Wranglin Dranglin
Adventure Briefing
A hurricane recently hit the city of Bastor and deep under-ground a monster cache broke open. Dranglin have emerged, hunting magic users and dragonkin. Now a diplomat named Lonfan Stump has disappeared. The investigation will lead the characters through tunnels and water to fight the creatures. Dranglin. Monstrous predators constructed to kill magic users and dragons. A burrowing and an aquatic variant are roaming after their freedom. The burrowing one ambushes.
- Ambush. Utilize the burrowing dranglin’s Subterranean Snare to attack at any time, targeting magic users and dragonborn. It retreats underground, collapsing the tunnel.
Level Range: 5-6
Tags: Horror, Intrigue, Monsters Connections: Bastor, Ishkul, Mi'r Oenya, Port Hadim Aquafarm
Monsters: Dranglin, Dranglin Variants, Graeul Download PDF: Ko-fi, DriveThru RPG
Tags: Horror, Intrigue, Monsters Connections: Bastor, Ishkul, Mi'r Oenya, Port Hadim Aquafarm
Monsters: Dranglin, Dranglin Variants, Graeul Download PDF: Ko-fi, DriveThru RPG
Site One: Mi’r Oenya
Read Aloud. Pools reflect sunlight through the glass roof of the bathhouse, marred by a jagged hole in the floor of the south-most room. Edges of the collapse are uneven. Eirlandis Kami-Taro, the resort’s representative, stands nearby. His polite smile masks visible concern.
Eirlandis Kami-Taro. (N/G, Male, Elf Caretaker)
A handsome and well-dressed elven representative of the Kamihikari Clan, tasked with caring for Mi’r Oenya. Eirlandis is unfailingly polite, so much so that most people are unaware when he is making a joke or giving others grief. He loves his job in paradise and doesn’t want any word of what has happened to get out to the public. Eirlandis provides what is needed to aid the investigation while protecting the resort’s reputation. He has no knowledge, but is cooperative, ensuring character’s freedom. Roleplaying Eirlandis Kami-Taro
Personality Trait. “I take great pride in being cordial.”
Ideal. “Service. Every client must enjoy their experience.”
Bond. “It is my honor to be a host. I live for the job.”
Flaw. “I sweep a lot under the rug.”
Search For Clues
Lonfan Stump is the noble who went missing this morning. No one witnessed the event, but there was a lot of noise. Lonfan is presumed dead. All signs point to a monster attack. Characters may use any skills they can justify to search. When rolling a successful check related to a clue, the character uncovers a detail about the dranglin’s abilities:
- Burrowing Creature. Claw marks and signs of digging.
- Shielded Mind. Failed attempts to magically track the creature, realizing it is protected against detection.
- Targets Dragons and Magic Users. The diplomat was an elven spellcaster. A dragonborn cleric went missing a few days ago. Was assumed traveling until now.
- Telepathy and Screech. Staff in adjacent rooms heard Elvish incantations in their minds, followed by a screech.
A Concerned Citizen
Regis Volio. (C/N, Male, Dwarf Sailor)
A local deliveryman who claims to have seen the diplomat’s body. He knows just enough to bluff, hinting at blackmail for his silence. Volio is lying about seeing the corpse, but he did over-hear the staff talking. If pressed too hard, Volio implies Eirlandis sent him as a plant to test the character’s silence – he didn’t.
- DC 14 Insight. There are plenty of inconsistent details to Regis’s story. He is a conman looking for a deal.
Site Two: Port Hadim Aquafarm
A “sea beast” attacked the fishmonger and wounded a guard. The victims are able to give clear descriptions and show where the creature came from, pointing to an underwater passage.
Read Aloud. Read Aloud. Raised walkways stand empty. A shaken guard, nursing a wound, sits nearby, recounting what happened.
Characters may use any skills they can justify to search. When rolling a successful check related to a clue, a character uncovers a detail about the dranglin’s abilities:
- Aquatic Adaptation. It came from the water and had fins.
- Bite and Metal Teeth. The wound resembles a metal bear trap.
- Blood Frenzy. The creature became enraged when it tasted blood, attacking much harder than moments before.
- Targets. The fishmonger is a druid who talks to sea animals.
Underground Tunnels
Water-filled tunnels require swimming through narrow passages, with strong currents slowing movement. Characters must succeed on a DC 10 Strength (Athletics) check to swim at normal speed; failure reduces speed to half. Breath must be held (1 + Con mod minutes), and if a creature is struck while holding its breath, it must succeed on a DC 10 Con saving throw or lose its remaining oxygen. Visibility is limited to 5 ft. without a light source. The aquatic dranglin attacks in round two of travel.
Ancient Monster Cache
The water tunnel opens into the cache, its narrow passage finally widening into the chamber. The tunnel’s exit is a small pool near the eastern wall, where signs of the dranglin’s escape are visible. Characters entering this way must climb out of the water, one at a time, entering into a hostile space. A graeul was awakened and is stuck, unlike like the dranglin who were able squeeze out.
Read Aloud. The air is thick with acrid vapor. Vats of green liquid bubble, their fumes rising and pooling near the ceiling. A jagged, yawning hole dominates the center of the room, its depths disappearing into impenetrable darkness. Broken machinery of long-forgotten experiments line the walls.
Reference Page
Rewards
Keelboat. While Eirlandis cannot offer gold, he owns an unregistered keelboat (a recent impulse purchase). The keelboat, valued at 3,000 gold, is a sleek vessel capable of carrying up to seven people but easily manned by one. Recognition. Gratitude from Mi'r Oenya leads to renown, information, and resources from the Kamihikari Guild. Bastor. Gain renown with the local population and leaders. Cache items. Create Dranglin Tome, and two level 3 spell scrolls
Create Dranglin Tome
Wondrous Item, very rare This tome contains the forbidden knowledge required to create a dranglin. To decipher and use the tome, you must be a spellcaster capable of casting 5th level spells. A creature that attempts to read this tome and is not powerful enough, takes 18 ( 6d6 ) psychic damage and is frightened of the tome for 1 hour. Dranglin Creation Table
| 1d20 | Type | Time | Cost |
|---|---|---|---|
| 1-8 | Basic | 30 days | 50,000 GP |
| 9-14 | Burrowing | 60 days | 75,000 GP |
| 15-18 | Aquatic | 60 days | 75,000 GP |
| 19-20 | Flying | 90 days | 100,000 GP |
- Burrowing. Minerals from deep earth veins.
- Aquatic. Special coral or kraken ichor.
- Flying. Feathers from a roc.
NPCs
Regis Volio
C/N, Male, Dwarf Sailor Regis is an opportunist but overall not a terrible person. Things have been hard lately and he is looking to make some easy coin. Roleplaying Regis
Personality Trait. “I’m confident when I shouldn’t be.”
Ideal. “Self-Success. My life will be better because of me.”
Bond. “I focus on the now. Where is the closest food or gold?”
Flaw. “What are consequences? Run away if it doesn’t work.”
Variants
Burrowing Variant
Speed. 30 ft., Burrow 30 ft. One-Thousand Feet. The dranglin ignores difficult terrain, and magical effects can’t reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled. Subterranean Snare. (replaces Voice of Ishkul) As an action, the dranglin can create a hole directly beneath a target. The targeted creature must succeed on a DC 14 Dexterity saving throw or fall 10 feet into the hole, becoming prone.
Flying Variant
Speed. 35 ft., Fly 35 ft. Flyby. The dranglin doesn’t provoke an opportunity attack when it flies out of an enemy’s reach. Poison Breath. (replaces Voice of Ishkul) The dranglin exhales a 15-foot cone of poison. Each creature in that area must succeed on a DC 14 Constitution saving throw, taking 7 ( 3d4 ) poison damage on a failed save, or half as much damage on a successful one.
Swimming Variant
Speed. 25 ft., Swim 50 ft. Blood in the Water. If a creature has bled within 60 feet, the dranglin may attack two additional times with its bite. Retributive Strike. (replaces Bloodcurdling Screech) If the dranglin is struck by a melee attack, it may use its reaction to make a bite attack against the target.
Dranglin
Engineered predators designed to hunt dragons and magic users. They communicate telepathically and enjoy hunting. They are reckless around draconic beings.
Read Aloud. A hulking creature with rough, stony scales and coarse fur lurks. Its pitch-black eyes are devoid of emotion. Spikes line its back and its jaw bristles with metal.
Dranglin Roll Initiative
Medium Monstrosity, Neutral Evil
Armor Class 15 (Natural Armor)
Hit Points 76 (8d8 + 32)
Speed 35 ft.
Senses Darkvision 60 ft., Passive Perception 9
Languages Telepathy 120 ft. Understands Celestial, Draconic, and Sylvan but cannot speak.
Proficiency Bonus +2 Challenge 4
Keen Smell. The dranglin has advantage on Wisdom (Perception) checks that rely on smell. Constructed. Dranglin do not age and have no need to eat, sleep, or breathe. Magic Weapons. The dranglin's bite and spike attacks are considered magical. Shielded Mind. The dranglin is immune to scrying and to any effect that would sense its emotions, read its thoughts, or detect its location. Blood Frenzy. When within sight or smelling distance of a dragon (or those with draconic lineage) dranglins cannot help but attack them with intent. The dranglin attacks such a creature recklessly, gaining advantage on their attack rolls. Attack rolls against the dranglin have advantage until their next turn. Actions
Multiattack. The dranglin makes two attacks between its bite, spikes, and the Voice of Ishkul.
Medium Monstrosity, Neutral Evil
Armor Class 15 (Natural Armor)
Hit Points 76 (8d8 + 32)
Speed 35 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
18 (+4) |
14 (+2) |
18 (+4) |
10 (-) |
8 (-1) |
10 (-) |
Languages Telepathy 120 ft. Understands Celestial, Draconic, and Sylvan but cannot speak.
Proficiency Bonus +2 Challenge 4
Keen Smell. The dranglin has advantage on Wisdom (Perception) checks that rely on smell. Constructed. Dranglin do not age and have no need to eat, sleep, or breathe. Magic Weapons. The dranglin's bite and spike attacks are considered magical. Shielded Mind. The dranglin is immune to scrying and to any effect that would sense its emotions, read its thoughts, or detect its location. Blood Frenzy. When within sight or smelling distance of a dragon (or those with draconic lineage) dranglins cannot help but attack them with intent. The dranglin attacks such a creature recklessly, gaining advantage on their attack rolls. Attack rolls against the dranglin have advantage until their next turn. Actions
Multiattack. The dranglin makes two attacks between its bite, spikes, and the Voice of Ishkul.
Bite. Melee Attack: +6 to hit, reach 5 ft., one target. Hit: 7 ( 1d6+4 ) piercing damage, and if the target is of draconic lineage, they must succeed on a DC 14 Constitution saving throw or be poisoned for 24 hours. Until this poison ends, the target is unconscious. Another creature can use an action to shake the target awake. Spikes. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 ( 1d4+4 ) piercing damage, and the target must succeed on a DC 14 Constitution saving throw or be poisoned for 1 hour. Voice of Ishkul. Ranged Attack: +6 to hit, range 60 ft., one target. Hit: 8 ( 1d8+4 ) radiant damage. The target must make a DC 14 Constitution saving throw, while the target is affected by the Voice of Ishkul, its speed is reduced to 10 feet and if the target tries to cast a spell, it must first succeed on a DC 10 Constitution saving throw, or the casting fails and the spell slot is used. This effect lasts until the end of the creature's next turn. Reactions
Bloodcurdling Screech. After being damaged by an attack or spell, the dranglin can use its reaction to unleash a bloodcurdling screech both vocally and telepathically, forcing the attacker to make a DC 14 Wisdom saving throw or be frightened of the dranglin until the end of its next turn or until the dranglin is incapacitated. A frightened target that starts its turn within 30 feet of the dranglin must use all its movement on that turn to get as far from the dranglin as possible and must finish the move before taking an action. A target that successfully saves is immune to the bloodcurdling screech of all dranglin for the next 24 hours.
Graeul
Read Aloud. Pale grey skin clings tightly to a wiry frame, with elongated limbs ending in sharp claws. The thing’s unhinged jaw opens unnaturally wide, revealing two rows of jagged fangs. Its ashen body moves with predatory grace, a twisted shade of whatever it once was.
Graeul Roll Initiative
Medium Monstrosity, Neutral Evil
Armor Class 15 (Natural Armor)
Hit Points 50 (8d8 + 16)
Speed 40 ft., Climb 40 ft., Swim 40 ft.
Saving Throws INT +3
Skills Investigation +3, Perception +2, Survival+2
Damage Resistances Cold
Condition Immunities Blinded, Prone
Senses Blindsight 40 ft., Tremorsense 120 ft., Passive Perception 12
Languages Common
Proficiency Bonus +2
Medium Monstrosity, Neutral Evil
Armor Class 15 (Natural Armor)
Hit Points 50 (8d8 + 16)
Speed 40 ft., Climb 40 ft., Swim 40 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
16 (+3) |
12 (+1) |
14 (+2) |
12 (+1) |
10 (-) |
8 (-1) |
Skills Investigation +3, Perception +2, Survival+2
Damage Resistances Cold
Condition Immunities Blinded, Prone
Senses Blindsight 40 ft., Tremorsense 120 ft., Passive Perception 12
Languages Common
Proficiency Bonus +2
Blood Frenzy. The graeul has advantage on melee attack rolls against any creature that doesn't have all its hit points. Purest Form. The graeul is immune to any spell or effect that would alter its form. Actions
Multiattack. The graeul makes two attacks, one with its bite of depravity and one with its claw. Bite of Depravity. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 ( 1d8+3 ) piercing damage. On a successful hit, the grauel gains 3d6 temporary hit points. The temporary hit points last one minute. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 ( 2d6+3 ) slashing damage.
Maps

Mi'r Oenya Bathhouse

Port Hadim Aquafarm

Water Tunnels

Ishkul Cache
















