2416049-TheWitchesofLonelywood FINAL
2416049-TheWitchesofLonelywood FINAL
2416049-TheWitchesofLonelywood FINAL
This adventure can easily be slotted into the adventure as a one of the adventuring locations in
chapter 2. It can be also used as a follow up quest to the attack on Ten Towns by the chardalyn
dragon in chapter 4. In that scenario, the adventurers may want some downtime as the locals rebuild
and this short adventure can fill in before they journey north to Auril’s island in chapter 5.
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If the werewolves are reduced to half of their HP total, As the characters approach, they will see Tha’lani
they will retreat to lick their wounds and warn the outside of the cave disguised as a mermaid. She is
witches. After a short rest, the pack will return with a mischievous and prefers to wear a disguise most of the
vengeance. time. Tha’lani is busy crafting more creepy twig dolls. Ice
clings to her skin as she has just gotten out of the lake
Finding the Witches’ Lair after a swim. A dozen mirrors of various sizes clutter the
In the aftermath of these encounters, characters will see clearing around her. If the characters manage to sneak
fresh tracks near the northern shore of Maer Dualdon. up on her, they will hear her talking to herself:
In this area they will also see piles of stones painted
with blood, tree trunks with strange runes scratched Those druids think they’re so special teaching
into them, and dozens of dolls made of twigs hanging a moose to talk. I can’t wait until they see our
from trees. The characters can follow these ominous puppies. None of those crones can do that.
signs west to the witches’ lair (noted on the map). Mother likes us more than them anyway…
Aftermath
If the characters succeed…
The characters will find the coven’s magical cauldron
which functions as an alchemy jug.
Treasure in the coven’s lair:
1200gp, 4,000sp, 3 diamonds worth 100gp each, 1
potion of resistance (lightning), 2 potions of healing,
two handaxes, and Vivix’s graystaff which functions as
a broom of flying.
Coldlight Walker
Medium humanoid, any alignment
-----
AC 13 (natural armor)
HP 82 (11d8 + 33)
Speed: 30 ft.
-----
STR | DEX | CON | INT | WIS | CHA
Appendix B. Monster stats 15 10 17 8 10 8
(+2) (+0) (+3) (-1) (+0) (-1)
-----
Werewolf Saving Throws: Int +2, Wis +3
Medium humanoid, any alignment Damage Immunities: cold
----- Condition Immunities: blinded, charmed, exhaustion,
AC 12 (natural armor) paralyzed, petrified, poisoned
HP 58 (9d8 + 18) Senses: darkvision 60 ft., passive perception 10
Speed: 30 ft., (40 ft. in wolf form) Languages: --
----- CR 5 Prof. bonus +3
STR | DEX | CON | INT | WIS | CHA -----
15 13 14 10 11 10 Blinding Light. The walker sheds bright light in a 20-
(+2) (+1) (+2) (+0) (+0) (+0) foot radius and dim light for an additional 20 feet. As a
----- bonus action, the walker can target one creature it can
Skills: Perception +4, Stealth +3 see and force it to succeed on a DC 14 Constitution
Senses: passive perception 14 saving throw or be blinded until the start of the
Languages: Common walker’s next turn.
CR 3 Prof. bonus +2
----- Icy Doom. Any creature killed by the walker freezes for
Shapechanger. The werewolf can use its action to 9 days, during which time it can’t be thawed, harmed
polymorph into a wolf-humanoid hybrid or into a wolf, by fire, animated, or raised from the dead.
or back into its true form, which is humanoid. Its
statistics, other than its AC, are the same in each form. Unusual Nature. The walker doesn’t require air, food,
Any equipment it is wearing or carrying isn't drink, or sleep.
transformed. It reverts to its true form if it dies.
Actions
Keen Hearing and Smell. The werewolf has advantage Multiattack. The walker makes two attacks.
on Wisdom (Perception) checks that rely on hearing or
smell.
Death Glare. The hag targets one frightened creature Innate Spellcasting. The hag’s innate spellcasting
she can see within 30 feet of her. If the target can see ability is Charisma (spell save DC 14, +6 to hit with spell
the hag, it must succeed on a DC 11 Wisdom saving attacks). She can innately cast the following spells,
throw against this magic or drop to 0 hit points. requiring no material components:
Actions
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 10 (2d8 + 1) bludgeoning damage plus 3
(1d6) cold damage.
Appendix C. Coven
Spellcasting
Shared Spellcasting (Coven Only). While all three
members of a hag coven are within 30 feet of one
another, they can each cast the following spells, but
they must share the spell slots among the group: