

My idea with this little dungeon is to be part of a forest section in a hexcrawl; that's why it's shaped as a hexagon, cause depending from where they enter the hex, they start in a different room.
This is the lair of the pack of beasts that populate one of the most common random encounters in this forest (in my case, a homebrewed version of an already homebrewed jagras from Monster Hunter, but you can play it with wolves for example, or whatever you want, of course. I also think it could be used as the entrance to a bigger dungeon), and if my players clear this, the monster will be less common in the table.
So here's what I have in mind for the rooms, in case you wanna play it:
Starting Point:
________________North: 3________________
Northwest: 2______________Northeast: 4
Southwest: 2______________Southeast: 5
________________South: 1________________
Room 1:
They will find a majestic big old tree, 15 m high (50 ft). They can climb it doing some ability checks, and if they do, they reveal the outlook of the rest of the dungeon (not the content of the rooms) excluding room 8, so they can plan better how to approach the lair.
Room 2:
Here they will find an NPC (could be a beast trainer or a hunter, in my case if from a group of bandits in the forest) who has been tracking a female that had been expelled from the pack and was about to lay eggs. The NPC knows she hasn't gone too far from the main lair, and since she is alone, they think she is a perfect target to stealth eggs from.
If the players receive this information from the NPC, whether they want to help them or not, they can then make some tracking checks, and if they are successful, they will reveal the way to Room 8.
Room 3:
From this room, they can see clearly rooms 2, 7, 6, and 4. And they can also attack room 7 from above if they have distance weapons or spells. If you do so, all the creatures in these 4 rooms will start to move to attack them.
Moving beetwen Rooms 3-4:
This cliff is 6 m tall (20 ft) and can be climbed up or down doing some ability checks and moving half the movement speed. There is also a little bat colony living in a crack here; if the players disturb them, they will have to succeed at a dex/wis saving throw or they will lose their grip and fall, taking damage and making the creatures in room 4 instantly discover them.
Room 4:
Here there are 2-3 beasts feasting from a hunted animal. Upon entering the room, the group will have to make a contested stealth-perception roll against them to see if they catch the beast by surprise or not. If they succeed, they can sneak past them if they want.
There is also a bush full of berries; the players will have to make a DC 9 Nature check to discover them. 2d6 berries can be gathered. They have 4 different effects:
•They can spend half for the total amount advantage on animal handling rolls.
• They can consume 1 to gain 1 temporary life point.
• They can consume 1 to recover 2 hit points.
• They can return to the village with them to cook a berry pie: gives nº berries x 2 temporary hit points.
Room 5:
The floor of this clearing is home to a large anthill with hundreds of tiny openings among the grass. Upon entering the room, the player must succeed at a CD 16 perception check to realize it beforehand. And whether they realize it or not, if they step into the center or the room, they will have to succeed at a dexterity save to see how many turns they will be bitten by the ants (20-dex save result). The ants will inflict 1 HP per turn and impose a disadvantage while they are biting a target.
Room 6:
This little clearing is the antechamber to the lair; it should be mainly empty and is mostly here to give some maneuverable space in case the fight moves from another room, thou the wondering pack could be found here.
There is 1 thing, thou, there's a beehive from which they can collect honey, which they could then sell in the village or use for cooking. They'll have to succeed on a DC 9 Dexterity/Wisdom saving throw or take 1d6 piercing damage, thou.
Room 7:
In the center of the map there is a big basin leading to a little cave in the cliff; this is where the lair of the pack is. In here there will be 5-10 jagras plus the alpha. They throw any perception check with advantage while in this room, and once the party is spotted, they will attack them while defending the entrance to the cave (their nest) with their lives. If the party retreats from the room, at least 3-4 beasts will stay to defend the cave, the rest (and the alpha) will pursue the party until they are dead or they leave the pack's territory.
Room 8:
This secret stance can only be accessible if you received the information from the NPC in room 2. Here, among the undergrowth, is the little nest of the rejected female. She is here as well, wounded, taking care of her eggs. She will not take kindly to the party invading her place and will defend the eggs with her life. If the player took the eggs, they can sell them, eat them, give them to the NPC, or even raise them.
Wandering Monster:
There is a small pack of 3-6 jagras patrolling the area around the nest. When the party enters the map, roll 1d6 to locate the room they begin in. Each time the party moves from room to room, this pack will move one room as well, clockwise, until they reach room 7, where they will join the main nest.
If the main nest fight starts, each turn throws a perception check to see if this wandering pack notices the disturbance, and if they do, they will rush to help their kin.
Ah yes! The scale of the grid is assumed to be 5ft. x 5ft. (1,5 m x 1,5 m).
And that's it. Hope you like it!