Serpent Storm

Here in Ironhaven, the only thing more abundant than iron and wood are second chances. On the bloody shores of the iron-rich river, the Cut, this jungle town offers honest work and fair dealing to any scallywag, cutthroat, and con artist looking to make a new life.   It's the busiest time of year, when the iron dredged from the river and the lumber harvested from the jungles are prepared for trade. Merchants from all over the world make their way up the red river, bringing goods to trade for exotic wood, tropical spices, and the unique red metal. The streets are full of strangers and opportunities aplenty.   But deep in the primeval forests of Krushnamargah, a plan six hundred years in the making is finally coming to fruition. Odd things have been reported in Ironhaven and its surrounding settlements; people have been acting out of character or disappearing without a trace, and serpentine eyes have been spotted watching from the wilds.   What begins as a simple rescue mission will spiral into a web of ancient magic and forgotten vendettas that threaten not only Ironhaven, but the entire region and beyond. Can your crew of adventurers stop this plot in time or will Ironhaven be swept up in the Serpent Storm?  

About this Adventure

This is a full adventure for player characters level 5-13. Encounters are balanced to fall within that range with suggestions to raise or lower the difficulty.   The adventure is intended to be plugged into any fantasy setting, though we offer some lore from our own setting as well. There are optional encounters and rumors to fill in any gaps that your players may experience.   The players will arrive in Ironhaven for the annual trade faire. The town is built into ancient ruins surrounded by thick jungles. The town was founded by Fay Brady, "the Immortal," an infamous former pirate turned mayor. Over the last decade, her hard work has grown the town and surrounding area into a prospering trade center. While the locals may be a bit more rowdy, their pasts a bit more checkered, than the average town, Ironhaven is a good spot to make decent coin for those brave enough to make the journey up river.   At first, the trade faire offers the common encounters of drunken brawls, raucous adventures, and local wildlife. However, things start to take a sinister turn as rumors of people being possessed or taken start circulating. This thread will take the players down a spiraling path of ancient magic and forgotten grudges, culminating in an epic battle with a rare draconic foe.  

Arival by Day

As you break through the thick jungle border, you are greeted with a rare sight in these parts; rolling fields of crops and grains. A patchwork quilt of sugar cane, gourds, and vibrant tropical flowers dances in the breeze. Working in the fields, the locals look up to watch you pass. These are not your common farmers, though. They have scars, occult tattoos, or missing limbs here and there; clear signs of lives lived dangerously. Their smiles, however, seem pleasant and welcoming.   The gates, towering and solid red iron, are open to allow the flow of traffic. The Trade Faire is in full swing in Ironhaven and yours is not the only group approaching the city. The guards nod and offer half-smiles while they keep their eyes sharp.   Beyond the gate, Ironhaven is a series of tiers and terraces leading down to the wide, crimson Cut. The buildings are a checker-pattern of stone; moss green, dark granite, and pale grey. All the roofs glitter scarlet, the tiles made of the characteristic red iron. Every spare space between buildings is filled with silk and canvas tents where energetic haggling is already taking place.   Standing along the entrance route are several locals, each with wide smiles and welcome signs. One eagerly approaches your group. He's a middle-aged man who looks as if life and time dragged him into an alley and mugged him but his smile is bright as he greets you. "Hello there! Folks call me Gavin. Let me be the first to say, welcome to Ironhaven, I will be your guide!"
Ironhaven
  During the Trade Faire, it's common for unemployed locals to earn a little coin by acting as guides to larger groups. The price Gavin negotiates can vary based on the budget and disposition of the party. In any case, Gavin is the guide that will assist the party during the event.   Gavin used to be a drunk and a layabout, which he will gleefully tell the players as he shows them around town. He will explain to the party that there is much to be done in Ironhaven. If the party is looking for some work, he knows of a few jobs that are available. Maneuvering around crowds, Gavin will offer helpful advice.   Things like, "If you are looking for a cheap option for lodging, The Leviathan's Arms is good. Just make sure you check the sheets first." Or "The best parties happen at night, but make sure you don't get too close to the shore."   The Faire lasts for several days, during which the party can participate in trade, complete quests, and interact with the locals. The signs that there is something is odd will be small at first, then build up to a greater mystery. Below are optional quests for players to fill that time and clues they can uncover.   The Red Guard are the security force in the town, all equipped in gear made from the signature red iron that is dredged from the river. They are highly trained to deal with monsters and rowdy adventurers alike. At night, they are known to patrol in force and they keep a tight curfew; shops close, and parties, no matter how wild, are expected to stay indoors as much as possible. There are terrors in the jungle.
He used to be a drunk and a sailor. His crew left him behind in Ironhaven after he neglected his duties. No matter how hard he tried, no crew would hire him. He had resigned himself to wasting away, penniless and alone, when he encountered an orphan living in the streets. The boy, called Mum, was mute and struggled to find his place in the city. Gavin saw much of himself in this boy and decided if someone had helped him when he was this boy's age, perhaps he would have had a better life.   With a new purpose, Gavin set about changing his life. He found a small apartment and took the boy in. He had learned some hand signs from his time in the navy which he taught to Mum. Gavin took up odd jobs around town and started gaining the attention of the locals. His swift change in character endeared him to the people of Ironhaven, who always had "one more job" for him to do. They even offered some small jobs to Mum, such as running letters or packages around town.   Gavin's outlook on life has completely changed. Where he used to be miserable and cynical, he now has a hopeful bounce to his step and a bright smile at the ready.
 

Quests and Clues

IRONBOUND - An intense whirlpool has been forming randomly along the river and seems to even be targeting the iron boats. The players may be hired to discover if there is something unnatural causing this phenomenon. In fact, the whirlpools are caused by a disgruntled water elemental that has been tainted by the natural iron of the Cut. Among the options available to the PCs to solve this problem is to purify the elemental or destroy it.   BLOODSOAKED RAINBOW - A massive mantis shrimp has taken up residence near one of the docks. It's becoming territorial. (In the case of Speak with Animals; the shrimp is unreasonable and aggressive)   Mantis Shrimp, Giant

Mantis Shrimp, Giant

Family: Shrimp   Large beast, unaligned   Armor Class 16 (carapace) Hit Points 150 (12d12 + 72) Speed 30 ft., swim 40 ft.   STR DEX CON INT WIS CHA 19 (+4) 16 (+3) 18 (+4) 4 (-3) 13 (+1) 12 (+1) Saving Throws Str +8, Con +8 Skills Perception +9 Damage Resistances thunder Senses blindsight 60 ft., darkvision 60 ft., passive Perception 19 Languages – Challenge 9 (5,000 XP)  

SPECIAL TRAITS

Clawed Terror. All creatures that take thunder damage from the giant mantis shrimp’s pincer attack must attempt a DC 16 Constitution saving throw or be stunned for 1 round. They must then attempt a DC 16 Constitution saving throw or be blinded until the start of the giant mantis shrimp’s next turn. A successful saving throw renders a creature immune to the corresponding condition from the giant mantis shrimp’s pincer attacks until the beginning of a giant mantis shrimp’s next turn. Shattering Strike. A giant mantis shrimp deals double damage to objects, and gains advantage on attacks rolls against armored targets. Uncanny Eyesight. A giant mantis shrimp gains double its normal proficiency bonus on Perception checks, and it has advantage on saving throws against illusions. A giant mantis shrimp can see hidden or invisible creatures within 10 feet. ACTIONS   Multiattack. A giant mantis shrimp makes 3 pincer attacks. Pincer. Melee Weapon Attack: +8 to hit, reach 10 ft., Hit: 14 (3d6 + 4) bludgeoning damage. All creatures within 10 ft. of a pincer attack take 7 (2d6) thunder damage.  

ABOUT

Though the colorful shells of giant mantis shrimp are beautiful to behold, the sight of one often means death. These apex predators resemble brightly colored lobsters with oversized pincers. They prowl tide pools and coastal shallows, competing for territory with sharks, eels, and giant. Their pincer strike is so fast it creates light, heat, and a stunning shockwave, and its multifaceted eyes can see into impossible spectrums that allow them to easily spot creatures trying to hide with camouflage. A typical giant mantis shrimp grows to 4 feet high and 6 feet long and weighs around 200 pounds.   Reefhammer. Incredibly rare, these gigantic mantis shrimp prowl the seafloor and vast reefs, devouring everything in their path and sometimes shattering entire reefs just to pick through the ruins for prey hiding within.   Copyright Notice Latin American Monsters (5E) © 2021, Legendary Games; Authors Miguel Colon, Ismael Alvarez, Robert J. Grady, Jason Nelson.
    CHEEP ORES - An individual has, allegedly, been selling some of the red iron at a massive discount. This is causing quite a stir among other traders as they are cutting into their profits. Some of the other merchants hire the players to look into this person. The players will discover the ore is a counterfeit.   FIGHT CLUB - There is a local arena where fighters can compete for prizes. It's a hot spot of social activity during the faire, especially with the amount of gambling that also takes place during the fights. No weapons or magic are allowed.  

Clues

These things can be found throughout Ironhaven during the Trade Faire. Alone, they may seem innocuous, but the more the players find, the more they may be able to piece some things together before the events of the closing feast.   Eyes in the Dark - Throughout their stay, whenever the players are exploring at night they may be able to spot the glittering reflections of reptilian eyes watching the city from the jungles. If they bring this up to NPCs, they may be told that it's not uncommon and that is why the guards are so vigilant at night and never leave the walls' safety when it's dark.   Odd Trails Along the banks of the Cut, the players may find strange tracks. These marks suggest some extremely large snakes came from the water and into the town, but there were no reports of any such giant snakes seen within Ironhaven.   Night Flight A rumor spreads from the smoking dens near the docks. A few patrons insist they witnessed someone who looked like Itu, the court wizard, sprout wings and fly away the other night. It was dark and they couldn't be certain, but they say it seemed as if he suddenly had dragon wings.  

Closing Feast

On the final day of the Trade Faire, Ironhaven celebrates with a city-wide feast and festival. Everyone in the city spends this day enjoying the fruits of their trade with song, dance, and drink. There are plenty of events to participate in during the celebrations including drinking competitions, boxing, and bawdy plays.   The revelry continues into the night. The caution and fear many locals displayed for the night seem to be set aside for this festival, but the signs of something amiss are building to a crescendo. A vile mist starts to build in the alleys and streets of Ironhaven. The players may pick up on the change in atmosphere before things start to go awry. Some citizens are acting strange, almost as if they are possessed, including Gavin. Their guide will start whispering about strange things like experiments and alchemy, subjects he has no knowledge of.   Quickly the mist will fill the entire city with an eerie, green glow. People will start coughing and panicking. Then the attack begins.   From the jungle, a large group of lizardmen, serpent folk, and horrific draconic mutants will rush into the city, obscured by the mist. They attack civilians randomly, causing chaos in their wake. The PCs can choose how they want to defend the town but during the conflict, they will witness several people and Gavin being taken by these creatures.   The creatures are pushed back into the jungles with the help of the guards and the PCs. After the dust has settled, and the mist has retreated into the wilds, dozens of people are missing or killed. The survivors are panic-stricken and confused. The mayor of Ironhaven, Fay Bradly, calls on people who witnessed the kidnappings. It is possible that the players can capture a lizardman for questioning. This creature will grudgingly reveal that this reptilian alliance call themselves the Primal Dawn. Their goals are murky at best, this creature is not privy to the full workings of their organization, but it knows there is a ritual being performed that will grant the creatures immense power.  

Rescue Mission

Fay Bradly asks the PCs if they are willing to help track these creatures and discover the reason for this attack. The players can bring her the evidence they have gathered around town at this point. Furious at this trespass against her town, Fay demands this crime be answered in blood.  
At this point, a man named Itu will introduce himself to the party. He is a handsome, well-dressed human man who claims to have taken the role of court wizard in the town. In fact, he is the puppet master behind the scenes. This is the cobra dragon who has orchestrated this entire event. Itu has planned this ritual, gathered the various reptilian beasts of the jungle, and performed macabre experiments to create his own dragon hybrids over six centuries all in an attempt to gain ultimate control over the region.   Itu will act as a good samaritan at this point, however. He will offer his aid to the PCs, informing them that the mist that rolled through the town carried a curse and that he was able to scry the origin point to somewhere deep in the jungle. All of this is true, but what he will not reveal to the players is that this was not part of his plan. The Primal Dawn, it seems, have made their own move, attempting to double cross Itu and claim the ritual's power for themselves.   The wizard will volunteer to go into the jungles first to stop the mist and create a safer path for the players to travel. He will insist he can do this job alone but if the players will not agree to let him go by himself he may feign being captured in the jungle or simply stay with the party and reveal himself during the ritual. In either case, he plays the convincing part of a capable, overconfident human wizard.   The next step is for the players to make their way into the jungles.  

Run Through the Jungle

Dark and twisted paths lead into the shadowed jungle. These trails are largely untravelled by humans, thick with creeping vines and grasping branches. Rich earth and fragrant greenery are obscured by the green mist that sears the lungs and eyes like burning pepper. Sound echoes through the forest, bouncing off the trees, making every scurrying mouse sound like a charging beast. Caution and vigilance are your greatest allies here.
As the players enter the jungles of Krushnamargah, they have many options to choose from on how they proceed. They can use survival to track the group of creatures that kidnapped the townsfolk. This can have varying difficulty based on the level of challenge desired. This route will lead the players through several ruins. Depending on the level and preferred play style of the players, this section can include multiple combat encounters of increasing difficulty, puzzles, and area effects.  

Optional Encounters

Any number of Primal Dawn members might waylay the party on the journey to the lair. If Itu is with the party, however, his draconic beasts will not attack the party.   There may be other creatures in the jungles such as large cats, groups of baboons, or even dinosaurs and rakshassa. The GM is encouraged to really play into the mysterious and dangerous nature of these forests, including encounters with the enigmatic ruins left by an ancient civilization or the inexplicably large carnivorous plants hiding between the trees.   Options for finding the creature's lair include scrying, further questioning any captured lizardmen, or if they insist on keeping Ito in their group they can have him guide them.   Another optional challenge is the mist. The mist can cause a status effect or debuff which can be adjusted in difficulty but this option lends a sense of urgency for the party to stop this fog at its source.  

Into the Lair

Once the players reach the lair of the Primal Dawn they will discover clear signs of the ritual being performed, the captured townsfolk, and that there is something else they didn't expect. This is not just a stronghold of reptilian beasts, this is an obvious dragon lair. The lair is built into ancient ruins deep in an enormous cave. The cave is so large, in fact, that the whole of Ironhaven could fit into it. There are trees long extinct on the surface growing and thriving here.   The cavern slopes down to the central focus; an inverted tower, like a well, that reaches deeper into the earth. The walls are inlaid with silver and skulls. Itu, like many of his kind, has a large collection of skulls he is immensely proud of; his collection includes specimens from hundreds of species from ancient beasts, fellow dragons, and even cyclops.  

The Ritual

The centerpiece of the lair is the skull of a dead god. Which god is entirely dependent on the game master and the setting. In any case, this elaborate ritual has been set up by Itu in an attempt to use the skull as a conduit to steal the power of the dead god for himself and become a quasi-deity.   The Primal Dawn began working with Itu, feigning allegiance to him so they could gain access to the ritual and use it for themselves. They wish to resurrect the Night Serpent, their own dead deity.   The mechanics of the ritual can vary based on the level and interests of the party, but the primary piece is the god's skull. Itu and the Primal Dawn are using it as the focus and it contains the power of the ritual. Players may attempt to break the skull or interrupt the ritual but it is already in progress when they arrive so the skull will be infused with some energy.
 
  The most bizarre feature of the lair, however, is the bubbling pools. At first, they seem like tar pits, but in fact, they are full of molten silver. Itu uses this metal to imbue the skulls in his collection and to fuel his experiments. For centuries, he has been creating hybrid creatures with draconic blood. These creatures range from small dragon-like fiends to huge aberrations that only vaguely resemble their draconic origins. All of these serve their master and are vigilantly fighting against the Primal Dawn.   This encounter will change based on the player's choices so far:   If they allowed Itu to go ahead; the ritual will be in progress and there will already be a combat happening in the ruin. Itu will have confronted the Primal Dawn and is punishing them for their betrayal. He will still be in his human form, casting fireballs at serpent folk and lizardmen while he slowly positions himself on the platform of the god's skull for the ritual.   If they kept Itu with them; the wizard will rush in, still in his human form, and begin combat with the reptilians. He will ignore any suggestions or commands to wait.   Either way, Itu will try to remain in his human form for as long as possible. His disposition toward the party will depend on how they treat him; despite being an evil dragon, he has his quirks and may not be hostile to the party at this point unless they give him a reason to be. His primary concern is getting at least partial results from this ritual. He will even settle for partial success over total failure.   Facing Itu, and most likely the party, are the leaders of the Primal Dawn. Askasa is a Yuan ti or Serpent Folk pureblood and a powerful sorceress. Beside her, a monstrous creature with a thick serpent body and a dozen snake heads stands guard while she attempts to wrestle control of the ritual. There are dozens of reptilian creatures making up the ranks of the Yuan ti faction. They will most likely be in combat with the draconic creations loyal to Itu.   All the citizens that were kidnapped, including Gavin, are being held in a silver cage surrounded by arching lightning. This electric energy is being dawn from the victims and fed into the platform holding the god's skull. The civilians are visibly weakened and wounded and it's clear their very life force is being used to feed this spell.   If the players bring any of the red iron from Ironhaven, they may notice that it reacts to the magic of the ritual. Like a magnet, the iron will draw some amount of power and nullify it. This causes the iron to superheat and melt, but enough of the iron could severely weaken the spell.   The players can focus on getting the townsfolk out, taking out the leaders of the Primal Dawn, or interrupting the ritual. Or all of the above. These can be skill challenges, combat encounters, or a mix of both. It really is up to the players how they want to proceed with this event.   If the ritual is interrupted, Itu will activate his lair effects. Depending on his disposition to the party and whether the Primal Dawn are still fighting, he may focus all his energy on the Primal Dawn, try to flee, or attack the party.  

Aftermath

Assuming the players are able to win their battle with either the Primal Dawn, Itu, or both, the event can be resolved in a few different ways.   If Itu successfully completes the ritual, he will become a quasi-deity. At this point, if any Primal Dawn creatures are left, he will destroy them. If the party helped or hindered him, he may grant them a boon and some treasure (the skulls are not optional loot.) If he is hostile, the party should be aware of the moment Itu completes the ritual as the best time to escape. After the transfer of power is finished, Itu will leave.   If the ritual is only partially successful, Itu will take what remaining power he can and flee.   If Askasa completes the ritual, she will resurrect the Night Serpent and start summoning demons, like Marilith, to serve him. These creatures, are immediately hostile. Assuming Itu is still friendly to the party, he will help them escape as there is no hope of winning this fight.   The reception the party receives when they arrive back in Ironhaven will depend on if they were able to bring the townsfolk back alive. As long as at least some of the civilians make it back, Fay will be extremely grateful. Ironhaven will reward the players with gold or items, and the town will be considered friendly. Any activities by the party in the city will have advantages such as discounts in shops, access to limited items and preferential treatment.   However, if the any of the high-ranking members of the Primal Dawn survive, Fay will rally her people and lead them into the jungles to wipe them out.

Relations

Adversaries

The Primal Dawn

Not much is known about the Primal Dawn, but reports of this serpentine sect have been circulating for centuries. Their true history and motivations are unknown to the world outside of the organization, their motives as opaque as the cool, dark jungles they inhabit. According to rumor, the leaders of the Primal Dawn are dedicated to the worship of long-dead deities. Some insist that the organization is uniting serpent folk around the world in resurrecting their ancient god and recreating their long-forgotten empire. But this is speculation at best.   Cunning and calculating, the Primal Dawn are known to study their targets before attacking when they are able. They tend to prefer stealth and surprise attacks, coating their weapons with poison. They are reluctant to commit their own members to a fight, choosing instead to use expendable demonic minions whenever possible. When they do fight, members of the Primal Dawn will often target casters first, choosing to outflank and outmaneuver as much as they can.  
Askasa is as much of an enigma as her organization. In Ironhaven, she is known to be a merchant of unrivaled beauty. None, of course, know her true nature, simply believing her to be a mysterious trader who brings exotic goods from the jungles to trade in town. However, there are curious things about her that draw people to her. She has a twin-headed snake that rides upon her shoulders that guards her from unwanted advances. The creature's scales are known to change color from time to time. Despite her oddities, she has a good reputation in town as a knowledgeable herbalist and generally helpful person. She frequently warns travelers to stay away from the deep jungles. She never sleeps in town.  

Statblocks

Askasa

Askasa

10th Level Yuan-ti Pureblood Shadow Magic Sorcerer Str: 10 Dex: 15 Con: 12 Int: 14 Wis: 12 Cha: 18   HP: 52 AC: 12 (15 with Mage Armor) Save DC: 16 Speed: 30ft Sorcery Points: 10   Proficiency Bonus: +4   Darkvision 60ft Innate Spellcasting: Poison Spray Innate Spellcasting: Animal Friendship (snakes only) Innate Spellcasting: Suggestion Magic Resistance Poison Immunity   Armor Proficiencies: None Weapons: Daggers, Darts, Slings, Quarterstaffs, Light Crossbows Tools: Thieves Tools, Disguise Kit Saving Throws: Constitution, Wisdom, Charisma Languages: Common, Abyssal, Draconic   Proficient Skills Deception (Spy) +8 Insight (Sorcerer) +5 Persuasion (Sorcerer) +8 Stealth (Spy) +6   Background: Spy   Feats: Resilience: Wisdom   Spellcasting Sorcerous Origin: Shadow Magic Eyes of the Dark Strength of the Grave Font of Magic Metamagic: Extended Spell, Quickened Spell, Subtle Spell Eyes of the Dark: Darkness Hound of Ill Omen   Cantrips: Chill Touch, Friends, Gust, Message, Minor Illusion, Prestidigitation   Spell Slots: 4 (1st) 3 (2nd) 3 (3rd) 3 (4th) 2 (5th)   1st Level Spells: Charm Person, Ray of Sickness, Silent Image 2nd Level Spells: Darkness, Detect Thoughts, Invisibility 3rd Level Spells: Blink, Counterspell, Major Image 4th Level Spells: Greater Invisibility 5th Level Spells: Cloudkill, Far Step
     
Primal Dawn Abomination

Monster Manuel

Yuan-ti Abomination CR: 7

Large monstrosity, shapechanger, yuan-ti, neutral evil
Armor Class: 15 (natural armor)
Hit Points: 127 (15d10 + 45)
Speed: 40 ft

STR

19 +4

DEX

16 +3

CON

17 +3

INT

17 +3

WIS

15 +2

CHA

18 +4

Skills: Perception +5, Stealth +6
Damage Immunities: Poison
Condition Immunities: Poisoned
Senses: darkvision 60 ft., passive Perception 15
Languages: Abyssal, Common, Draconic
Challenge Rating: 7 ( 2900 XP)

    Shapechanger. The yuan-ti can use its action to polymorph into a Large snake, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It doesn't change form if it dies.
    Innate Spellcasting (Abomination Form Only). The yuan-ti's innate spellcasting ability is Charisma (spell save DC 15). The yuan-ti can innately cast the following spells, requiring no material components:

At will:
    Animal Friendship (Snakes Only). Casting Time (1 action), Range (30 feet), Components (V, S, M (a morsel of food)), Duration (24 hours): his spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast’s Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell’s duration. If you or one of your companions harms the target, the spell ends.

1/day:
    Fear. Casting Time (1 action), Range (Self (30-foot cone)), Components (V, S, M (a white feather or the heart of a hen)), Duration (Concentration, up to 1 minute): ou project a phantasmal image of a creature’s worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration.
  • While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature.

3/day:
    Suggestion. Casting Time (1 action), Range (30 feet), Components (V, M (a snake’s tongue and either a bit of honeycomb or a drop of sweet oil)), Duration (Concentration, up to 8 hours): You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.
  • The target must make a Wisdom saving throw. On a failed save, it purses the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.
  • You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn’t met before the spell expires, the activity isn’t preformed.
  • If you or any of your companions damage the target, the spell ends.


Magic Resistance. The yuan-ti has advantage on saving throws against spells and other magical effects.

Actions

    Multiattack (Abomination Form Only). The yuan-ti makes two ranged attacks or three melee attacks, but can use its bite and constrict attacks only once each.
    Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) poison damage.
    Constrict. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained, and the yuan-ti can't constrict another target.
    Scimitar (Abomination Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
    Longbow (Abomination Form Only). Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 12 (2d8 + 3) piercing damage plus 10 (3d6) poison damage.

Almost completely snakelike, with only a few human features, such as arms or a humanoid head. They are the most venerated within the yuan-ti society, serving as clerics and in other roles of power.
     
Primal Dawn Anathema

Yuan-ti Anathema (R Spandit)

Huge monstrosity, shapechanger, yuan-ti, neutral evil
Armor Class 15
Hit Points 127
Speed 40ft

STR
19 +4
DEX
16 +3
CON
17 +3
INT
17 +3
WIS
15 +2
CHA
20 +5

Saving Throws Advantage against all spells or magical effects, Legendary Resistance: 2 per day. If the Yuan-ti would fail it's saving throw it may use a legendary resistance to succeed it instead.
Skills Perception +5 1d20+5 , Stealth +6 1d20+6
Damage Vulnerabilities Each of the Yuan-ti's five extra heads has ten hitpoints out of the full hp pool. If a head is declared the target of a single target attack and runs out of hit-points it dies and falls of. If all heads are removed the Anathema is reduced to its standard bard form.
Damage Immunities poison
Condition Immunities poisoned
Languages Common, Infernal, Draconic
Challenge 7

Spellcasting ability: Charisma Spellcasting DC: 15

At will: Cantrips 4x Level 1 spells

2/day: Level 3 spells

3/day: level 2 spells


Spells: Level 2: Acid Arrow Make a ranged spell attack against the target. On a hit, the target takes 4d4 4d4 acid damage immediately and 2d4 2d4 acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn.   Level 3: Bestow Curse You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options:   Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score. While cursed, the target has disadvantage on attack rolls against you. While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing. While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target.   Level 3: Stinking Cloud You create a 20-foot-radius sphere of yellow, nauseating gas centered on a point within range. The cloud spreads around corners, and its area is heavily obscured. The cloud lingers in the air for the duration. Each creature that is completely within the cloud at the start of its turn must make a Constitution saving throw against poison. On a failed save, the creature spends its action that turn retching and reeling.


Actions

Consume Snake: The yuan-ti eats a snake it is in melee contact with. The yuan-ti then regains the same number of hitpoints as the snake had remaining.   Multiattack: The yuan-ti makes two melee attacks, but can use its bite and constrict attacks only once each.   Bite. Melee Weapon Attack: +5 1d20+5 to hit, reach 5 ft., one creature. Hit: 7 (1d6 + 4) 1d6+4 piercing damage plus 10 (3d6) 3d6 poison damage.   Constrict. Melee Weapon Attack: +5 1d20+5 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) 2d6+4 bludgeoning damage, and the target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the yuan-ti can't constrict another target.   Spell Attack: 1d20+5

Reactions

Evil Noise: You play your instrument loudly, throwing off your foes concentration. The target must subtract 1d8 1d8 from their roll. This can be a damage or attack roll, a saving throw or ability check. If they are attempting a concentration roll, roll twice and choose the higher of the two.


 

Legendary Actions

Legendary Actions: 2 per round   Cast a Cantrip (1 action)   Cast a Spell (2 actions)   Bite (1 action)        

Lair Actions

Summon two constrictor snakes Constrictor Snake


A large serpent with clawed arms and 6 heads.

Yuan-ti Anathema
     
 
Primal Dawn Malison

DnDBeyond Homebrew

Yuan-ti Malison Minion CR: 3

Medium minion, neutral evil
Armor Class: 12
Hit Points: 66
Speed: 30 ft

STR

16 +3

DEX

14 +2

CON

13 +1

INT

14 +2

WIS

12 +1

CHA

16 +3

Skills: Deception +5, Stealth +4
Damage Immunities: Poison
Condition Immunities: Poisoned
Senses: Darkvision 60 ft., Passive Perception 11
Languages: Abyssal, Common, Draconic
Challenge Rating: 3

Minion. Minions always attack in groups of 3 to 5. If a minion takes damage from an attack the damage is deducted from their HP like normal. If the damage exceeds a single minions HP, then the extra damage is deducted from the next minion in the group untill all minions are at 0 HP or all the extra damage is exhausted. Extra damage points do not carry over to other groups of minions.   If the minion takes damage as a result of a failed saving throw, their hit points are reduced to 0.   If the minion takes damage from another effect, they die if the damage equals or exceeds their hit point maximum, otherwise they take no damage.   Saving throws against magic or area of affect are done at the group level. If the group saves, none of the minions in that group take damage

Actions

Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 slashing damage per minion in the group.

     
Lizardfolk
     
 

Itu's Followers

Through centuries of experimentation, Itu has created numerous minions with alchemy and draconic blood.       Redspawn Berserker
   

Itu, the Cobra Dragon

Believing himself to be the chosen of an ancient, long-dead dragon goddess, Itu has dedicated much of his life to gaining his own divinity in an effort to rebuild the draconic pantheon. Cobra dragons are generally unable to cast spells, but Itu has some spell-like abilities that convinced him he is unique among his species.   In his pursuit of his goals, he has learned to master alchemy. He has uncovered a way to merge draconic traits with humanoid forms. Itu spent many years in his jungle lair, conducting his research and experiments, eventually gathering a following from he Primal Dawn. Though he was less than impressed with them as a whole, Askasa proved to be a resourceful follower and so he allowed them space in his lair.   It was only when a group of adventurers managed to find his lair and even defeat several Primal Dawn members that Itu realized a human settlement had been growing in his region. Curious and impressed by these people, Itu went to the town in his human form. There he met Fay and found that he liked her spirit and the fire of her passion. He inserted himself into Ironhaven as a trusted wizard, performing much-needed tasks for Fay and ingratiating himself with the town. He determined this human settlement could provide him with a steady source of materials and specimens for his experiments.   While it is not necessarily the intention of this adventure to fight Itu, the players may choose to do so. It will also be helpful for game masters to know his stats regardless of the outcome of this adventure. Below are the stats in his dragon form. Itu has several lair actions available to him as well as items. His primary goal is to complete the ritual and leave but it's up to the players how things proceed. If the ritual is successful, Itu's challenge rating will skyrocket to 21.   Itu, Dragon Form
Itu's feats, spells, and items

Feats

Clinging Breath (Draconomicon) Adroit Flyby Attack (Draconomicon) Enlarge Breath (Draconomicon)  

Spells

Animate Breath (spell-like ability 3/day, Draconomicon) Burning Blood (Draconomicon) Invisibilty  

Items

Helm of Brilliance (gems embedded into his hood) Gem of Greater Counter Spell x2 Band of Protection +2 Ascendent Dragon-Touched Focus (Legendary, Gem)  

Lair Actions

Lair Actions   On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effects two rounds in a row.   Molten silver erupts from a point on the ground the dragon can see within 120 feet of it, creating a 20-foot high, 5-foot-radius geyser. Each creature in the geyser’s area must make a DC 15 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one. The dragon creates a cloud of thick, billowing smoke as though it had cast the fog cloud spell. The smoke lasts until initiative count 20 on the next round. Regional Effects   The region containing a legendary cobra dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects.   Water sources within 1 mile of the lair are supernaturally warm and tainted by sulfur. Clouds of black smoke lightly obscure the land within 6 miles of the dragon’s lair. If the dragon dies the smoke fades within 1 day. The other effects fade within 1d10 days.  
 

Dramatis Personae

Fay Bradly "The Immortal" Female Human Description Fay is 36 years old, she secretly has four children. She is 5'4" tall and has a strong build. She has bright green eyes and fiery red hair. She speaks with a strong, raspy voice. Personality I run a tight ship. I am tough but fair, and my people respect me for it. I am worried this venture will fail and that all those who rely on me will suffer for it. I am doing this all for my children but no one knows about them. Profession She is currently the mayor of the town, but she used to be a pirate.   Jennifer Killian Female Human Description Jennifer Killian is 67 years old, making them old for a human. She is 5'3" tall with a muscular build. She has caring, amber eyes. She speaks in a low, rumbling voice. Personality When I set my mind to something, I follow through no matter what gets in my way. I had an uncle who was hunted through the forest by goblins. One day I will return to my guild and prove that I am the greatest artisan of them all. Profession She is currently a drug dealer but is considering giving it up for another profession. She has tried many other jobs, but none of them have worked out. She can make drugs that are helpful with the drawback that they may be addictive. She will cut off her customers so they don't die.   Ulderickissun Ivymantle Male Gnome Description Ulderickissun Ivymantle is 112 years old, which is middle-aged for a gnome. He is 3'1" tall with an thin build. He has bloodshot, grey-blue eyes. He speaks in a very deep, masculine voice. Personality I know a story relevant to almost every situation. I am incredibly persistent. I swindled and ruined a person who didn't deserve it. I seek to atone for my misdeeds but might never be able to forgive myself. (ruined a woman's furniture business, now she sells drugs) Profession He is currently a forager and is very good at it.   Sythaeryn Leafbower Male Half-Elf Description Sythaeryn Leafbower is 133 years old, which is middle-aged for a half-elf. He is 5'8" tall with a bony build. He has round, emerald green eyes. He speaks in a very elegant voice. Personality When I set my mind to something, I follow through no matter what gets in my way. I keep multiple holy relics on me. I'm guilty of a terrible crime. I hope I can redeem myself for it. (defiled a temple accidently) Profession He is currently a shaman but only for a very short amount of time.   Phantyni Estelda Female Half-Elf Description Phantyni Estelda is 146 years old, which is middle-aged for a half-elf. She is 5'1" tall with a lithe build. She has bulging, aqua eyes. She speaks in a spacey, strung-out tone. Personality I can find common ground between the fiercest enemies, empathizing with them and always working toward peace. I have an unhealthy obsession with food. I remember only one person from my past. He holds the key to finding out about who I was. (She has many tattoos that hint to her past, spellbooks, and a set of red robes) Profession She is currently a diviner but does not know that it is spirits that whisper the fortunes to her.   Atulg Orbuma Male Half-Orc Description Atulg Orbuma is 41 years old, which is old for a half-orc. He is 6'1" tall with a build that is softening around the edges. He has tired, aqua eyes. He speaks in a very deep, masculine voice. Personality I always want to know how things work and what makes people tick. I need medicine/cure for a parent. Mom got ill from drinking too much of the red river. He feels guilty about bringing his family here. His father is a massive, full blooded orc who is a fisherman. Profession He is currently a town magistrate and absolutely hates it. Formerly a pirate.   Yorick Male Human, Paladin Description Yorick is 80 years old, which is venerable for a human. He is 6' tall with a build that is muscular. He has sharp, hooded grey eyes. He speaks with a rich, deep voice. Personality I can see the good and bad in everyone. I have some doubt in my purpose here. I know this is the end of my journey and I hope I can leave something worth remembering. Profession He is currently a paladin of the god of judgement.

Encounter Maps

Lair Map

Itu's Lair

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