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Hot Springs Havoc

Billowing clouds of steam emerge from the rocks ahead, and the air grows thicker with moisture. As you round a bend, you see a cove where a hot spring burbles up from the rocks and spills into a pool before draining into the ocean. The turquoise water is luminescent, and the gray basalt edges of the spring are lined with vibrantly coloured mushrooms, which occasionally burst in a shower of rainbow spores
Not immediately visible to the PCs are the guardians of the spring: three fume drakes. These mischievous creatures are initially indifferent to the characters and ignore their arrival, but if anyone attempts to gather mushrooms or enter the water of the hot spring, they become hostile, emerging from the water to attack the group. A character who examines the water and succeeds on a DC10 perception check sport the shimmering outlines of fume drakes in the water

Fume drake CR: 1/4

Small elemental, neutral
Armor Class: 12
Hit Points: 5d6+5
Speed: 30 ft , fly: 30 ft

STR

6 -2

DEX

14 +2

CON

12 +1

INT

6 -2

WIS

10 +0

CHA

11 +0

Damage Immunities: Fire, poison
Condition Immunities: Poisoned
Senses: 60 ft darkvision, passive perception 10
Languages: Draconic, Ignan
Challenge Rating: 1/4

Death Burst. When the fume drake dies, it explodes in a cloud of noxious fumes. Each creature within 5 feet of the fume drake must succeed on a DC 11 Constitution saving throw or take 4 (1d8) poison damage.   Unusual Nature. The fume drake doesn't require food, drink, or sleep.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) fire damage.   Scalding Breath (Recharge 6). The fume drake exhales a 15-foot cone of scalding steam. Each creature in that area must make a DC 11 Dexterity saving throw, taking 4 (1d8) fire damage on a failed save, or half as much damage on a successful one.

Mischievous creatures that arise from lingering magical energy of a dead dragon. They resemble small, legless dragons formed from clouds of greenish smoke. They delight in causing pain and confusion in other creatures
  Spring waters The spring is the site of a brass dragon's death, and life-giving magic persists at the site. A character that spends 10 min bathing in the waters of the spring can roll one of their Hit Dice and regain HP equal to the roll + their CON modifier. A character can benefit from this once a day   Treasure A character who examines the mushrooms lining the spring and succeeds on a DC15 Nature check identifies these mushrooms as wind spores- a rare fungus with a unique magical property; When a creature squeezes a wind spore mushroom's cap, it releases a small cloud of spores. For 1 hour, the creature doesn't need to breath as the spores provide it with oxygen. A wind spore is worth 30 gp, and at any given time, 2d4 wind spores are ready to be harvested  
Hot spring Havoc
Use if rowing around island, or making their way along the coast at sea level
Plot type
Additional Encounter
1st lvl party harder challenge   2nd/3rd lvl party simple challenge

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