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Hex 81,37

Mountain HEX
Area: 431,557,632 ft2
Height: 6,180 ft2

LORE:
The mountain is desolate and made purely of black rocks. The mountain’s foot is an Uldengrad gravesite
for their foul experiments. Its inhabitants have been tainted by foul magics as foul chimeric creatures
prowl during the night. The mountain’s western face ends abruptly to a cliff along its ridge. Millions of
humanoid shaped holes dot across the cliff face.

ADVENTURE:
Part 1-Border Hex
• The border of the HEX is protected by a thick fog of sand and other debris that hurls anybody
without a key card or bastion ring outward in 1d100*10 feet away taking 2d10 bludgeoning
damage.
• There is an entrance at HEX 81,38. The entrance looks like a red door at the border of HEX
81,38 that only appears with a DC 21 Wisdom (Perception) check.
• All creatures moving towards HEX 81,37 must succeed a DC 17 Wisdom saving throw or be
slowed while inside the HEX. Otherwise, the creature is immune to this effect for 24 Hours
while inside the HEX.
Slowed: creatures have its speed halved, -2 penalty to its AC and Dexterity saving throws, and can’t
use reactions. On its turn, it can use either an action or bonus action, not both. Regardless of the
creature’s abilities or magic items, it can’t make more than one melee or ranged attack during its
turn.

Part 2-We’ll be comin‘round the moun’en…


• A black mountain surrounded by clean grey grave/tomb stones. Detect Magic spell detects the
land is filled with necromantic magic. A Paladin’s Divine Sense detect this entire HEX has been
desecrated.
• DC 10 Intelligence (Nature) check reveals that the mountain is fully made up of Basalt rocks rich
in iron. As some rocks have that red orange sprinkling from the potential iron inside it.
Picking up a Rock: Creatures picking up a rock must roll a d10. On a roll of 1 or 2, the rock
immediately latches on to the creature revealing itself as a Black Pudding. On a roll of 3 or higher, it
is a genuine Basalt rock.
EAST SIDE of the mountain is an Uldengrad cemetery with clean unmarked graves. No magic mouth
has been casted on the graves. As well as Speak with Dead spell will not contact any spirit.
• Grave Robbing: Creatures desecrating the graves are automatically Cursed and must roll a d8.
On a roll of 1-3, the grave contains a Black Pudding. On a roll of 4-7, the grave contains an
unidentifiable corpse and creatures looking at the corpse must succeed a DC 17 Intelligence
saving throw or be afflicted with a long-term madness that lasts until it leaves the HEX,
memories from this HEX become hazy or forgotten (player’s choice). On a roll of 8, the grave
contains a trinket.
• Curse: The magical curse takes Effect whenever the target takes a short or Long Rest, filling the
target's thoughts with horrible images and dreams. The Cursed target gains no benefit from
finishing a short or Long Rest. The curse lasts until it is lifted by a Remove Curse spell or similar
magic.
• Creatures flying about 1000 feet high experience Strong Winds.
Strong Winds: strong winds impose disadvantage on ranged weapon attack rolls and Wisdom
(Perception) checks that rely on hearing. A strong wind also extinguishes open flames, disperse fog,
and make flying by nonmagical means nearly impossible. A flying creature in strong winds must land
at the end of its turn or fall.
• Creatures trekking to the top of the mountain on its steep eastern face experience difficult
terrain.
Difficult Terrain: Creatures move at half speed in difficult terrain— moving 1 foot in Difficult
Terrain costs 2 feet of speed—so you can cover only half the normal distance in a minute, an hour,
or a day.
Part 3-…when she comes.
WEST SIDE of the mountain ends just a couple hundred feet from the mountain ridge to an abrupt cliff
4,980 feet drop at its highest point (near the peak) and 30 feet drop at its lowest point (near the base).
As if the mountain was cut in half, DC 16 Intelligence (Nature or History) check reveals that some form of
geological process from millennia ago could’ve eroded this mountain.
• Unusual humanoid shaped holes of various sizes— from medium to small— are dotted across
the cliff face. DC 10 Intellegence (Investigation) check these holes seem to be naturally
occurring. Creatures with a passive Perception score of 18 notices black goo seeping out the
holes. The black goo is a Black Pudding.
• DC 18 Intelligence (Investigation) check. The player character finds the perfect hole for them.
Touching the hole makes them feel at home like they belong inside the hole.
• Creatures wishing to traverse the holes experience the squeezing condition. The holes itself are
wide enough to fit a humanoid but narrow that once inside, it is cramped.
Squeezing: While squeezing through a space, a creature must spend 1 extra foot for every foot it
moves there, and it has disadvantage on attack rolls and Dexterity saving throws. Attack rolls
against the creature have advantage while it's in the smaller space.
• A creature 120 feet deep in the holes must make a DC 15 Constitution saving throw. On a failed
save, the creature takes 60 (11d10) bludgeoning damage plus 60 (11d10) force damage and
appears at the border of the nearest outpost HEX. On a success, the creature suffers from a
long-term madness that last for 1d100 days and appears at the border of the nearest outpost
HEX.
CREATURES:
Oozes. Oozes are gelatinous creatures with no fixed shape. These oozes are some the remnants of
Uldengrad experiments. A creature within 5 feet of the ooze and has a passive Perception of 21 will hear
a faint voice coming from it saying, “Please kill me”.

BLACK PUDDING
Large ooze, unaligned

Armor Class 7

Hit Points 85 (10d10 + 30)

Speed 20 ft., climb 20 ft.

STR DEX CON INT WIS CHA

16 (+3) 5 (-3) 16 (+3) 1 (-5) 6 (-2) 1 (-5)

Damage Immunities acid, cold, lightning, slashing

Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone

Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8

Languages —

Challenge 4 (1,100 XP) Proficiency Bonus +2

Amorphous.

The pudding can move through a space as narrow as 1 inch wide without squeezing.
Corrosive Form.

A creature that touches the pudding or hits it with a melee attack while within 5 feet of it takes
4 (1d8) acid damage. Any nonmagical weapon made of metal or wood that hits the pudding
corrodes. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to
damage rolls. If its penalty drops to −5, the weapon is destroyed. Nonmagical ammunition made
of metal or wood that hits the pudding is destroyed after dealing damage. The pudding can eat
through 2-inch-thick, nonmagical wood or metal in 1 round.
Spider Climb.

The pudding can climb difficult surfaces, including upside down on ceilings, without needing
to make an ability check.
ACTIONS
Pseudopod.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage
plus 18 (4d8) acid damage. In addition, nonmagical armor worn by the target is partly dissolved
and takes a permanent and cumulative −1 penalty to the AC it offers. The armor is destroyed if
the penalty reduces its AC to 10.
REACTIONS
Split.

When a pudding that is Medium or larger is subjected to lightning or slashing damage, it splits
into two new puddings if it has at least 10 hit points. Each new pudding has hit points equal to
half the original pudding's, rounded down. New puddings are one size smaller than the original
pudding.
Environment: Underdark

Source: MM, page 241. Also found


in CoS; PotA; SKT; TftYP; WDH; WDMM; GoS; IDRotF; CM. Available in the SRD.
ELDER BLACK PUDDING
Huge ooze, unaligned

Armor Class 7

Hit Points 130 (10d12 + 30)

Speed 20 ft., climb 20 ft.

STR DEX CON INT WIS CHA

16 (+3) 5 (-3) 16 (+3) 1 (-5) 6 (-2) 1 (-5)

Damage Immunities acid, cold, lightning, slashing

Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone

Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8

Languages —

Challenge 4 (1,100 XP) Proficiency Bonus +2

Amorphous.

The pudding can move through a space as narrow as 1 inch wide without squeezing.
Corrosive Form.

A creature that touches the pudding or hits it with a melee attack while within 5 feet of it takes
4 (1d8) acid damage. Any nonmagical weapon made of metal or wood that hits the pudding
corrodes. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to
damage rolls. If its penalty drops to −5, the weapon is destroyed. Nonmagical ammunition made
of metal or wood that hits the pudding is destroyed after dealing damage. The pudding can eat
through 2-inch-thick, nonmagical wood or metal in 1 round.
Spider Climb.

The pudding can climb difficult surfaces, including upside down on ceilings, without needing
to make an ability check.
ACTIONS
Pseudopod.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage
plus 18 (4d8) acid damage. In addition, nonmagical armor worn by the target is partly dissolved
and takes a permanent and cumulative −1 penalty to the AC it offers. The armor is destroyed if
the penalty reduces its AC to 10.
REACTIONS
Split.
When a pudding that is Medium or larger is subjected to lightning or slashing damage, it splits
into two new puddings if it has at least 10 hit points. Each new pudding has hit points equal to
half the original pudding's, rounded down. New puddings are one size smaller than the original
pudding.
Source: TftYP, page 143

Chimeric Creatures. These creatures have mutated due to the excess weird magics emanating from the
ground. The desecration made these creatures hostile and violent. The lands of this HEX are barren, so
all creatures are predatory. Hunger and desperation of these pitiable creatures will at times resort to
cannibalism.

CHIMERA
Large monstrosity, chaotic evil

Armor Class 14 (natural armor)


Hit Points 114 (12d10 + 48)
Speed 30 ft., fly 60 ft.

STR DEX CON INT WIS CHA


19 (+4) 11 (+0) 19 (+4) 3 (-4) 14 (+2) 10 (+0)

Skills Perception +8
Senses darkvision 60 ft., passive Perception 18
Languages understands Draconic but can't speak
Challenge 6 (2,300 XP) Proficiency Bonus +3

ACTIONS
Multiattack.
The chimera makes three attacks: one with its bite, one with its horns, and one with its claws.
When its fire breath is available, it can use the breath in place of its bite or horns.
Bite.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.
Horns.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) bludgeoning
damage.
Claws.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Fire Breath (Recharge 5–6).
The dragon head exhales fire in a 15-foot cone. Each creature in that area must make a
DC 15 Dexterity saving throw, taking 31 (7d8) fire damage on a failed save, or half as much
damage on a successful one.
Environment: Grassland, Hill, Mountain, Underdark
Source: MM, page 39. Also found in PotA; RoT; SKT; TftYP; WDMM; SDW; BGDIA. Available
in the SRD.

CHIMERIC CAT
Tiny beast, unaligned

Armor Class 12
Hit Points 2 (1d4)
Speed 40 ft., climb 30 ft.

STR DEX CON INT WIS CHA


3 (-4) 15 (+2) 10 (+0) 3 (-4) 12 (+1) 7 (-2)
Skills Perception +3, Stealth +4
Senses blindsight 60 ft., tremorsense 60 ft., passive Perception 13
Languages —
Challenge 0 (0 or 10 XP) Proficiency Bonus +2

Keen Smell.
The cat has advantage on Wisdom (Perception) checks that rely on smell.
ACTIONS
Claws.
Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 slashing damage.
Source: IDRotF, page 246

CHIMERIC HARE
Tiny beast, unaligned

Armor Class 13
Hit Points 1 (1d4 - 1)
Speed 20 ft., burrow 5 ft., fly 30 ft.

STR DEX CON INT WIS CHA


1 (-5) 17 (+3) 9 (-1) 2 (-4) 11 (+0) 4 (-3)

Skills Perception +2, Stealth +5


Senses passive Perception 12
Languages —
Challenge 0 (0 or 10 XP) Proficiency Bonus +2

Escape.
The hare can take the Dash, Disengage, or Hide action as a bonus action on each of its turns.
Source: IDRotF, page 246

CHIMERIC WEASEL
Tiny beast, unaligned

Armor Class 13
Hit Points 1 (1d4 - 1)
Speed 30 ft.

STR DEX CON INT WIS CHA


3 (-4) 16 (+3) 8 (-1) 2 (-4) 12 (+1) 3 (-4)

Skills Perception +3, Stealth +5


Senses passive Perception 13
Languages —
Challenge 0 (0 or 10 XP) Proficiency Bonus +2
Chimeric Creation.
The weasel has glowing eyes that emit bright light out in a 20-foot radius and dim light for an
additional 20 feet.
Keen Hearing and Smell.
The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell.
ACTIONS
Bite.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
Source: IDRotF, page 246

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