 11–16, dangerous threat) static pitcher without triggering the effect. A
creature that is within 5 feet of the static pitcher
The bizarre looking static pitcher is an extremely can disable the plants ability to produce the chain
defensive pitfall trap. The carnivorous plant lighting with a successful DC 16 Intelligence
resembles other pitcher plants with its large rolled (Nature) check, and a check with a total of 5 or
leaves. It can be easily recognized by the thorny lower triggers the chain lightning.
tendrils that surround the pitcher and the
intermittent arcs of lightning that pulse from its The static pitcher has 37 hit points and an AC of
base. 13. If the static pitcher takes damage and survives
the attack, it releases a wave of chain lightning.
Trigger. A creature that steps within 15 feet of
the static pitcher triggers it.
Effect. The static pitcher lets out an arc of
chained lightning in a 30-foot radius centered on
itself. The nearest creature must make a DC 15
Agility saving throw, taking 45 (10d8) lighting
damage on a failed save, or half as much on a
successful one. The lightning then arcs out towards
up to three other creatures within 30 feet of the first
target. A creature can only be targeted by one of the
arcs. Each creature targeted by the arcs must make
a DC 15 Agility saving throw, taking (22) 5d8
lighting damage on a failed save, or half as much on
a successful one.
48
Appendix A: Monsters Lists
Monster by Challenge Rating Challenge 3 (700 XP)
Argonian venomshot
This index organizes the monsters found in this Bear-lizard
book by their challenge rating. Hemonculous
Voriplasm
Challenge 0 (0-10 XP)
Copper tongued skink Challenge 4 (1,100 XP)
Shroom beetle Naga warrior
Swamp jelly
Challenge 5 (1,800 XP)
Challenge 1/8 (25 XP) Argonian behemoth
Kotu gava Voriplasmic haj mota
Mudcrab Giant crocodile
Challenge 1/4 (50 XP) Challenge 6 (2,300 XP)
Swarm of kotu gava Haj mota
River troll
Challenge 1/2 (100 XP)
Bog blight Challenge 8 (3,900 XP)
Crocodile Mireguant
Explorer Strangler alpha
Hackwing
Poisonous swamp jelly Challenge 9 (5,000 XP)
Kotu gava broodmother Shadowscale
Voriplasmic skeleton Wamasu
Challenge 1 (200 XP) Challenge 12 (8,400 XP)
Hoarvor Hist speaker
Naga skirmisher
Strangler Challenge 28 (120,000 XP)
Swamp leviathan
Challenge 2 (450 XP)
Black marsh warden
49
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