So I’ve still been watching nature documentaries on Netflix, and saw this little guy that is one of the most deadly snakes in the world.
With symptoms that can make grown men cry, an untreated bite from this viper is a death sentence. Growing up to two meters long, it is surprisingly capable at hiding in the jungle, and will typically keep itself to itself unless threatened, when it can strike lightning fast and leave you with a painful bite that only gets worse with time.
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A favourite creature of ours from 3.5e, our pirates had a hadozee deckhand that would throw cannonballs faster than the cannons could fire them.
These simian sailors are a natural addition to any seafaring campaigns but they are instinctual explorers so they can turn up anywhere. They can be found in the jungle as part of an expedition to find a long lost pyramid, perhaps navigating a large boat down a huge river. They can be found in the ocean, aboard any ship that needs them; or in town between journeys usually drinking with other sailors swapping tales.
Hadozee like to hang from rigging or trees, able to fire their crossbow with any combination of limbs. If pressed they are skilled with the Scimitar, again, able to wield it with any limb and they use this ability to keep the high ground on their foes. It is commonplace for a hadozee to lure an opponent up into the trees or rigging and then grapple them off into a fall, where hopefully their opponent will fall to the ground whilst the hadozee can glide safely down.
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The Earth Mask is a legendary artifact of great power. It imbues the wearer with wisdom, strength, and dominion over nature. It also has the downside of being irremovable once donned, with the exception of the death of the wearer.
Beginning as an ordinary humanoid, once the mask has donned the wearer undergoes changes over time. Attuned to the wisdom and knowledge of the earth, feeling wiser but also strengthened, the wearer sprouts vines from their body which give them a degree of natural protection and also last out at would be attackers.
The avatar is a bastion of the naturism, eschewing civilisation in favour of the natural world and the care of it. Calm and distracted, the full wrath of the avatar will only be brought out by the devastation of nature or threats upon its life.
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Happy 2018! We thought today was a good day for this guy, with the the happy, new years revellers currently coping with their celebratory hangovers!
The drunkard is a staple in a village of competent NPCs, their behaviour often excused with a mixture of pity and respect, due to their past, or their current circumstances. But make no mistakes, this down on their luck alcoholic is no simpleton, nor easy mark, more than capable of handing themselves with some dutch courage to toughen their resolve, and they wits still about them despite their inebriation.
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I was going to write a Wood Woad today until i realise it had already been done in Volo’s, so i had to write this guy instead. Presenting the spelleater slime, bane of magic dependent characters level 1-20. Immune to, and healed by magic, there is no option but to beat this guy to death. Able to sense magic, it siphons off the magic power of items it stumbles across in its travels, and will eat anything that contains magic.
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Ironwood Golems are for lower level spellcasters. An expensive material but easier ritual casting required to animate the constructed servant. Ironwood forests are deeply magical natural groves which are usually fiercely protected by druids and forest fey. Ironwood golems whose masters have died often find themselves drawn to Ironwood groves and druids adopt the creatures as forest guardians.
Your adventurers may encounter a *wild* Ironwood Golem if they need to traverse or visit a magical forest. Otherwise they will probably find one being used by a spellcaster to defend an important item, or themselves from harm. Rich merchants often use Ironwood golems as protection for their children as they can be intricately decorated and their cost alone is a noteworthy status symbol.
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Huge fans of IguanaMouth’s artwork, I saw these griffons and it inspired me to make some griffon variants. Half cat, half bird these griffons may surprise your adventurers when they turn out to be rather different to the eagle/lion variety.
The Scarlet Macaw/Persian is a real favourite of mine, just because it’s a super fluffy cat with brightly coloured feathers… who wouldn’t want one? If you have an adventurer on the lookout for an exotic pet, this could definitely be the one for them. A flock of Scarlet Macriffons hunting for food can be deadly, as they hunt creatures larger than themselves occasionally.
Otherwise, I’d recommend having your adventurers encounter a peregriffon whilst journeying by horseback, as peregriffons are fast enough to outpace horses; They attempt to knock off riders and drag the beasts back to their nests. Peregriffons are a little tougher than griffons, so they’re nice to use if your adventurers are a little too high level for regular griffons to be challenging.
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Friday's alternative griffons were popular enough to warrant another griffon in my eyes. This cuddly companion is the familiar option of choice for anyone deciding between a cat and a raven who likes their familiars to be clumsy and squawky.
Your adventurers may encounter a potriffon belonging to a spellcaster or noble. Whilst not exceptionally smart, they are trainable; able to carry messages or retrieving items. Wild potriffons do exist but are much rarer than the domesticated kind as the potriffon isn't quite built to survive the struggle with predators.
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Sorry we’re late today, we’re busy with work and winter sickness!
Today’s monster has been a concept, and half written for months! This royal jelly has a quite clear pop culture reference, as an alternative and higher level ooze, it can have a variety of tactical tricks up its sleeves as it uses its unique powers to contort its body into various shapes and sizes.
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Ah the Elasmotherium, the giant furry unicorn of the arctic circle. These docile beasts are territorial herbivores but are often poached for their horns, hide and turned into workbeasts.
Often a druid will take a herd of elasmotherium under their wing, shearing them in the summer months, ensuring the local grass is grown enough to sustain them and warding off predators and poachers. Other times a magical elasmotherium will be born, able to channel magic for the herd’s needs from the gods of nature themselves. Alternatively a wild pack of elasmotherium will fend for themselves in their cold unforgiving climates.
Your adventurers may encounter poachers, either attacking elasmotherium or selling them as domesticated beasts of burden. Alternatively they may encounter a wild herd, and if they encroach on these normally peaceful herbivores domain they may discover what damage a horn larger than the average adventurer can do.
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Firbolgs are natural druids, their innate connection to nature allows them to appreciate all aspects of the natural word. Shroomspeakers are specialist druids that focus on fungi, mushrooms and similar plants. Scholars of spores, a shroomspeaker can tap into these abilities in combat in order to poison their foes.
Shroomspeakers have an understanding of rot, decay and death and they are able to utilise their spores to animate the corpses of the recently slain. Shroomspeakers cultivate rare strains of spores that heal wounds, control corpses, cause hallucinations, channel magic and more.
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Inspired by Hearthstone’s Pathmaker Hamm, this kobold has a bag full of explosives that it is willing to deploy with reckless abandon. A staple of kobold culture, the pathmaker solves many problems with gratuitous use of explosives.
With a low life expectancy, these kobolds are typically missing body parts, small and large, and covered in scar tissue. With comparative expertise in explosive runes, they are able to wield explosions, both small and large, as a defensive (best defense is a good offense, right?) measure, and as a utility for mining, excavation, trapmaking and more.
**WARNING** Handle with care.
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Give a citizen of Aelburn a shiny coin, and the first thing they’ll do is to rub some earth onto it. Travellers are often bemused that new coins are considered unlucky, but that’s only because they haven’t encountered a Bite Coin yet. At best, these innocuous magical constructs can ruin an unlucky recipient financially, at their worst they’ll attack someone attempting to stop them reaching more coins.
Although these can potentially ruin an entire country, they have a lot of fun uses besides being a way to reduce a party’s finances! A smart party could use a Bite Coin in a number of ways, letting one loose where they can cause a distraction, weakening the power base of a particular faction or just for petty revenge against a trader that wronged them.
Drop a few hints before the encounter, maybe that all the coins they’ve seen so far look old and tarnished, mannerisms of citizens when they receive payment or other ways to hint that shiny cash is considered unlucky. When the party do encounter a particularly new and shiny coin, it should give them a little bit of a clue not to just pocket it, although proving that it’s anything but a normal coin is going to be tricky!
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Adventurers like to adopt things, after a busy day of slaughtering they like to relax with some casual looting. In due course of this looting it isn’t unusual for a particular type of GM to throw in a cute orc baby, nest of eggs or owlbear cublets. Whilst the party argue whether they should adopt or slay the findings, one canny adventurer is sure to sneak at least one youngling away just in case.
These owlbear cublets are perfect for making your murderhobos realise actions have consequences. If you have adventurers that are particularly fond of Owlbears I suggest the following encounter: In the woods, the adventurers roll perception, as long as some get over 10 they see up ahead an Owlbear is in a bear trap, howling in pain. If they get under 10 they just hear this and aren’t sure what the noise could be.
As they make their way to the Owlbear (if they do) they see a poacher attacking the Owlbear with a spear. Another perception check (difficult this time) to overhear the poachers plans of selling the Owlbear Cublet’s as pets as they talk amongst themselves.
As the party arrive on the scene, the Owlbear is very wounded, and there are a number of poachers (Monster Manual pg 434 Bandits), as well as the poacher that has just attacked the trapped Owlbear (Bandit Captain). Your adventurers may talk their way out of this, either intimidation, persuasion or straight up bribery… alternatively your adventurers can use force, if captured alive the poachers can be turned into a nearby town for a small bounty as poaching is illegal.
Assuming your adventurers are successful if they investigate the Owlbear they discover it has died, bled out from its wounds. They also find a number of Owlbear Cublets equal to the number of adventurers, the Cublets are friendly to the adventurers, as they are intelligent enough to realise the adventurers didn’t kill their mama. Each adventurer may then adopt a cublet, or at least raise it until it is able to be released into the wild.
If your adventurers are adamant they want to save the Owlbear mama, as long as they expend some resources (spell slots, healing potions) they can bring the Owlbear back from the brink of death and reunite the cublets with mama. If they do this, make a note of it, and if the adventurers ever get into trouble in this forest again, suddenly being assisted by half a dozen Owlbears can be a cool moment in your campaign later on.
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Give a citizen of Aelburn a shiny coin, and the first thing they’ll do is to rub some earth onto it. Travellers are often bemused that new coins are considered unlucky, but that’s only because they haven’t encountered a Bite Coin yet. At best, these innocuous magical constructs can ruin an unlucky recipient financially, at their worst they’ll attack someone attempting to stop them reaching more coins.
Although these can potentially ruin an entire country, they have a lot of fun uses besides being a way to reduce a party’s finances! A smart party could use a Bite Coin in a number of ways, letting one loose where they can cause a distraction, weakening the power base of a particular faction or just for petty revenge against a trader that wronged them.
Drop a few hints before the encounter, maybe that all the coins they’ve seen so far look old and tarnished, mannerisms of citizens when they receive payment or other ways to hint that shiny cash is considered unlucky. When the party do encounter a particularly new and shiny coin, it should give them a little bit of a clue not to just pocket it, although proving that it’s anything but a normal coin is going to be tricky!
I feel that an average of 4 damage per round is a bit much for a creature with a CR of 0. I would move it up to 1/8 or tone down the damage.
Devious serpent folk devoid of compassion, yuan-ti manipulate other creatures by arousing their doubts, evoking their fears, and elevating and crushing their hopes. From remote temples in jungles, swamps, and deserts, the yuan-ti plot to supplant and dominate all other races and to make themselves gods.
Give a citizen of Aelburn a shiny coin, and the first thing they’ll do is to rub some earth onto it. Travellers are often bemused that new coins are considered unlucky, but that’s only because they haven’t encountered a Bite Coin yet. At best, these innocuous magical constructs can ruin an unlucky recipient financially, at their worst they’ll attack someone attempting to stop them reaching more coins.
Although these can potentially ruin an entire country, they have a lot of fun uses besides being a way to reduce a party’s finances! A smart party could use a Bite Coin in a number of ways, letting one loose where they can cause a distraction, weakening the power base of a particular faction or just for petty revenge against a trader that wronged them.
Drop a few hints before the encounter, maybe that all the coins they’ve seen so far look old and tarnished, mannerisms of citizens when they receive payment or other ways to hint that shiny cash is considered unlucky. When the party do encounter a particularly new and shiny coin, it should give them a little bit of a clue not to just pocket it, although proving that it’s anything but a normal coin is going to be tricky!
I feel that an average of 4 damage per round is a bit much for a creature with a CR of 0. I would move it up to 1/8 or tone down the damage.
Yeah, a lot of CR 0 creatures should be CR 1/8.
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"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Today’s monster is the Fer-De-Lance.
So I’ve still been watching nature documentaries on Netflix, and saw this little guy that is one of the most deadly snakes in the world.
With symptoms that can make grown men cry, an untreated bite from this viper is a death sentence. Growing up to two meters long, it is surprisingly capable at hiding in the jungle, and will typically keep itself to itself unless threatened, when it can strike lightning fast and leave you with a painful bite that only gets worse with time.
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Today’s monster is the Hadozee Deckhand.
A favourite creature of ours from 3.5e, our pirates had a hadozee deckhand that would throw cannonballs faster than the cannons could fire them.
These simian sailors are a natural addition to any seafaring campaigns but they are instinctual explorers so they can turn up anywhere. They can be found in the jungle as part of an expedition to find a long lost pyramid, perhaps navigating a large boat down a huge river. They can be found in the ocean, aboard any ship that needs them; or in town between journeys usually drinking with other sailors swapping tales.
Hadozee like to hang from rigging or trees, able to fire their crossbow with any combination of limbs. If pressed they are skilled with the Scimitar, again, able to wield it with any limb and they use this ability to keep the high ground on their foes. It is commonplace for a hadozee to lure an opponent up into the trees or rigging and then grapple them off into a fall, where hopefully their opponent will fall to the ground whilst the hadozee can glide safely down.
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The Experience Points are not correct, it should be 450. 300 it isn't a CR valid value XP.
Hombrewing and roleplaying a lot.
Oops! Cheers, fixed now!
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Today’s monster is the Avatar of the Earth Mask.
The Earth Mask is a legendary artifact of great power. It imbues the wearer with wisdom, strength, and dominion over nature. It also has the downside of being irremovable once donned, with the exception of the death of the wearer.
Beginning as an ordinary humanoid, once the mask has donned the wearer undergoes changes over time. Attuned to the wisdom and knowledge of the earth, feeling wiser but also strengthened, the wearer sprouts vines from their body which give them a degree of natural protection and also last out at would be attackers.
The avatar is a bastion of the naturism, eschewing civilisation in favour of the natural world and the care of it. Calm and distracted, the full wrath of the avatar will only be brought out by the devastation of nature or threats upon its life.
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Today’s monster is the Drunkard.
Happy 2018! We thought today was a good day for this guy, with the the happy, new years revellers currently coping with their celebratory hangovers!
The drunkard is a staple in a village of competent NPCs, their behaviour often excused with a mixture of pity and respect, due to their past, or their current circumstances. But make no mistakes, this down on their luck alcoholic is no simpleton, nor easy mark, more than capable of handing themselves with some dutch courage to toughen their resolve, and they wits still about them despite their inebriation.
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Today’s monster is the Spelleater Slime.
I was going to write a Wood Woad today until i realise it had already been done in Volo’s, so i had to write this guy instead. Presenting the spelleater slime, bane of magic dependent characters level 1-20. Immune to, and healed by magic, there is no option but to beat this guy to death. Able to sense magic, it siphons off the magic power of items it stumbles across in its travels, and will eat anything that contains magic.
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Today’s monster is the Ironwood Golem.
Ironwood Golems are for lower level spellcasters. An expensive material but easier ritual casting required to animate the constructed servant. Ironwood forests are deeply magical natural groves which are usually fiercely protected by druids and forest fey. Ironwood golems whose masters have died often find themselves drawn to Ironwood groves and druids adopt the creatures as forest guardians.
Your adventurers may encounter a *wild* Ironwood Golem if they need to traverse or visit a magical forest. Otherwise they will probably find one being used by a spellcaster to defend an important item, or themselves from harm. Rich merchants often use Ironwood golems as protection for their children as they can be intricately decorated and their cost alone is a noteworthy status symbol.
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Today’s monster is the Smog Elemental.
I was trying to write a vape related monster. It didn’t work, and this was the result!
The smog elemental is a variant of the air elemental, with a poisonous body and the ability to call forth acid rain! Not much else to say really!
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"Have you ever noticed how calming it is, looking down on a nice, soft blanket of smog?"
-- A'tara, antisocial aeromancer
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
Today’s monsters are the Peregriffon and Scarlet Macgriffon.
Huge fans of IguanaMouth’s artwork, I saw these griffons and it inspired me to make some griffon variants. Half cat, half bird these griffons may surprise your adventurers when they turn out to be rather different to the eagle/lion variety.
The Scarlet Macaw/Persian is a real favourite of mine, just because it’s a super fluffy cat with brightly coloured feathers… who wouldn’t want one? If you have an adventurer on the lookout for an exotic pet, this could definitely be the one for them. A flock of Scarlet Macriffons hunting for food can be deadly, as they hunt creatures larger than themselves occasionally.
Otherwise, I’d recommend having your adventurers encounter a peregriffon whilst journeying by horseback, as peregriffons are fast enough to outpace horses; They attempt to knock off riders and drag the beasts back to their nests. Peregriffons are a little tougher than griffons, so they’re nice to use if your adventurers are a little too high level for regular griffons to be challenging.
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Today’s monster is the Potriffon.
Friday's alternative griffons were popular enough to warrant another griffon in my eyes. This cuddly companion is the familiar option of choice for anyone deciding between a cat and a raven who likes their familiars to be clumsy and squawky.
Your adventurers may encounter a potriffon belonging to a spellcaster or noble. Whilst not exceptionally smart, they are trainable; able to carry messages or retrieving items. Wild potriffons do exist but are much rarer than the domesticated kind as the potriffon isn't quite built to survive the struggle with predators.
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Today’s monster is the Royal Jelly.
Sorry we’re late today, we’re busy with work and winter sickness!
Today’s monster has been a concept, and half written for months! This royal jelly has a quite clear pop culture reference, as an alternative and higher level ooze, it can have a variety of tactical tricks up its sleeves as it uses its unique powers to contort its body into various shapes and sizes.
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Today’s monster is the Elasmotherium.
Ah the Elasmotherium, the giant furry unicorn of the arctic circle. These docile beasts are territorial herbivores but are often poached for their horns, hide and turned into workbeasts.
Often a druid will take a herd of elasmotherium under their wing, shearing them in the summer months, ensuring the local grass is grown enough to sustain them and warding off predators and poachers. Other times a magical elasmotherium will be born, able to channel magic for the herd’s needs from the gods of nature themselves. Alternatively a wild pack of elasmotherium will fend for themselves in their cold unforgiving climates.
Your adventurers may encounter poachers, either attacking elasmotherium or selling them as domesticated beasts of burden. Alternatively they may encounter a wild herd, and if they encroach on these normally peaceful herbivores domain they may discover what damage a horn larger than the average adventurer can do.
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Today’s monster is the Firbolg Shroomspeaker.
Firbolgs are natural druids, their innate connection to nature allows them to appreciate all aspects of the natural word. Shroomspeakers are specialist druids that focus on fungi, mushrooms and similar plants. Scholars of spores, a shroomspeaker can tap into these abilities in combat in order to poison their foes.
Shroomspeakers have an understanding of rot, decay and death and they are able to utilise their spores to animate the corpses of the recently slain. Shroomspeakers cultivate rare strains of spores that heal wounds, control corpses, cause hallucinations, channel magic and more.
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Today’s monster is the Kobold Pathmaker.
Inspired by Hearthstone’s Pathmaker Hamm, this kobold has a bag full of explosives that it is willing to deploy with reckless abandon. A staple of kobold culture, the pathmaker solves many problems with gratuitous use of explosives.
With a low life expectancy, these kobolds are typically missing body parts, small and large, and covered in scar tissue. With comparative expertise in explosive runes, they are able to wield explosions, both small and large, as a defensive (best defense is a good offense, right?) measure, and as a utility for mining, excavation, trapmaking and more.
**WARNING** Handle with care.
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Today’s monster is the Bite Coin.
Give a citizen of Aelburn a shiny coin, and the first thing they’ll do is to rub some earth onto it. Travellers are often bemused that new coins are considered unlucky, but that’s only because they haven’t encountered a Bite Coin yet. At best, these innocuous magical constructs can ruin an unlucky recipient financially, at their worst they’ll attack someone attempting to stop them reaching more coins.
Although these can potentially ruin an entire country, they have a lot of fun uses besides being a way to reduce a party’s finances! A smart party could use a Bite Coin in a number of ways, letting one loose where they can cause a distraction, weakening the power base of a particular faction or just for petty revenge against a trader that wronged them.
Drop a few hints before the encounter, maybe that all the coins they’ve seen so far look old and tarnished, mannerisms of citizens when they receive payment or other ways to hint that shiny cash is considered unlucky. When the party do encounter a particularly new and shiny coin, it should give them a little bit of a clue not to just pocket it, although proving that it’s anything but a normal coin is going to be tricky!
We are 1d6Adventurers! We create a Monster-a-Day, posted every weekday around 8pm UTC.
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Today’s monster is the Owlbear Cublet.
Adventurers like to adopt things, after a busy day of slaughtering they like to relax with some casual looting. In due course of this looting it isn’t unusual for a particular type of GM to throw in a cute orc baby, nest of eggs or owlbear cublets. Whilst the party argue whether they should adopt or slay the findings, one canny adventurer is sure to sneak at least one youngling away just in case.
These owlbear cublets are perfect for making your murderhobos realise actions have consequences. If you have adventurers that are particularly fond of Owlbears I suggest the following encounter:
In the woods, the adventurers roll perception, as long as some get over 10 they see up ahead an Owlbear is in a bear trap, howling in pain. If they get under 10 they just hear this and aren’t sure what the noise could be.
As they make their way to the Owlbear (if they do) they see a poacher attacking the Owlbear with a spear. Another perception check (difficult this time) to overhear the poachers plans of selling the Owlbear Cublet’s as pets as they talk amongst themselves.
As the party arrive on the scene, the Owlbear is very wounded, and there are a number of poachers (Monster Manual pg 434 Bandits), as well as the poacher that has just attacked the trapped Owlbear (Bandit Captain). Your adventurers may talk their way out of this, either intimidation, persuasion or straight up bribery… alternatively your adventurers can use force, if captured alive the poachers can be turned into a nearby town for a small bounty as poaching is illegal.
Assuming your adventurers are successful if they investigate the Owlbear they discover it has died, bled out from its wounds. They also find a number of Owlbear Cublets equal to the number of adventurers, the Cublets are friendly to the adventurers, as they are intelligent enough to realise the adventurers didn’t kill their mama. Each adventurer may then adopt a cublet, or at least raise it until it is able to be released into the wild.
If your adventurers are adamant they want to save the Owlbear mama, as long as they expend some resources (spell slots, healing potions) they can bring the Owlbear back from the brink of death and reunite the cublets with mama. If they do this, make a note of it, and if the adventurers ever get into trouble in this forest again, suddenly being assisted by half a dozen Owlbears can be a cool moment in your campaign later on.
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Devious serpent folk devoid of compassion, yuan-ti manipulate other creatures by arousing their doubts, evoking their fears, and elevating and crushing their hopes. From remote temples in jungles, swamps, and deserts, the yuan-ti plot to supplant and dominate all other races and to make themselves gods.
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
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