aliases:
- Wizard of Wines
- The Wizard of Wines
- Wizard of the Wines
- The Winery
- Winary
- WoW
- Winery
The Wizard of Wines (W)
Wooden pillars and beams support the ten-foot-high ceiling of this ice-cold cellar, which is split in two by a five-foot-thick brick wall. A thin mist covers the floor. Each half of the cellar features an eight-foot tall wooden partition that doubles as a wine rack. The western rack stands empty, but the eastern one is half filled with wine bottles.
Something moves behind the eastern wine rack. Through the holes, you glimpse a half dozen humanoid figures, one with a full rack of antlers. You hear a gravelly voice mutter the words of a spell.
On his first turn, from behind the wine rack, the druid casts a thunderwave spell, which shatters 1d20+10 of the wine bottles as it resounds throughout the cellar. The druid then orders the needle blights to attack.
The cellar gets markedly colder the closer one gets to the north wall. Against that wall in the eastern portion of the cellar rest three frosty barrels containing Purple Grapemash No. 3, a fact that is emblazoned on each barrel's side. A single bottle of Purple Grapemash No. 3 lies on the flagstone floor in the western half of the cellar.
The wine rack in the eastern half of the cellar holds forty bottles, the labels of which show that the wine is the winery's Red Dragon Crush.
A secret door between the two halves of the wine cellar can be pushed open to reveal a freezing cold passageway (area W15).
You notice that the nearer you are to the back of the cellar, the colder it feels
11
26
30 ft.
10
12
13
12
15
11
Nature +3, Medicine +4, Perception +4
passive Perception 14
Druidic plus any two languages
2 (450 XP)
+2
The druid is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit (14) with spell attacks). It has the following druid spells prepared:
Cantrips (at will):
1st level (4 slots):
2nd level (3 slots):
Melee Weapon Attack: +2 to hit (12) (+4 to hit (14) with shillelagh), reach 5 ft., one target. Hit: 1d6 (3) bludgeoning damage, or 1d8 + 2 (6) bludgeoning damage with shillelagh or if wielded with two hands.
12
22
10 ft.
15
8
14
5
10
3
Stealth +1
blinded, deafened
blindsight 60 ft. (blind beyond this radius), passive Perception 10
Common
1/2 (100 XP)
+2
While the blight remains motionless, it is indistinguishable from a tangle of vines.
Melee Weapon Attack +4 to hit (14), reach 10 ft., one target. 2d6 + 2 (9) bludgeoning damage, and a Large or smaller target is grappled (escape 12). Until this grapple ends, the target is restrained, and the blight can't constrict another target.
Grasping roots and vines sprout in a 15-foot radius centered on the blight, withering away after 1 minute. For the duration, that area is difficult terrain for nonplant creatures. In addition, each creature of the blight's choice in that area when the plants appear must succeed on a 12 Strength saving throw or become restrained. A creature can use its action to make a 12 Strength check, freeing it self or another entangled creature within reach on a success.
12
11
30 ft.
12
12
13
4
8
3
blinded, deafened
blindsight 60 ft. (blind beyond this radius), passive Perception 9
understands Common but can't speak
1/4 (50 XP)
+2
Melee Weapon Attack +3 to hit (13), reach 5 ft., one target. 2d4 + 1 (6) piercing damage.
Ranged Weapon Attack +3 to hit (13), range 30/60 ft., one target. 2d6 + 1 (8) piercing damage.
13
4
20 ft.
6
13
12
4
8
3
Stealth +3
blinded, deafened
fire
blindsight 60 ft. (blind beyond this radius), passive Perception 9
understands Common but can't speak
1/8 (25 XP)
+2
While the blight remains motionless, it is indistinguishable from a dead shrub.
Melee Weapon Attack +3 to hit (13), reach 5 ft., one target. 1d4 + 1 (3) piercing damage.
14
22
20 ft.
10
13
14
4
8
3
charmed, frightened, paralyzed, prone, petrified, restrained, stunned
fire
passive Perception 9
understands Common but can't speak
1 (200 XP)
+2
While the blight remains motionless, it is indistinguishable from a dead shrub.
The swarm can occupy another creature's space and vice-versa, and the swarm can move through any opening large enough for a small twig blight. The swarm cannot regrain hit points or temporary hit points.
Melee Weapon Attack +3 to hit (13), reach 5 ft., one target. 4d6 + 2 (16) piercing damage. The attack instead deals 2d6+1 piercing damage if the swarm has half of its hit points or fewer.
11
26
30 ft.
10
12
13
12
15
11
Nature +3, Medicine +4, Perception +4
passive Perception 14
Druidic plus any two languages
2 (450 XP)
+2
The druid assailant is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit (14) with spell attacks). It has the following druid spells prepared:
Cantrips (at will):
1st Level (4 slots):
2nd Level (3 slots):
Melee Weapon Attack: +2 to hit (12) (+4 to hit (14) with shillelagh), reach 5 ft., one target. Hit: 1d6 (3) bludgeoning damage, or 1d8 + 2 (6) bludgeoning damage with shillelagh or if wielded with two hands.
11
26
30 ft.
10
12
13
12
15
11
Nature +3, Medicine +4, Perception +4
passive Perception 14
Druidic plus any two languages
2 (450 XP)
+2
The druid naturalist is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit (14) with spell attacks). It has the following druid spells prepared:
Cantrips (at will):
1st Level (4 slots):
2nd Level (3 slots):
Melee Weapon Attack: +2 to hit (12) (+4 to hit (14) with shillelagh), reach 5 ft., one target. Hit: 1d6 (3) bludgeoning damage, or 1d8 + 2 (6) bludgeoning damage with shillelagh or if wielded with two hands.