Issue 5
Issue 5
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Credits Introduction
Authors: Vall Syrene, Jerrod Bacon/Pyronide Press Monster Hunts Weekly is a supplementary series, designed to
Creature Art: Molino Davide Art sit alongside the Adamantine best-selling 100 Monster Hunts.
(Facebook @MolinoDavideArt)
(Instagram @Molino_Davide_Art)
These supplements each feature a brand new monster,
Background Art: Squeezi Games complete with professional art, lore, harvest table, magical
Cartography Art: Cze and Peku (patreon.com/czepeku) items, two plot hooks and a bounty hunt, so you can quickly
and easily insert it into your ongoing campaigns.
Encounter Icon art by Brittney Hay This supplement assumes you have access to the Player's
Encounter Icon Mechanics by Vall Syrene Handbook, Monster Manual and Dungeon Master's Guide. When
InDesign Template by Nathanaël Roux
a creature or item is referenced for the first time during a
hunt its name will be written in Bold.
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DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft,
Eberron, the dragon ampersand, Ravnica, Theros and all other Wizards of the Coast
product names, and their respective logos are trademarks of Wizards of the Coast in the
When an item or rule is mentioned from the Dungeon
USA and other countries. Master's Guide or Player's Handbook, it will be abbreviated as
This work contains material that is copyright Wizards of the Coast and/or other authors. shown below.
Such material is used with permission under the Community Content Agreement for
Dungeon Masters Guild.
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Player's Handbook: (PHB)
All other original material in this work is copyright 2021 by Vall Syrene and published under
the Community Content Agreement for Dungeon Masters Guild. Monster Manual: (MM)
Dungeon Master's Guide: (DMG)
Hunt Stages
Hunts are divided into 4 stages: Meeting the NPCs,
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return to them. Harvesting options for the creatures are not least important on the right. For example, a dragon would
mentioned, but can be added as additional treasure. have lair lurker first, followed by the archer icon, then the
rusher icon. For a dragon, remaining in its lair is far more
Harvesting Monster Parts important than staying at range breathing fire, and setting
fire to its enemies is more important than rushing in with
In this supplement, each monster features a variety of parts tooth and claw.
that can be harvested after it is killed. The icons are purely an advisory tool. If you feel a
If the idea of harvesting pieces of dead monsters and creature would act a particular way that goes against its
turning them into useful items is appropriate for your original design, then feel free to modify its behavior to suit
campaign, consult the harvesting table for the creature in your encounter.
question to see what body parts may be harvested, how
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difficult they are to craft, and the resulting weapon or item
the body part can be turned into. Below is an example
Encounter Icon Descriptions
of the kind of tables you can find in the Monster Hunts Each icon represents a particular set of tactics which are
Weekly supplements, as well as a breakdown of what each detailed below. The icons are in alphabetical order.
column means.
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The Tank. A creature with this icon
Harvesting Table often has a lot of hit points or a high AC
Body Harvesting Crafted Crafting Crafting DC (sometimes both) and is able to take a
Part DC Item Requirements beating, but not necessarily inflict much in
Fang DC 12 Maw Idol Tinker’s tools: Maw Idol
return. These creatures are usually intended
(2d6 Wisdom (4 fangs All items DC 12 to be used as frontline fighters against
fangs) (Survival) required) Strength melee-heavy enemies or act as protectors for spellcasters. A
(Athletics) tank’s primary tactic is to soak up incoming attacks and focus
4 Hours on a single target at a time, shrugging off most damage while
slowly whittling away its target’s hit points.
Table Guide
met in order to turn the harvested body part into an item such as paralysis or poison to debilitate
is listed here. If an item is listed under two or more tools, their targets. An afflicted is intended to be
proficiency in and access to both sets of tools are required, used aggressively, and spreads its attacks
though these proficiencies can be shared over multiple out between multiple targets first. The
characters. For example, one character could take part in the afflicted prioritizes attacking those who are immune to its
crafting and have proficiency in one set of tools, and another debilitating ailments, or those who have the ability to cure
character could also take part in the crafting and provide the them, ensuring they are dead before turning its attention to
proficiency needed for the other set of tools.
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other targets.
Crafting DC. The ability check and DC that must be met The Rusher. A creature with this icon
to successfully craft and item, and the time required to do so. focuses their attacks on a single creature at
If this check is failed by 5 or more, the harvested pieces are a time and continues until it is dead. The
destroyed in the crafting process. rusher is intended to be a challenging foe,
and usually has either a few heavy hitting
Encounter Icons attacks, or many smaller attacks it can use
The stat blocks in this supplement use a collection of icons to continually pressure its target. A rusher often attacks
known as Encounter Icons. These icons are designed to offer relentlessly and fights to the death.
advice on the creature’s behavior or see what kind of abilities The Defender. A creature with this icon
it might have at a glance. usually has a lot of resistances and condition
Some icons might contradict each other, but this is immunities. A defender is intended to act as
intentional. Icons are noted on a stat block in order of the opposite to the rusher, spreading out its
importance, with the most important icon on the left and the attacks between nearby enemies and usually
sharing an icon with the tank, spellcaster or
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ranger. The defender’s primary tactic is to be cautious and fight their way through with little difficulty. An underling’s
careful when attacking, only moving in for the kill when primary tactic is dictated by other icons on its stat block.
it has a clear sign of victory and falling back or hunkering The Archer. A creature with this icon
down if outnumbered. might excel at long range combat or have
The Caster. A creature with this icon high mobility and rely on hit-and-run
is capable of casting spells or generating tactics; they avoid lingering in melee range
magical effects. A caster is intended to be if they can avoid it. The archer is intended
played based on its other icons, but is likely to be used at mid to long range, where it can
to recognise other creatures with the caster pick off its foes with relative impunity. Its primary tactic is
icon more easily. The caster’s primary tactic usually to avoid melee creatures and focus on ranged enemies
is to eliminate rival casters as early as possible to establish first, making good use of cover.
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magical dominance on the battlefield.
The Lair Lurker. A creature with this icon Creature Rarity
has access to a lair. A lair lurker is intended The icons in this supplement show in different colors. These
to be played based on the combination of colors dictate how rare a creature is intended to be in the
other icons on its stat block. The lair lurker’s world. Conventionally, the rarer a creature is, the more
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primary tactic is to use minions or lair powerful it is, and the more abilities it has at its disposal:
actions to debilitate its enemies, and given Black. The creature is commonly found
the choice, fights from within its lair. in the world and can be seen regularly
The Lone Wolf. A creature with this icon in its natural habitat. It is nothing overly
prefers to fight alone, and doesn’t work extraordinary, though some creatures may
well with other groups of creatures. The still be considered exotic by passing travellers.
lone wolf is intended to be used as a boss Blue. The creature is uncommon and might
monster, assassin, or other solitary creature. have unique features. Such a creature is much
It’s primary tactic depends on the other more difficult to locate in the wild and might
require help from a hunter or tracker, or only
icons present on its stat block.
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The Pack Hunter. A creature with this
icon prefers to fight in groups to surround
and overwhelm its foes with coordinated
attacks. The larger the group, the more
live in very particular environments.
Red. The creature is rarely seen, and
often has more than one special feature or
legendary actions. It might use a lair. These
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aggressive the attack. A pack hunter will creatures are not easy to find, even by skilled
usually have lower hit points or AC than trackers, usually requiring magical assistance.
other monsters to counter balance the intended numbers Orange. The creature is regarded as a
implied in their use. It is unusual to encounter one of these myth or legend, only ever spoken of in long
individually, though it might happen if they face weaker foes. forgotten stories and tall tales. The creature
The Underling. A creature with this icon is often unique, either in name, existence or
normally has extremely low hit points, AC some other method and might have many
and damage output, and act as minions in special features and legendary actions. It is likely to use a lair.
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Goblin Aerialist
The goblin aerialist and their giant eagle companions Goblin Aerialist
scout for easy prey and direct allies through difficult Small humanoid (goblin), chaotic evil
terrain. They jump from the tops of ravines or from their —
companions to get the surprise on their prey. Armor Class 15 (leather armor)
Hit Points 36 (8d8)
Daredevils. Goblin aerialists leap from their flying
Speed 30 ft., climb 30 ft.
companions while still dangerously high in the air.
Attached to the stretchy cords fashioned from the tendons —
STR DEX CON INT WIS CHA
of their prey, they dive towards an unsuspecting targets 8 (-2) 19 (+4) 10 (+0) 10 (+0) 14 (+2) 13 (+1)
and strike from above before pulling themselves quickly up —
out of harm's reach. Saving Throws Dex +6
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Skills Acrobatics + 6, Perception +4, Stealth +6
Creative Killers. Goblin aerialists often grapple smaller
Senses darkvison 60 ft., passive Perception 14
targets instead of simply attacking them. Using their Languages Common, Giant, Goblin
rebounding cords, they hoist grappled targets up off their Challenge 4 (1,100 XP)
feet and high into to air before letting go, allowing gravity —
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to do the rest. Divebomb. When above a target creature it can see, the
Unspoken Bond. The bond between a goblin aerialist and goblin can use its action to dive up to 60 feet towards
the target and make two attacks with its shortsword. If
their flying companion isn’t conventional telepathy, but the target creature is unaware of the goblin aerialist, each
it may as well be. With a single glance or simple grunt, attack deals an additional 7 (2d6) piercing damage.
they are able to communicate with each other as if it was a
forgotten language. Rebounding Cords. When the goblin performs a Divebomb
Eccentric Hunters. Such goblins are an uncommon sort, from atop its mount, it can use its reaction to tug on
its rebounding cords and return to its mount after
and are seen as 'unconventional' by others of their kin, making the attack roll. This movement doesn't provoke
and are incredibly unpredictable and very ruthless in their opportunity attacks.
pursuits. Rarely does an inexperienced adventurer invoke A rebounding cord has AC 15 and 25 hit points and is
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the ire of a goblin aerialist and live long to tell of it. vulnerable to fire damage. If both cords are broken, the
goblin aerialist can't use its rebounding cords feature until
it attaches new cords as part of a short rest.
Actions
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Crafted Magical Items and you descend by 10 feet at the end of each of your turns.
The flight speed ends early if you lower the shield, or if you
Items harvested from a goblin aerialist can be picked up enter an anti magic field or other magic-suppressing effect.
without required an ability check, and are not crafted.
However, should characters successfully kill the goblin's Feather Totem
mount, they can harvest it for materials and craft magical Wondrous item, common
items from the parts. These items are detailed in alphabetical School of Magic: Transmutation
order alongside the items taken from the goblin aerialist, and A bundle of feathers and bone wrapped in sinew. As a
are detailed in the Harvesting Table below. reaction, you can snap the totem in half with a free hand to
cast the feather fall spell, targeting only yourself.
Amulet Of The Eagle's Eye Once snapped, the totem disintegrates and is destroyed.
Wondrous item, uncommon
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School of Magic: Enchantment, Illusion Potion Of Swift Silence
This mystic amulet is crafted using the eye of a giant eagle. Potion, uncommon
When making a Wisdom (Perception) check that relies on School of Magic: Enchantment
sight, you can peer through the amulet's hollow center to This translucent jelly-like liquid is contained within a
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gain advantage on the aforementioned check. small vial with a wooden stopper. When you drink it, your
footsteps or wing-beats make no sound when you walk or
Aerialist's Cleats fly for 1 hour.
Wondrous item, rare (nonmagical)
This talon and sinew rigging makes scaling cliff faces much Potion Of Translation (Auran)
easier. While you wear these special foot-binds, you have Potion, uncommon
a climbing speed of 20 feet, and advantage on Dexterity School of Magic: Enchantment
saving throws to land on your feet after falling. This misty white potion tastes like fish and eggs when
consumed. When you drink this potion, you gain the ability
Aerialist's Throwing Snare to understand the Auran language for 1 hour. While you
Wondrous item, common (nonmagical)
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This is a modified snare, constructed of woven sinew
strands bound to several talon claws.
You can use an action to throw the snare at a Medium or
smaller creature you can see within 60 feet of you. The
can't speak it, you understand it enough to communicate
simple gestures and ideas, such as asking for directions.
check. On a success, the target is freed. These dried cords of sinew are woven together and used to
Once a creature is free from the snare, the snare breaks bind a close combat weapon with an accompanying bracer.
and is destroyed. As part of a short rest, you can attach this binding to a
one-handed melee weapon and don the special bracer. If the
Bone Visor weapon requires attunement, you must be attuned to it in
Wondrous item, uncommon (nonmagical) order to attach the binding.
This specialist visor is crafted from whitened bone and While attached to the bracer, you can't be disarmed of the
often utilized by goblin aerialists to enhance their vision weapon, and it has a reach of 10 feet.
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when hunting.
While you wear it, you have a +2 bonus to your passive Talon-Blade Gauntlets
Wisdom (Perception) score, and you gain a +2 bonus when Wondrous item, uncommon (nonmagical)
making Wisdom (Perception) checks that rely on sight. This set of special gauntlets sits over the hands and act like
gloves, which extend into sharp talons.
Down-Feather Shield While you wear them, your unarmed strikes deal 1d6
Armor (shield), uncommon (requires attunement) slashing damage. In addition, if you make an unarmed
School of Magic: Transmutation strike using the gauntlets on your turn as part of the attack
This feathery leather shield is crafted as a set of folded action, you can make one additional unarmed strike as a
wings. You can don and doff the shield as a bonus action bonus action.
on your turn.
In addition, while you remain attuned to the shield, you
can lift the shield above your head and extend the wings to
slow your descent when you fall. You gain a flight speed of
30 feet for 1 minute, but can't use this speed to fly upwards,
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Selling Harvested Items Plot Hook Suggestions
Items harvested from a goblin aerialist can be sold to Below are a collection of plot hooks you can read aloud to
adventurers or mercenaries at most major towns, while the your players or tweak to introduce the goblin aerialist into
materials from its mount may be of interest to alchemists your Dungeons & Dragons games.
and leather-workers. These items can also be sold to
criminal black-market dealers at an increased price, though "Wanted: Quick-witted adventurers for swift removal of goblin
the associated risks of doing so can vary from one location air force. For more information, speak with Commander Irok
to the next. Von Caster at the South Watch Barracks as soon as possible.
The Harvest Value table details average sale guidelines Reward offered."
for items obtained from a goblin aerialist, or raw materials
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from its mount.
Costs may fluctuate based on your campaign’s "Something strange keeps happening in that there forest. Old BIll
economy, sale location, or per trader, at the discretion went in after a deer and hasn't come back, and that was almost a
of the Dungeon Master. week ago. Chances are a bear got him, but it's the cackling that's
getting us worried..."
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Harvest Value Table
Body Part Sale Price Black Market Price
"These blasted goblins are all over my farm! One of them seems to
Giant Eagle Eye 5 sp per eye 1 gp per eye
have some sort of rope contraption attached to the barn and I can't
Giant Eagle Heart 2 gp per heart 3 gp per heart get it down! Anyone willing to put an end to these pests can find
Giant Eagle Beak 1 gp per beak 2 gp per beak me south of Bogmire, near the Winding Fyord."
Giant Eagle 1 sp per feather 1 sp per feather
Feather
Giant Owl Feather 1 sp per feather 1 sp per feather "WANTED: Sharpshooting adventurers and survivalists for
exploration into unknown troll territory. Information suggests
Giant Owl Talons
Aerialist's Cleats
Sinew Weapon
Binding
3 sp per talon
30 gp per set
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15 gp per binding
5 sp per talon
35 gp per set
20 gp per binding
there are large flying creatures roosting in the mountains, and
I wish to see for myself. Large reward offered for completion
of the task!
Interested parties should contact Lady Elmewhetter, at the
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Feather Totem 100 gp per totem 125 gp per totem Cravenhall Stately House for more information. "
Bone Visor 50 gp per visor 60 gp per visor
Aerialist's 5 gp per snare 7 gp per snare
Throwing Snare
Harvesting Table
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Body Part Harvesting DC Crafted Item Crafting Requirements Crafting DC and Time Taken
Giant Eagle Eye DC 14 Wisdom Amulet of the Eagle's Eye Mason's tools: Amulet of the Eagle's Eye
(2 eyes) (Medicine) (1 eye required) All items DC 16 Dexterity (Mason's tools)
6 Hours
Giant Eagle Heart DC 15 Wisdom Potion of Translation Alchemist's supplies Potion of Translation
(1 heart) (Medicine) (1 heart required) All items DC 14 Intelligence (Arcana)
4 Hours
Giant Eagle DC 15 Wisdom Down-Feather Shield Tinker’s tools: Down-Feather Shield
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Giant Owl Feather DC 14 Wisdom Potion of Swift Silence Alchemist's supplies: Potion of Swift Silence
(3d6 feathers) (Survival) (7 feathers required) All items DC 14 Intelligence (Arcana)
6 Hours
Giant Owl Talons DC 14 Wisdom Talon-Blade Gauntlets Smith's tools: Talon-Blade Gauntlets
(1d6 talons) (Survival) (3 talons required) All items DC 14 Strength (Athletics)
6 Hours
Giant Eagle Beak DC 14 Wisdom Serrated Eagle Dagger Smith's tools: Serrated Eagle Dagger
(1 beak) (Survival) (1 beak required) All items DC 14 Strength (Athletics)
4 Hours
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Thieving Daredevils (apl 5) Locating the Goblin Camp
Once the characters make their way deeper into the Rainbow
“Adventurers requested to quickly address the rising issue of Canyon, a DC14 Wisdom (perception) check reveals a
disappearing livestock. Paid handsomely for work. trail of smoke emanating from deeper within the canyon,
Work commissioned by Bjurig Mulghir of the merchant revealing the goblin camp.
guilds and interested parties should enquire in person at the Area 1. A group of 2 Goblin Aerialists riding atop Giant
market square." Owls (MM) stand guard on the cliffs away from the camp,
in Area 1. The goblins can be spotted with a successful DC
Average Party Level: 5 15 Wisdom (Perception) check. The party can make a group
Difficulty: Deadly (4 players), Hard (6 players) DC 15 Dexterity (Stealth) check to avoid detection on their
Hunt Creature: Goblin Aerialist, Giant Eagle (MM) way to the camp. Only half the group must succeed on this
Summary: A small tribe of goblins, tired of eating scraps,
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check in order to pass it. Should the party instead move at a
are stealing livestock from shepherds migrating their normal pace or otherwise make no attempts to remain quiet,
flocks where the Emerald Plains blend into the Rainbow the goblins detect them and leap down to attack.
Canyon. Characters are required to find the tribe of The goblins continue to harry the party until initative
goblins and bring the issue to an agreeable end for count 10 on the second round of combat, at which
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all parties. point surviving goblins or mounts flee to the camp and
raise the alarm.
Stage 1: Meeting the NPCs
In the market square the merchant guild members are Stage 3: The Hunt.
readily identified by an emerald green sash, usually tied as Area 2. When the party first enters the settlement they
a belt or around one’s shoulder. A male figure with rather spot 2 giant eagles with hoods over their heads perched
mundane physical qualities stands under a tarp in the shade on some boxes. The eagles are considered ‘asleep’ until the
fanning himself with a silk fan. This is Bjurig Mulghir. He hoods are removed, or are moved or touched. If the eagles
informs the party that 3 shepherds from a nearby village are awoken they squawk loudly and raise the alarm.
Goblin tactics
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attacks have occurred between their village and the canyon Upon detecting the party, the goblin aerialists climb up the
pathway itself. walls of the settlement shouts threats to the group to leave,
Mulghir offers the group a sum of 300 gp as reward for raising the alarm and drawing the other two aerialists on
locating and clearing out the goblin camp, and is quick guard in Area 1, who arrive on initiative count 10 on the
to usher them out of the market in the direction of the following round.
Emerald Plains. If the group continues to approach in an aggressive manner,
they attack, attaching themselves to the cliff face and using
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(Perception) check, the party spots a unique flower growing goblin aerialists down, a conversation is possible.
in the plains. A creature that plucks the flower gains a point The goblin leader, named Zrulk, reveals they just want
of inspiration. Only one flower can be found. enough food so they can travel into the mountains back
home, explaining that they came out too far and now don't
Ambush At The Rainbow Canyon have the supplies or rations needed to get back.
The characters begin to see the rainbow canyon when they Zrulk reveals their group have been raiding livestock
are about an hour away. The grasslands become blended from passerby to support themselves, but haven't
with patches of reddish-gold clay the closer the characters been able to lately due to the lack of travelers moving
get. If characters are on foot and have a Medium or smaller through the canyon.
party member with them, they are ambushed by a Goblin Should the characters be able to provide 10 days worth
Aerialist and their Giant Eagle companion, who dive out of of rations for their group, or otherwise ensure their safe
some low-lying cloud cover to attack. The goblin attempts to passage back to their mountains, Zrulk can be convinced
use its Yoink! on a target once or twice before flying off. to leave peacefully. If a creature tried to intimidate them or
another member of the goblin group, Zrulk gives the order
to attack, targeting the offending creature first.
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Stage 4: Conclusion
After the characters solve the goblin problem (in one way
or another) they can head back and return to town. The
characters track down Bjurgin Mulghir and explain the
events. Satisfied the goblins are no longer a problem, he
awards the group the promised sum of 300 gp.
If the group reveal to Mulghir that they resolved the goblin
problem without bloodshed, he also presents them with a
small emerald animal figurine worth an additional 50 gp.
Notable NPCs
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Name: Zrulk
Race: Goblin (They/Them)
Alignment: Chaotic neutral
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Occupation: Camp Leader
Stat Block: Azrulk uses the statistics of a Goblin Aerialist.
Personality Trait: Zrulk doesn’t realize how fast they
speak, and is often in an anxious-excited state. They
question the character’s loyalty at every turn, never
completely trusting them.
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Occupation: Shopkeeper and Guild Member
Stat Block: Mulghir uses the statistics of a Commoner
(MM) with an addition +2 to his Wisdom score.
Personality Trait: Mulghir doesn't have much interest in
activities that don't generate him wealth in some way. He
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has many fingers in many pies, and can be called upon to
offer information on nearby rumors or bounties at a cost
of 5 sp per piece of information. He is a well dressed man
who speaks with a gruff and haughty, but friendly, tone.
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Goblin Camp Battle Map
1 square = 5 ft.
Map Created By: patreon.com/czepeku
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