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Wind Chime
A CR 9 Encounter
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MFE#35 1
Adventures..................................................... 7
CREDITS About the Author ............................................... 8
Author: Dr. Michael C. LaBossiere
Cover Illustration: Jl071077
Cartographer: Dr. Michael C. LaBossiere Maps .................................................................. 9
Additional Art:
Some artwork copyright Michael
C. LaBossiere
INTRODUCTION
This is the 35th in an ongoing series aimed to
provide the overworked DM with ready-to run
Contents encounters. The intrepid adventures enter the
Credits ................................................................ 2 woods to hunt, or be hunted by, the wind chime—
an undead abomination crafted by vengeful
Contents ............................................................. 2
druids,
Introduction ....................................................... 2 It includes a history/background for the
encounter, a map, and monster stats.
History/Background ........................................... 2 The companion ZIP file contains JPEG
versions of the maps (with and without grid), a
The Three Sisters ............................................ 2 Hero Lab file, the Word file of the encounter, and
a PDF with character sheets for all the monsters.
Getting the PCs Involved .................................... 3
Not for resale. Permission granted to print or photocopy this document for personal use only. MFE#35
2
stereotyped as peaceful huggers of trees, among lord Durakor leading to the creation of Nature’s
their number are far more militant followers Undead and granting her druids power over the
who take up arms and magic to defend what is undead. Such druids are known as Ash Druids
good. and are generally loathed and shunned even by
Ashalla has strong connections with positive other evil druids. Sometimes they see
energy and she maintains the Verdanfey—a fey themselves as the true defenders of nature,
dimension infused with this power. creating Nature’s Undead to slow the spread of
Darana, the Blue Goddess, is the civilization or to even push it back.
personification of the balanced and purely One Ash Druid has decided that the time has
neutral aspects of nature. These are the aspects come to stop the incursion of humanoids into
that bring both weal and woe without their woods. To this end, they have undertaken
discrimination. Her symbol consists of a series terrible rituals and created Wind Chimes to
of idealized waves, for water is the ideal slaughter intruders. This in accord with the
representation of nature’s neutrality. Water gives world view of her followers: nature is cruel but
life, but also takes it away. Water that once fair. But mostly cruel.
quenched a child’s thirst can become part of a
flood that destroys a city and drowns that same GETTING THE PCS
child. Darana is regarded as the impartial
bringer of weal and woe in the natural world.
INVOLVED
Priests who respect the impartiality of nature There are a variety of ways to get the PCs
worship her. Like her, they seek to maintain a involved in the encounter. One option is to have
balance and to ensure that the course of nature the PCs simply run into the wind chime—a true
is not swayed by good or evil. Her more militant random encounter. An ideal time for this to occur
followers abide by the saying that nature is cruel is at night while the PCs are resting.
but fair. Darana often visits the Feywild and Another option is that the PCs have heard of a
considers it her second home. monster slaying hunters and loggers in a forest
Shadash, the White Goddess, is the near an expanding village. According to the
personification of the brutal and destructive locals, when the corpse of the victim has been
aspects of nature. Her symbol among humans found, it has always been mutilated in some
and elves is a white rose with thorns dripping manner. Sometimes a headless corpse is found,
blood. Among the more brutal humanoids her sometimes only the head is found. In all cases the
symbol consists of bloodied claws. Shadash is skin has been sliced into thin strips, with metal,
the bringer of death, pestilence and destruction. bone and wood tied into them. The PCs could be
Priests who regard the furthering of death, hired to hunt for this monster, or they might
destruction and decay as desirable serve her. simply set out on their own.
Like her, they desire to maintain the balance of
nature through negative forces: life must be MAP KEYS
countered by death, health by disease, growth by Three maps are provided: a campfire map, a
destruction. lake shore map and a cabin map.
Shadash maintains the Ashenfey—a fey
dimension accursed with negative energy. Here CABIN MAP
she is known as the Lady of Ashes.
Acting on the command to kill intruding
While Shadash always has a strong
humanoids, the wind chime called and killed the
connection to negative energy, in some realities
hunters who lived in this cabin. The cabin can be
she becomes corrupted by the undead demon
either a scene of carnage or can be a Mary
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Celeste scenario with an uneaten meals on the
Actions
table.
1. Main Room: This room serves as the
kitchen and eating area. A fireplace Gore. Melee Weapon Attack: +3 to hit, reach 5 ft., one
creature.
provide warmth and a cooking fire.
Hit: 4 (1d6+1) piercing damage.
2. Sleeping quarters: this room holds four
rough beds and four chests. Each chest Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one
creature.
holds 1d20 cp and 1d10 sp as well as
Hit: 4 (1d6+1) bludgeoning damage.
various personal items.
3. Out House: An outhouse. Charge. If the jelenihlava moves at least 20 ft. straight
towards a creature and hits the creature with its gore
attack on the same turn, it inflicts an extra 1d6 piercing
ENCOUNTER damage.
The encounter begins when the PCs meet the Description: The creation of a Jelenihlava begins with the
wind chime or its companions. decapitation of a humanoid. The head is replaced with
Wind chimes are patient hunters and prefer to the skull of a horned deer and then the combination is
infused with a corrupted spirit of nature.
attack when they have an edge over their prey.
One strategy they use is ambushing a lone
Skeletal Stag
humanoid and using their charm and suggestion
Medium (nature’s) undead, neutral evil
abilities to use the humanoid to lure other
victims into danger. They often pose as benign Armor Class 14
Hit Points 11 (2d8+2)
forest spirits as part of this ruse, hiding their
Speed 50 ft.
true nature by whispering from concealment.
Another favored strategy is ambushing their STR 11 (+0), DEX 18 (+4), CON 12 (+1), INT 2 (-4), WIS 8
(-1), CHA 5 (-3)
victims while they rest. They typically start by
trying to call any alert guards out into the dark Damage Vulnerabilities bludgeoning
woods to be killed, then move on to the others— Damage Immunities poison
Condition Immunities exhaustion, poisoned
using entangle, fear and their hypnotic dance to
Senses darkvision 60 ft., passive Perception 9
neutralize some foes so they can deal with their Languages —
victims one at a time. Wind chimes also make Challenge 1/4 (50 XP)
use of their companion undead to assist them.
Actions
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Armor Class 13 (natural armor) and/or human. A wind chime can have a maximum of
Hit Points 58 (9d8+18) three undead companions; if a fourth is created, then the
Speed 30 ft. oldest of its companions is destroyed.
STR 16 (+3), DEX 12 (+1), CON 14 (+2), INT 10 (+0), WIS Entangle. A wind chime can cast charm entangle three
12 (+1), CHA 16 (+3) times per day. Its casting ability is CHA and the save DC
is 13. The plants conjured by the spell consist of diseased
Saving Throws Cha +5 vines and rotting weeds.
Skills Perception +3, Performance +5, Stealth +3
Damage Resistances necrotic Fear. A wind chime can cast fear once per day. Its casting
Damage Immunities poison ability is CHA and the DC is 13.
Condition Immunities charmed, exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 13 Hypnotic Dance. The wind chime engages in a hypnotic
Languages Common, Druidic dance. Each creature within 30 feet of the wind chime
Challenge 2 (450 XP) who can see and hear it must make a Wisdom saving
throw. On a failed save, the creature becomes charmed
for the duration. While charmed by this spell, the creature
Turn Resistance. The creature has advantage on saving is incapacitated and has a speed of 0. The effect ends for
throws against any effect that turns undead. an affected creature if it takes any damage or if someone
else uses an action to shake the creature out of its stupor.
Actions The effect lasts up to a minute and wind chime must
maintain concentration to maintain it. This ability is CHA
bases and the DC is 13.
Multiattack. As an action, a wind chime can attack with
its claws and either a bite or gore. Suggestion. A wind chime can cast suggestion once per
day. Its casting ability is CHA and the DC is 13.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
creature. Description: The creation of a wind chime requires the
Hit: 6 (1d6+3) piercing damage. death of three creatures. A deer (or similar creature) is
slain and its skull is specially prepared by stripping away
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one the flesh. A wolf is slain, and its teeth and tail are
creature. removed. Finally, a humanoid is killed and decapitated.
Hit: 10 (2d6+3) slashing damage. Its skin is cut into strips, with the ends still attached to
the body. Pieces of bone, metal, wood and glass are tied
Gore. Melee Weapon Attack: +5 to hit, reach 5 ft., one into the strips. The teeth of the wolf are placed within the
creature. jaw of the deer skull, the skull is placed on the neck of the
Hit: 6 (1d6+3) piercing damage. humanoid corpse and the wolf tail is stitched to it as well.
When the spell is cast to create it, a corrupted nature
Call (3/day). A wind chime can call living creatures to spirit is called up from the rot and muck to enter and
their doom. When a wind chime uses this abilityall infuse the remains. And thus, a wind chime is created.
creatures aside from other wind chimes within a 300-foot The strips of flesh give the creature its name—they look
spread must succeed on a DC 13 Wisdom saving throw or (and sound) like wind chimes. The creature can decide to
become captivated. A creature that successfully saves is produce noise with these strips or move silently.
not subject to the same wind chime's call for 24 hours. A
victim under the effects of the call moves toward the wind
chime using the most direct means available. If the path
leads them into a dangerous area such as through fire or
off a cliff, that creature receives a second saving throw to HOOK?
end the effect before moving into peril. Captivated
There are likely to be other creatures in the
creatures can take no actions other than to defend
themselves. A victim within 5 feet of the wind chime woods serving the will of the Ash Druid. And, of
simply stands and offers no resistance to the wind course, the Ash Druid presents a grave threat.
chime's attacks. This effect continues for as long as the
wind chime calls and for 1 round thereafter.
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MAPS
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MFE#35 9
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MFE#35 10
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