Shadowfell Encounters

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Shadowfell Encounters

Credits
Writing and Layout. Duncan Thomson
Related PDFs and Titles
Cover Art. Photo by Sergio Ibannez on Unsplash

Interior Art. includes Patrick E. Pullen, Bob Greyvenstein

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and Donnie Maynard Christianson

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Table of Contents
Using Shadowfell Encounters ..................................................... 3
Shadowfell Encounter Tables ...................................................... 4
Location Tables ............................................................................... 5
Shadowfell Traits & Crossings .................................................... 7
Beasts and Humanoids ................................................................. 8
Non-Combat Encounters .............................................................. 9
Objects and Treasures ................................................................. 10
Activities and Complications ..................................................... 11

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Other Encounter Tables .............................................................. 12

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More Random Table PDFs


More PDFs Random Tables in my DMs Guild Titles.
Using Shadowfell Encounters
The Shadowfell is a land of continuous night, home to spirits Ways to Use Random Encounters
and places of dread. I've tried to support themes of horror Random encounters are a versatile tool that can surprise a
and death, sorrow and ruins. group with the direction it takes the game. Use them for...
Find a Shadowfell Encounters Generator at ChaosGen
Changing the Pace
Dice to Use Encounters can be used when things need to slow down or
speed up. A stranger approaches a distracted party (or
The default dice for the tables are 1d8+1d12. With two dice players). An ambush when they are spoiling for a fight, a

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some results have a higher chance to occur. The most friendly encounter if they are in safer lands.
common results at 9-13, with values below and above this
occurring less often. The least likely to occur are 2 and 20. Something Unexpected
Or using 1d20 gives more chance of dangerous and unusual Your players have done the unexpected, you need time to
encounters. Options for rolling a 1 include re-rolling, treat as recover and process what's happened. Call a 5-minute break

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n 11, combine two more rolls or simply choose a result. and roll (or choose) from the tables. Use what you like to
2d10 (2-20) has the same range as d8+d12. It only uses a provide enough for an encounter or get you to session's end.
single die type and changes the most common result to an 11. A Taste of the Surroundings
Using 3d6 (3-18) or 2d6+4 (6-16) reduces the more In new terrain or an unusual area showcase things specific to
dangerous and unusual encounters and results. the area. Hydras in swamps, crabs on the coast, avalanches
Smaller (d4+d6) Tables in mountains. Hostile encounters where foes are expected,
The smaller tables use 1d4+1d6 with a range of 2-10. The non-combat encounters where they are not.
most common results are 5-7. Alternate dice include 1d10 Nothing Prepared

About Encounter Tables e


(with option of treating a 1 as a 6) or 2d4+1 (2-9)

There are a few options beyond just rolling up an encounter.


You need something to fill a game session or. For some
groups a simple combat (or non-combat) encounter can keep
a group occupied if you have nothing else to go on.
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Modifying Encounters:
Pick the result that is most interesting or makes sense.
Plan for adventures by looking at monster groupings. The extra tables can be used to customize encounters.
Combine the results of two tables. Use Location tables to add variety. Details supplement
Roll several encounters in advance and use as needed. your own descriptions. Use Combat Terrain for aggressive
Use them as a base to make your own encounter tables. foes and to give bold PCs something to work with.
Types of Encounter The Complications table suggests ways of tying an
encounter to the terrain and integrating other tables.
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Encounters can go beyond combat. Use them to introduce... NPCs can be prisoners, allies, guides, or simply nearby.
local creatures, NPCs or factions An Enc. Activity gives purpose to a creature encounter
a source of information or someone to call on for help Items can be littered around the battlefield, given to
an encounter tied to a character, villain or subquest intelligent foes or used as treasure.
news about world events or local politics Use humanoids as mercenaries, guards or travelers
foreshadowing of future story or major events.
Higher and Lower Level Parties.
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Encounter Frequency The tables are created for a range of levels, but some results
Some groups use encounters simply when traveling. Others are very deadly for lower level parties. Or not a challenge for
use a system varying on terrain, danger level and time of day. some higher level parties, which isn't always a problem.
For parties low in a tier (such as levels 4-6 of tier 2, which
A quick method is 1d20 with an encounter on 16+. Roll once is levels 5-10) try the minimum number of creatures. Or the
a day, when terrain changes or more often in areas of danger. maximum for parties on the higher end of a tier.
Simple Travel Encounters Table Similar advice applies for parties with more or less
A simple option for travel is roll 1d20, +1 per day of travel. If characters that the average, or who are more powerful due to
the d20 shows an 11, there is an ambush or night encounter. magical items or character optimization.
Make encounters easier by adding allies or using
1d20 + days of travel Encounters advantageous terrain. Monsters could be hindered with lower
1-10 No encounters
morale, injuries or distractions.
11-20 1 encounter
21-30 2 encounters
31+ 3 encounters

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Shadowfell Encounter Tables
VGtM = Volo's Guide to Monsters. Shadowfell Encounters (Levels 11+)
MToF = Mordenkainen's Tome of Foes d8+d12
2 1 mummy lord or roll on Undead Encounters lvl 11+
Shadowfell Encounters (Levels 1-4)
3 1 adult shadow dragon (any metallic or chromatic)
d8+d12
1 fell purple worm (fly 40 ft, can cast gaseous form at will) or 1d4+1
2 1 vampire spawn or 1 banderhobb (VGtM) 4
drow elite warriors led by 1 drow house captain (MToF)
3 1 scout possessed by a ghost or 1d2 carrion crawlers
5 1 death knight or 1 drow arachnomancer (MToF)

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4 1d2 phase spiders or roll on Planar Visitors lvl 1-4 6 1 vampire spellcaster or roll on Undead Encounters lvl 11+
5 1d2 nothics or rolll on Shadowfell Monsters lvl 1-4
7 1 beholder or 1 soul monger (MToF) & 1d3 shadow dancers (MToF)
6 1d6 giant bats or roll on Shadowfell Beasts
1 shadow behir (necrotic damage instead of electricity, immune to
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7 A wagon with 1d4+1 warhorse skeletons or 1d4 meazels (MToF) necrotic damage) or 1d2 of the angry (MToF)

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8 1d4 swarms of ravens or roll on Shadowfell Beasts 9 1d4+2 cloakers or 1 balhannoth (MToF)
9 1d6 death dogs or rolll on Shadowfell Monsters lvl 1-4 10 1 archmage with 1d4 wraiths or 1 nagpa (MToF)
10 1d4+1 darkmantles or roll on Shadowfell Beasts 11 1 vampire or roll on Undead Encounters lvl 11+
11 1d6 shadows or roll Shadowfell Spirits lvl 1-4 12 1d4+1 gray slaads or roll on Planar Visitors lvl 11+
12 2d4 grimlocks or roll on Shadowfell Humanoids 1 death tyrant or 1 gloom weaver (MToF) with 1d4 shadow dancers
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13 1d4 ghouls or roll on Undead lvl 1-4 (MToF)

14 1 ettercap and 1d2 giant spiders or 1d4+1 skulks (MToF) 1 githyanki knight mounted on a young red shadow dragon or roll on
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Planar Visitors lvl 11+
15 1 shadow demon or roll on Shadowfell Spirits lvl 1-4
15 2 young red shadow dragons or 1 mind flayer lich (VGtM)
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1 cult fanatic with 1d6 cultists or roll on Shadowfell Humanoids
2d6 skeletons or roll on Undead lvl 1-4
1d4 dire wolves or 1 darkling elder (VGtM) and 1d3 darklings (VGtM)
1d3 gargoyles or 1d2 nightmares
16

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Coven of 3 night hags mounted on nightmares or roll on Planar
Visitors lvl 11+
1d2 drow priestesses with 1 drow mage and 1d4 drow elite warriors
or 1d3 of the hungry (MToF)
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20 1 wraith or 1 night hag 18 1 death slaad riding a flying chariot pulled by 2d4 nightmares
19 1 arcanaloth and 1d2 nycoloths
Shadowfell Encounters (Levels 5-10)
20 1 lich
d8+d12
2 1 young shadow dragon (any type) or 1 balhannoth (MToF)
1 drow mage and 1d2 drow elite warriors or 1 warlock of the Great
3
Old One (VGtM) with 1d6 nothics
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4 1 young red shadow dragon or 1 maurezhi (MToF) with 2d4 ghouls


5 1 fomorian or 1 necromancer (VGtM) with 2d4 shadows
1 spirit naga and 2d4 ghouls or 2d6 shadow mastiffs (VGtM) led by 1
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shadow mastiff alpha (VGtM)
7 1d3+1 wights with 3d6 zombies or roll on Undead lvl 5-10
8 1d4 flesh golems or roll on Shadowfell Monsters lvl 5-10
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9 1d3 driders or 1d2 shadow dancers (MToF)


10 1d2 cloakers or roll on Shadowfell Monsters lvl 5-10
11 1d4 vampire spawn or roll on Undead Encounters lvl 5-10
12 1 assassin and 2d4 cultists or 1 gloomweaver (MToF)
1d4 shadow demons and 1d4+1 shadows or roll on Shadowfell
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Spirits lvl 5-10
14 1 night hag on a nightmare or roll on Planar Visitors lvl 5-10
15 1 gray slaad or 1d2 choldriths (VGtM) and 2d6 chitines (VGtM)
16 1d4 wraiths or roll on Shadowfell Spirits lvl 5-10
17 2d4 ogre zombies and 1 drider or 1 drow shadowblade (MToF)
1 mage with 1 flesh golem and 2d4 specters or 1 neogi master
18
(VGtM) with 1d4+1 neogi (VGtM)
19 1d4 wraiths or 1 blackguard (VGtM) with 1d4 wights
20 A coven of 3 night hags or 1 soul monger (MToF)

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Shadowfell Semi-Civilized Locations
Location Tables In italics are optional extra details.
Use Wilderness, Semi-Civilized or Unusual table for an d8+d12
encounter location. A marble temple stands in a field of rubble. No doorways are visible
The Shadowfell Location Detail and Shadowfell Combat 2
and mirrors cover one side (it has a portal to the Astral Plane)
Terrain can be used to customize the location. An obelisk of crystal and twisted metal faces on a steep slope (there
3
is an illusion of a demon)
A wide well with wiry ivy growing from it. Steps lead to a weathered
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stone shrine to an unknown power (there are engravings in Goblin)
Three rope bridges cross a canal of bubbling tar. The bridges have all
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been repaired many times (there is a pile of animal bones)
A garden of red and black flowers grows from ash. Paths of crushed
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debris crisscross the area (there is a monument to a war deity)
A wall made of tombstones and stone heads. Many silver holy
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symbols hand from large spikes (someone has left a horned helmet)

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Shadowfell Edge of Wilderness Locations A spring of brackish water and a brightly painted tomb that stands
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In italics are optional extra details. out from everything else. (there is curse written in Dwarvish)
A pavilion tent made from many hides and skins. Several skulls on
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d8+d12 poles turn to watch intruders (an old spirit is trapped here)
A deep hollow is surrounded by a many black and yellow A beast pen with bone fences holds several zombie goats (there is a
2 10
mushrooms (glowing flies cover the area) circle of scythes driven into the ground nearby)
A pile of crumbling rocks sit by a shallow waterhole. A few rocks 11 A pool of moving slime by a trapdoor (there is a grimlock corpse)
3
have been split in half (there are several snake skeletons)
Several crumbling walls enclose a throne made of rusted blades
A cliff of slate is covered with gray sludgy moss that smells of death. 12
(there are groans of a crowd of bound spirits)
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Crude handholds lead to an opening (it is drizzling)
A tangle of thistles surrounds three mounds of stones (there is a
gravestone with an epitaph written in Dwarvish)
A high hill covered in ghostly insects. A tree at the summit as a
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A hut of polished wood, surrounded by a spiked iron fence (there is
a handcart filled with dead flowers)
A murky pond is infested with ghostly crabs. It is surrounded by a
pathway of crushed bones (small dust devils drift around the area)
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hollow full of poisonous beetles (the sky is filled with dark clouds)
A squat bronze statue with several pathways leading to it. Several
Two trees stand either side of a dried-up river. Each is carved with a 15
7 stone arms reach up from the ground (lying here is a burning torch)
grimacing face (nearby is a stone bridge)
A ruined watchtower of bone and iron covered in tattered flags
A waterfall of ichor runs down a white cliff into a wide pool. Stunted 16
8 (many ravens are nesting here)
trees grow on a rocky island (there is a marble bench on the island)
A garden of large vegetables growing in strange shapes. Four crude
Glowing orange moss covers a forest of bones. The bones sway and 17
9 scarecrows watch over it (it is protected by an golem)
make a humming noise (several skeletal birds are building a nest)
An abandoned inn with wooden tables outside. Skeletons wait with
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A slope of obsidian with several trenches and petrified trees 18


10 trays of flagons and glasses (nearby is a grove of stunted willows)
(hailstones are falling, with bones mixed in)
A wooden bridge crosses a noxious river. The bridge creaks loudly
A meadow of sickly grass glistens with specks of slime (there is a 19
11 and it is magically dark beneath it (nearby is a stone statue of a troll)
mist swirling with ghostly faces)
A tall unstable windmill which is supported by a cyclops skeleton
An expanse of salt flats has several sunken craters where spiky 20
12 (nearby is a pond filled with zombie fish)
plants grow (there is a line of weathered statues)
Groves of hardy cacti cluster around growths of jagged crystal (there
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are obvious tracks of something large nearby)


A pile of moaning skulls lie by pools of black glass (scattered around
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are broken children's toys)
A river of inky darkness roils down the side of an eroded mesa
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(there is a circle of skulls atop the mesa)
Writhing vines cover much of the area, sprouting from a large cave
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entrance (nearby is stream of putrid brown water)
A mountain of corroded iron has growths of gray plants. The air is
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thick with ash (close by is deep ditch filled with webbing)
A forest of twisted trees has skeletal beasts that act as if alive and
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ignore living creatures (chains bind several trees together)
Stunted bushes creep among mud and bones. Several stop to watch
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any movement (there is a large pool of bubbling green slime)
Several saplings grow from a frozen lake. A hill of ash stands at the
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lake's middle. (the saplings glow red in bright light)

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Shadowfell Location Detail
Shadowfell Unusual Locations
d8+d12 Minor details to add to other locations
Pink flowers stand out in a broad valley. A raven is carved into a d8+d12
2
slope, with disturbing programmed illusions as its eyes.
2 A fountain of bubbling slime
Bodies and spirits are bound to trees in a gloomy grove. Tablets
3 3 Two tall twisted trees entwined or a large bronze mirror
describe betrayals and crimes. Creatures of earth guard the area.
4 A nest of spiders
Scarred Meet. A crossroads is littered with bright stones. Markers
4 5 Several chalk markings or patches of crystal flowers
with painted cards mark Shadowfell crossings to other lands.
A stream of sludge falls onto a slowly turning wheel. It is linked to a 6 A pile of crushed bones (or rubble)
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series of groaning pipes and mechanisms set into the cliff. 7 A patch of brambles with gray berries or a pile of ashes
There are fields of stunted crops and pools of bubbling muck. In the 8 A spreading ghostly fire that doesn't burn
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area are scraps of armor, rusted weapons and broken arrows. 9 A cloud of yellows spores or a number of worrying bloodstains
A putrid river is cloaked with fog and infested with skeletal 10 A poster warning of the end of things
7 predators. It winds around a bleak hill with a tomb at the top. The

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11 A stone statue staring up in horror or a whispering tree
river is Desecrated Ground (DMG pg 110).
12 A bush of gray roses
Fell of Mirrors. An old quarry has many sides of polished reflective
8 13 A pool of black glass or a runed doorway
stone. Several petrified creatures are caught half-in the stone.
Beside a tree of moving metal blades is a concealed tunnel entrance. 14 A line of skulls
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the surrounding sand dunes cover old stone structures. 15 A pathway lined by iron spikes or a grave marker
Waste is strewn in putrid piles, disturbed by scavengers. Weird cacti 16 A mossy tomb
10
grow here and something speaks in alluring whispers
17 A slate cliff or several moldy tree stumps
A worn path is lined with runed skulls. It leads through a hamlet of
11 18 Several small piles of misshapen rocks
collapsed huts and an orchard of trees bearing rotten fruit.
A stone slab carved with names of living rulers or several large claw
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Gloomcreek. Tremors cause waves on a lake of foul water. Dark
moss grows on several wrecks, emanating a strong sense of dread.
Ivy-covered standing stones surround a memorial of marble and
iron. Each stone bears a carved face weeping tears of blood.
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marks
A circle marked out by piles of bones

Shadowfell Combat Terrain


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A putrid stream carries corpses and scraps of wood. A ferry is borne
14
by a trudging golem. Illusions of shocked creatures line one shore. This terrain provides obstacles and things to use in combat.
An hill of sedge is home to cutting winds that groan with warnings
15 d8+d12
(or voices those listening know). Two toppled statues lie at te top.
2 A tree with a grinning skeleton hanging from it
Bonewind Keep. Ghostly spiked vines grow amid castle ruins. Thick
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webs layer a large area and there is a circle of painted wagons. 3 A cloud of distracting flies or a skeletal stone statue
A bridge spans a chasm and bears wards against magic. It has a 4 Stone steps down into a hole
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tower with panoramic views. Several worn paths lead up to the area.
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5 An area of pus and ichor (as Slippery Ice - DMG pg 105)


Muddy paths lead through a network of crumbling walls, broken 6 A hut carved from a big skull
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statues and gray buildings. There is a constant drizzle and faint mist.
7 An overturned black coach or an area of thick webs (DMG pg 105)
A greenish cloud hovers here, moving gradually across the land. A
19 8 A deep pool of bubbling mud
stream of beetles follows in its wake, devouring vegetation.
9 An area of jagged broken glass (difficult terrain)
The Awakened Temple. A structure of bone and bronze sits atop a
20 crag. A moat of broken ice protects it, spanned by large slippery 10 An abandoned stone hut with no roof or a bridge made of chains
chains. From the heights, mocking spirits voice their dark thoughts. 11 A mist of moaning ghostly faces
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12 Spiked metal railings or an area of squelchy mud (difficult terrain)


13 A pile of broken tombstones (or rusty weapons)
A slope covered in sticky gray goo or a large hole blocked by
14
webbing (DMG pg 105)
15 An area of grasping chains (as entangle spell)
16 A hedge of bloodstained thorns or an area of Desecrated Ground
17 Two freshly dug holes with coffins beside them.
18 A driverless stationary wagon, with skeletal horses
19 An area of quicksand (DMG pg 105) lined with skeletal arms
A hidden cache (Perception check to spot if near) with a bead of
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force (or roll on Minor Shadowfell Treasures)

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Shadowfell Traits and Crossings
The Shadowfell is a unique place of gloom and apathy, fear Shadowfell Crossings
and shades of gray. Shadowfell crossings are often temporary, or have a shifting
Creatures spending time there often find themselves taking destination.
on aspects related to it.
A few traits may affect the CR of the creature. The DMG d8+d12

(pg 273-282) has guidelines on modifying monsters 2 A bloodstained stone altar to a forgotten power
3 An opening behind a waterfall of sludge
Shadowfell (Fell-touched) Traits

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4 An area of magical darkness
Appearance. the creature might have a skeletal appearance,
shadow eyes, a cloak of darkness, bat-like wings, a hood, 5 A tar pit

cadaverous form, or a gaunt body. 6 A trench filled with bones


7 A pool of boiling mud
Spellcasting. The following spells could be appropriate for

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Shadowfell powers. If a DC is needed use 13 for CR 1-4, 16 8 A cave containing the crypt of a hated noble
for CR 5-10, 18 for CR 11+ 9 A grove of whispering trees

Cantrips - chill touch, minor illusion 10 A hole between two gravestones

Spells - animate dead, armor of Agathys, arms of Hadar, 11 A collapsed house home to ravens
bestow curse, creation, darkness, etherealness, eyebite, fear, 12 A hollow surrounded by ghostly flags
gaseous form, mislead, vampiric touch 13 An obsidian tomb with writing in elven

d8+d12 14 A stream of toxic sludge

2 Merge with shadows. The creature has advantage on Stealth checks 15 A slab of stone with chains attached

3
4

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Can cast darkness (or fear) 1/day

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Emotionally cold. Immune to charmed and frightened conditions.
Gains Sunlight Sensitivity. While in sunlight, the creature has
disadvantage on attack rolls, as well as on Wisdom (Perception)
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A sinkhole watched over by ghostly animals
A smashed obelisk covered in Draconic runes
A shadow dragon's wing, tethered with chains
An iron cage hanging from a tree covered in gray moss
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checks that rely on sight. 20 A pathway of bones disappearing into a granite cliff
6 Has immunity to necrotic damage
7 Darkvision 60 ft or increased by 60 ft. Can see in magical darkness Shadowfell Crossing Destination
8 Resistance to necrotic damage. Roll again for second trait d4+d6
9 Darkvision 60 ft or increased by 60 ft. 2 Limbo or another chaos Plane (or a plane of Law such as Mechanus)
10 Is uncomfortable near light and has vulnerability to radiant damage 3 The Lower Planes (or Upper Planes)
11 Blind sense 60 ft (or immunity to the frightened condition)
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4 The Underdark (or burial ground on the Material Plane)


12 Gains a fly (or burrow) speed equal to land speed 5 Another place on the Shadowfell
Gains Shadow Stealth. While in dim light or Darkness, the creature 6 A cursed place on the Material Plane
13 can take the Hide action as a Bonus Action. Its Stealth bonus
7 The Feywild
increases by 2 (or is Dexterity bonus +2).
8 The Astral Plane
14 Gains the possession action of a ghost
9 The Ethereal Plane
Gains Incorporeal Movement. The creature can move through other
10 The Elemental Chaos
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15 creatures and objects as if they were difficult terrain. They take 5


(1d10) force damage if they end their turn inside an object.
The creature gains Amorphous. The creature can move through a
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space as narrow as 1 inch wide without squeezing.
The creature's attacks deal an extra 1d6 necrotic damage. (or can
17
summon 1d4 shadows)
Gains a fly speed equal to land speed and Incorporeal Movement
18
(see roll of 15)
Has Spider Climb The creature can climb difficult surfaces, including
19
upside down on ceilings, without needing to make an ability check.
20 Can cast gaseous form 1/day

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Beasts & Humanoids Shadowfell Mounts
These tables can be used as alternative low-level Shadowfell For medium-size npcs & leaders, with options for other sizes.
encounter tables d4+d6
2 nightmare
3 carrion crawler
Shadowfell Beasts (Levels 1-4) 4 ogre zombie
"Beasts" includes a variety of creatures in the Shadowfell. 5 giant bat
6 warhorse skeleton or giant vulture
d8+d12
7 giant spider

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2 1d3 gray oozes
8 dire wolf
3 1d3 carrion crawlers
9 mule or carrion crawler
4 1d6 vine blights or 2d4 giant centipedes
10 phase spider or flesh golem
5 1d4 skeletal warhorses or 2d6 giant fire beetles

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6 1d4+1 swarms of beetles
7 1d4 death dogs or 1 slithering tracker (VGtM)
Shadowfell Humanoids (Levels 1-4)
8 1 swarms of spiders and 1d2 giant spiders d8+d12

9 1d4 giant ravens (giant vulture stats) 2 1 night hag or 1 cambion

10 1d6 darkmantles 3 Group of adventurers - 1 priest, 1d2 scouts, 1 knight and 1d2 spies

11 1d4 swarms of ravens 4 1d4 duergar or 1d2 wights

12 1d2 phase spiders or 2d4 swarms of bats 5 1 ghast and 1d4 goblins or 1 bard (VGtM)

13 1d6 twig blights and 1d4 needle blights 6 1d3 drow mounted on giant bats

14 1 raven familiar of an undead or spellcaster 7 1d2 githyanki warriors or 1d2 orc red fangs of Shargaas (VGtM)

15
16
17
1 swarm of rats and 2d4 giant ratse
1d6 giant bats or 1 psychic gray ooze

1d4 dire wolves or 1d4 giant vultures


8
9
10
11
1 veteran possessed by a ghost or 1d3 wererats
1 cult fanatic with 1d4 swarms of ravens
1 priest and 1d4 skeletons or 1d6 skulks (MToF)
1 ghoul and 2d4 cultists or 1 illusionist (VGtM)
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18 1d3 twisted animated trees or 1d4 giant spiders
19 2d4 swarms of bats or 1d2 shadow mastiffs 12 2d4 grimlocks or 1d4 meazels (MToF)

20 1 black pudding or 1 swarm of cranium rats (VGtM) 13 1d3 nothics or 1d4 ghouls
14 2d4 troglodytes or 2d4 kenku
15 1d4 drow with 1d4 grimlocks
16 1 green hag or 1 darkling elder (VGtM) and 1d3 darklings (VGtM)
17 1 lost knight or 1d3 ghasts
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18 1d3 githzerai monks or 1d4 derro (MToF) and 1 derro savant (MToF)
19 1d4 shadar-kai scouts (darkvision 60 ft)
20 1 vampire spawn or 1 drow elite warrior

Shadowfell Character Races


Use this table for cultists, scouts and other NPCs
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d4+d6
2 Dragonborn
3 Hill dwarf or orc (VGtM)
4 Tiefling or githzerai (MToF)
5 Half-orc or fallen aasimar (VGtM)
6 Human or shadar-kai (MToF)
7 Dark elf or kenku (VGtM)
8 Half-elf or githyanki (MToF)
9 Rock gnome or duergar (MToF)
10 Stout halfling or high elf

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Non-Combat Encounters Quick Shadowfell NPCs
d4+d6
Shadowfell Non-Combat Creature Usha is a talkative skeleton (Int 16, History + 5) scholar with a scarred
Encounters 2
cat familiar. They love old stories and hope to restore an arcane ruin
Most encounters below retreat, hide or surrender in combat. 3
Naal is a squinting commoner undertaker with long false nails. They
are fascinated by stone carvings and love jokes involving death.
d8+d12
Maral is a shaved dark elf mage with an uneven walk. They sell bone
2 A cursed vampire is unable to harm others and must help instead 4
charms in many styles and dream of travels beyond the Shadowfell.
A mage (replace suggestion, fireball, cone of cold with phantasmal Lia is a sinister berserker (AC 16) smeared with ash and in bone
3 5
force, major image, seeming) wants opinions on gruesome illusions armor. They search for a lost brother and play sad tunes on a flute

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A duergar is proud of the squat gray hut they have built. Have plans Natali is a fawning wight who is stylishly dressed. They believe they
4 6
for many other functional buildings with few features. are still alive and offer to help with everything
A ghost possessing a flying broomstick talks of sweeping sins of the Ulfgar is a fierce priest wearing clothes made of raven feathers. They
5 7
world. Easily released by sweeping up something with the broom speak bluntly and have a letter for one of the characters.
A cursed mezzoloth is offering its services in return for the chance

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6 Tana is a stooped knight covered in weeping sores. They have lost
to shed blood. They have an enemy nearby. 8
their faith and talk of a curse that has led them to make bad choices
7 A spirit naga is a merchant of a variety of undead. Flees if confronted Vladislak is a long-haired druid carrying a large sword of ancient
9
8 A commoner in nightclothes thinks they arrived via a nightmare design. In a raspy voice they speak of dreams involving dead dragons
9 A pair of kenku are herding a flock of skeletal geese Circu is a toothless elven spy covered in warts and always hooded.
10
10 A dirty scout with a small, vicious dog is trying to catch rats They are writing a book about a subject of interest to the characters.

A gaunt tribal warrior with a scythe is harvesting dead and rotting


11
plants. Is planning on making a special brew from them
12 A smily ghast is desperate to try a homemade board (or card) game
Shadowfell Hazards and Obstacles
Encounters to hinder, threaten or inconvenience the
13

14

15
predictions about the group

illusion of a large spider


e
A lizardfolk shaman claims to be an oracle of death and makes

An awakened dire wolf (Int 10, speaks Common) is playing with the

A pair of satyrs ask to be cheered up from the depressing gloom.


characters. Option to combine with a creature encounter.
d8+d12
2 A phantasmal fog (treat as weird spell)
pl
Something dangerous concealed by a hallucinatory terrain (or
16 A thri-kreen is experimenting with colorful food that has no taste 3
mirage arcana)
A bone ooze (ochre jelly stat with no attack) wants to be a pet and A mass of shadows (or crumbling tomb) which is a portal to the
17 4
communicates by illusions Feywild (or lower planes)
A lunatic noble carries a sickle and is convinced they are a ruler of 5 Lightning and strong winds (DMG pg 110)
18
the Shadowfell.
6 A portal to the Astral Plane or an area of thick webs (DMG pg 105)
A flesh golem with many mismatched limbs silently offers various
19 7 Thunder and thick fog
m

parts of its body.


8 A bone statue which can cause a curse (or geas)
20 A horned devil trades in souls and has exactly what the group needs
9 Heavy rain (or snow) (Heavy Precipitation - DMG pg 110)
A large area of magical darkness or a ghostly cloud of harmless
10
insects that cause light or heavy obscurement
11 An area of quicksand marked by skeletons
12 A ghostly (or whispering) mist descends around party
Sa

An area of razorvine (DMG pg 110) or a body infected with rot grubs


13
(VGtM)
An abandoned wagon piled with coffins or an area protected by
14
forbiddance
15 An area of noxious (or flammable) mist (treat as stinking cloud)
Wall of gloom, magical darkness that causes fear to those going
16
through it
Necrotic fungi that produce spores that animate the dead (or cause
17
hallucinations)
An area of chilling darkness (as Hadar's doom but larger) or an area
18
of dead magic (functions as antimagic field)
19 Poisonous death cloud (treat as cloudkill)
20 Localized earthquake - as spell

9
Shadowfell Objects and Treasures
Shadowfell Mundane Items
Discarded objects, quick loot or extra NPC equipment
d8+d12
2 a death mask or a bat's wing
3 a skeletal hand with many copper rings

e
4 an old scythe or a rusted helmet
5 a plaque from a tomb
6 a creepy doll or a flail
7 a book full of unintelligible scribbles

fil
8 an urn of ash or an amulet of raven feathers
9 a wooden stake
10 a broken mirror or a bullseye lantern
Shadowfell Magic Items (d20)
11 an etched skull missing its jaw Use 1d6 for Uncommon items, 1d6+6 for Rare, 1d8+12 for
12 an empty oil flask or a flint and steel Very Rare & Legendary
13 a chunk of obsidian 1d20
14 a torch or a bag of iron spikes 1 Driftglobe or Deck of Illusions
15 a broken child's toy 2 Amulet of Proof Against Detection and Location or Hat of Disguise
16 a dead spider or mirror shard 3 Bag of Holding or Broom of Flying
17
18
19
20
a smashed lantern

a tent made from humanoid skin


e
a pouch of candles or a rucksack of moldy rations

Elixir of Health or roll on Minor Treasures


4
5
6
Goggles of Night or Sword of Vengeance (cursed)
Ring of Mind Shielding or Cloak of Elvenkind
Eversmoking Bottle or Lantern of Revealing
pl
7 Sword of Life Stealing or Cloak of Displacement
8 Armor (or Ring) of Necrotic Resistance or Wand of Fear
Shadowfell Minor Treasures 9 Gem of Seeing or Ioun Stone of Sustenance
d8+d12
10 Dimensional Shackles or Sun Blade
2 A mask with a ghostly visage, studded with opals. Worth 1000 gp
11 Mace of Disruption or Robe of Eyes
3 Bead of Force or Potion of Clairvoyance
12 Staff of Withering or Cloak of the Bat
1d3 gray agates (worth 500 gp each). Cause any carrying them
4 13 Rod of Absorption or Dragon Scalemail (shadow - necrotic resistance)
m

nightmares of hags and fiends.


Staff of Shadows (as staff of frost but spells are darkness - 2 charges,
5 Dust of Disappearance or Dust of Sneezing and Choking (cursed) 14
hunger of Hadar - 3 charges, fear - 3 charges, blight - 4 charges)
6 1d2 vials of assassin's blood (DMG pg 257)
15 Crystal Ball or Cloak of Arachnida
7 A holy symbol on a silver chain with continual flame 16 Amulet of the Planes or Scarab of Protection - legendary
8 A clockwork black coach with by tiny ghostly horses. Worth 150 gp
17 Bag of Devouring or Ioun Stone of Greater Absorption - legendary
9 Scroll of Protection - Undead (or Aberrations) 18 Helm of Brilliance or Plate Armor of Etherealness - legendary
Sa

10 1d3 flasks of holy water or a poisoner's kit


19 Nine Live Stealer or Cloak of Invisibility - legendary
11 1d4 Potions of Necrotic Resistance or Potion of Poison
20 Mirror of Life Trapping or Sphere of Annihilation- legendary
12 A book in elven that tells of the Raven Queen and her servants.
13 Spell Scroll of calm emotions (or magic circle)
14 1d4 flasks of alchemist's fire
15 Elixir of Health or Potion of Mind Reading
16 A necklace made of bronze ravens. Worth 250 gp
17 Spell Scroll of dream (or sunbeam)
A cat figurine carved from obsidian that pulls gently towards the
18
nearest Shadowfell Crossing
19 Oil of Etherealnes or Potion of Invisibility
1 vial of midnight tears (DMG pg 257) or 1d3 vials of burnt other
20
fumes

10
Activities & Complications
Shadowfell Encounter Activity or State
d8+d12 They are... (or one is...)
2 a shapechanger
fleeing a nearby danger, disaster or other threat or waiting for
3
someone / something
4 exploring (or watching) a secret entrance
playing with a pile of bones or injured (not at full hit points or
5
reduced speed)

e
6 marked by (or bearing symbols of) a death deity (or a local faction)
7 investigating a dead body (roll on Quick Shadowfell NPCs)
8 telepathic (telepathy 60 ft.) or resting
9 hiding from (or watching) a nearby threat or eating

fil
10 cursed (or infected with a disease)
11 hiding from (or curious about) a nearby light source Encounter Complication or Enhancement
12 stalking (or being stalked by) something or close to death
d8+d12
13 ending (or starting) a journey (or migration)
2 The area is slowly collapsing into a large pit (or a bag of devouring)
14 searching the area for sustenance or a companion
There is a crossing here to another realm. An area of darkness (or
3
15 being noisy or drinking (or collecting) from a water source roll on Shadowfell Crossings)
16 haunted (or harassed) by another creature or tired There are giant bats here (or nearby) as pets (or guards). For
4
17 guarding the local area or hiding (or resting) in suitable terrain alternatives roll on Shadowfell Beasts

18
19
20
mutilated (or mutated) in some way
larger than normal (extra hit points)
e
investigating (or playing with) an item (roll on Mundane Items)
5

6
There are stone steps down into a hole or roll on Shadowfell
Combat Terrain
There is a hidden item (or cache) here. A scroll of protection -
undead or roll on Minor Shadowfell Treasures
pl
Shadowfell Encounter Sentient Activity 7
There is a hut carved from a big skull or roll on Shadowfell Combat
Terrain
Extra options for sentient creatures. 8
There is a prisoner in the encounter or a lone traveler nearby. Roll on
Quick Shadowfell NPCs
d8+d12 They are... (or one is...)
There is a pile of broken tombstones or roll on Shadowfell Combat
2 studying a portal (or crossing); or telling a story 9
Terrain
3 carrying (or investigating) a body; or making a fire
10 There is a hallucinatory terrain disguising a pool of thick black mud
burying something or displaying the symbol of a local deity (or
m

4 The area is Desecrated Ground (DMG pg 110) and there are undead
faction) 11
here (or close by) - Roll on an Undead Encounter table.
5 having an argument or singing a dirge
There is a harmless spectral spirit here. It tries to warn people (or
12
6 scavenging for valuables or creating some art give advice to them)
7 waiting in ambush for someone or consuming food There is thunder and thick fog or roll on Shadowfell Hazards and
13
8 following a raven (or guide) Obstacles

9 performing a ritual or playing a game The creatures are carrying a magic item (or it is hidden nearby). Roll
14
Sa

on Magic Items - Shadowfell


10 spying on someone else or suffering great despair
There is an abandoned wagon piled high with coffins or roll on
11 lost or they are on patrol 15
Shadowfell Hazards & Obstacles
12 making (or following) a map
There is a programmed illusion (or Mordenkainen's magical
13 partway through (or starting) a journey 16
mansion) here
14 warding off (or talking to) a spirit
There is an area of noxious mist (treat as stinking cloud) or roll on
17
15 investigating (or hiding) a light source Shadowfell Hazards and Obstacles
16 searching for a place or person Nearby is a death tyrant (or pick from Shadowfell Encounters Level
18
17 talking (or trading) with someone (roll on Quick Shadowfell NPCs) 11+) those encountered try not to disturb.

searching for a Shadowfell crossing or building (or destroying) There is a hole (or cave entrance) blocked by thick webs here. It
18 19
something leads to a place safe to rest.

19 investigating (or watching) an illusion There are several ravens (or swarm of ravens) here watching for
20
another power
20 studying inscriptions (or pictures)

11
Other Encounter Tables
Planar Visitors (Levels 1-4)
A traveler from the astral plane, deep ethereal or using planar
magic.
d4+d6
2 1 night hag
1d4 nomadic scouts with a wagon traveling via secret paths or 1
3

e
wight mounted on a nightmare
Adventurers who passed through a Shadowfell crossing - 1 noble, 1
4
berserker, 1 priest and 1d3 scouts
5 1d2 githyanki warriors

fil
6 1d2 phase spiders or 1 berbalang (MToF)
7 1d3 githzerai monks or 1 shadow demon
8 1 cult fanatic mounted on a nightmare or 1d2 giff (MToF)
9 1 knight banished by a hostile plane shift spell
10 1 cambion

Planar Visitors (Levels 5-10)


d4+d6
Shadowfell Monsters (Levels 1-4)
2
3
4

5
1 gray slaad or 1 morkoth (VGtM)

e
1 stone giant banished by plane shift spell or 1 ulitharid (VGtM)
1 githyanki knight or 1 githzerai enlightened (MToF)
1 mind flayer with 1d4 troglodytes or adventurers - 1 cambion, 1
Roll on Undead levels 1-4 for alternate monster options.
d4+d6
2 1 flesh golem or 1 banderhobb (VGtM)
pl
blackguard (VGtM), 1d2 master thieves (VGtM) and 1 mage
1d3 ettercaps or 1 adult kruthik (MToF) and 2d4 young kruthiks
1 night hag mounted on a nightmare or 1 warlock of the Great Old One 3
6 (MToF)
(VGtM) with 1d6 cult fanatics
4 1d2 nightmares or 1d4 stone cursed (MToF)
7 1d3 githzerai zerths or 1 mind flayer arcanist
5 1d2 phase spiders or 2d6 of the wretched (MToF)
8 1 death slaad or 1 diviner (VGtM, has plane shift instead of teleport)
6 1d6 darkmantles or 1d3 meenlocks (VGtM)
9 1 assassin, arrived via a Shadowfell crossing or 1 githyanki gish (MToF)
7 1 shadow demon or roll on Shadowfell Spirits lvl 1-4
1 genie (dao, marid, efreet or djinni) or 1 stone giant dreamwalker
10
m

(VGtM) 8 1d6 death dogs or 1 basilisk


9 1d2 nothics or 1d2 grells
10 1 roper or 1 catoblepas (VGtM)
Planar Visitors (Levels 11+)
d4+d6
Shadowfell Monsters (Levels 5-10)
2
1 empyrean (evil-aligned) or 1d3 githyanki gish (MToF) with 2d4
githyanki warriors
Roll on Undead levels 1-4 for alternate monster options.
d4+d6
Sa

1 arcanaloth (has plane shift prepared instead of finger of death) or 1


3
genie noble (any type) 2 1 gray slaad or 1 of the hungry (MToF)
4 Coven of 3 night hags all mounted on nightmares or 1 alhoon (VGtM) 1d4 flesh golems or 2d4 adult kruthiks (MToF) and 2d6 young kruthiks
3
1 archmage with 1d3 wights using astral projection or 1 drow (MToF)
5
arachnomancer (MToF, has plane shift instead of etherealness)) 4 1 spirit naga or 1d2 of the lonely (MToF)
1 githyanki knight mounted on a young red shadow dragon or 1 5 2d4 grells or 1d2 rot trolls (MToF)
6
githzerai anarch (MToF)
6 1d2 cloakers or 1d3 of the lost (MToF)
7 1d4+1 gray slaads or 1 nagpa (MToF)
7 1d4 wraiths or roll on Shadowfell Spirits lvl 5-10
Adventurers with a cubic gate - 1 mage , 1 assassin, 1d2 githzerai
8 8 1d2 driders and 1d2 phase spiders or 1 froghemoth (VGtM)
zerths and 1 drow priestess of Lolth
1d4 fell umber hulks (resistance to necrotic damage and fly 30 ft) or
1 rakshasa or 1 archdruid (VGtM, has plane shift prepared instead of 9
9 1 elder oblex (MToF)
fire storm)
10 1 aboleth or 1 balhannoth (MToF)
10 1 lich or 1 skull lord (MToF)

12
Undead (Levels 1-4)
d4+d6
2 1 vampire spawn or 1d2 deathlock wights (MToF)
3 1d2 mummies
4 1 flameskull or 1d3 ogre zombies
5 3d4 zombies or 1d3+1 ghouls led by 1 Ghast
6 1d4+1 ghouls or 1d6 shadows
7 1d2 wights or 1d3 minotaur skeletons
8 2d6 skeletons or 1 deathlock (MToF)

e
9 1 bone naga or 1d4+1 warhorse skeletons
10 1 revenant or 1 beholder zombie

Undead (Levels 5-10)

fil
d4+d6
2 1 beholder zombie with 2d4 minotaur skeletons
3 2d4 wights or 1 corpse flower (MToF) with 1d8+1 zombies
4 1d4 vampire spawn or 1d4 spawn of Kyuss (VGtM)
1d2 flameskulls with 1d3 wights and 1d6+6 zombies or 1
5
necromancer (VGtM) with 1d4 wights
6 2d6 ghouls led by 1d4 ghasts or 1d3 bodaks (VGtM)
7 1d3+1 wights with 3d6 zombies or 1 deathlock mastermind (MToF)

Shadowfell Spirits (Levels 1-4)


e 8
9
10
1d4+2 mummies or 1 maurezhi (MToF) with 1d10 ghouls
4d6 skeletons with 1d4+1 shadows
1d2 bone nagas with 2d4 ogre zombies
pl
d4+d6
2 1 wraith or 1 night hag Undead (Levels 11+)
3 1 ghost or 1d2 vampiric mists (MToF) d8+d12
4 1d2 poltergeists or 1 banshee 2 1 lich or 1 mind flayer lich (VGtM, variant)
5 1d4 specters or 1d3 shadow mastiffs (VGtM) 1 adult blue dragolich or 1d2 sword wraith commanders (MToF) with
3
6 1d6 shadows or 1d2 sword wraith warriors (MToF) 2d4 sword wraith warriors (MToF)
m

7 1d3 will-o'-wisps or 1d4+1 skulks (MToF) 4 1 death tyrant or 1 boneclaw (MToF)

8 1 shadow demon or 1d4 animated armors 5 2d4 vampire spawn or 1 devourer (VGtM)

9 2d4 flying swords or 1 flameskull 6 2d4 wraiths or 1 nightwalker (MToF)

1 shadow elemental (air elemental stats but deals necrotic damage 7 1 vampire or 1 skull lord (MToF) with 1d6 wights
10
and has Stealth +8) or 1 allip (MToF) 8 1 mummy lord
9 1 vampire spellcaster or 1 vampire warrior

Shadowfell Spirits (Levels 5-10) 10 1 death Knight or 1 dracolich (any adult dragon)
Sa

d4+d6
2 1d4 revenants or a coven of 3 night hags
3 1d4 wraiths or 1 annis hag (VGtM) with 1d2 ogre zombies
4 1d6 shadow demons or 2d4 sword wraith warriors (MToF)
2d6 specters or 2d6 shadow mastiffs (VGtM) led by 1 shadow mastiff
5
alpha (VGtM)
6 1 wraith with 1d6 specters
2d6 shadows or 1 sword wraith commander (MToF) with 1d3 sword
7
wraith warriors (MToF)
1d4 shadow elemental (air elemental stats but deals necrotic damage
8
and has Stealth +8)
9 1d2 banshees with 2d4 specters or 1d4 allips (MToF)
10 1d3 murderous spirits (invisible stalker stats) or 1 spirit troll (MToF)

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