Dungeons & Dragons: The Shackled City Adventure Path Conversion Guide

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Dungeons & Dragons

5th Edition
The Shackled City Adventure Path
Conversion Guide
The Demonskar Legacy
Dungeon Issue #104

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, and all other Wizards
of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries.

This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with
permission under the Community Content Agreement for Dungeon Masters Guild.
All other original material in this work is copyright [2016] by Stenzel Imaging and published under the Community
Content Agreement for Dungeon Masters Guild.
THE CAULDRON TAX RIOT

Dexterity saving throw DC 10 to avoid nonlethal damage from rioters if doing anything else but defending or moving with
crowd.
Constitution saving throw DC 10 cast a spell in crowd.
Dexterity saving throw DC 11 to halve damage from crowd if attacked. Gain advantage if fully defending that round.
Charisma (Persuasion) DC 20 or Charisma (Intimidation) DC 25 to direct crowd
Wisdom (Perception) DC 20 to realize that things are going to turn ugly

A FIRE IN THE NIGHT


Wisdom (Perception) DC 15 to hear cries of help
Strength (Athletics) DC 16 check to free the scullery boy

TYGOT’S OLD THINGS


Dexterity DC 25 on each lock to basement door
Intelligence (Arcana) DC 25 check to decipher runes
Intelligence (Religion) DC 25 check to identify spell weavers as ogres
Intelligence (Knowledge) DC 20 check to note the statue of a headless demon on the banks of Red River

EVENT 23: THE HEADLESS DEMON


Intelligence (Arcana) DC 10 check recognize the statue as a glabrezu
Intelligence (Investigation) DC 20 finds the wand of cure wounds

Wand of Cure Wounds. This wand has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily
at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Spells. While holding the wand, you can use an action to expend one charge to cast cure wounds. Each additional
charge increases the casting level by 1.

WINGS OF JUSTICE
Nothing
THE ROUND CAVERN
Nothing

VOICE OF THE DESTROYER

Stone Doors: Damage threshold 8, HP: 60, Lift Strength DC 23

V1. LANDING
Dexterity (Acrobatics) DC 12 to avoid slipping.
Constitution saving throw DC 12 to avoid being poisoned by the smell. Save at the end of each of your turns.

V2. MEPHITIC POOL


Constitution saving throw DC 14 to avoid being poisoned by the smell. Save at the end of each of your turns.

V3. STEEL GATE


Iron Portcullis: Damage threshold 10, HP: 180, break Strength DC 35, Lift Strength DC 32

V4. BALCONY
Operate Wench Strength DC 15

V5. GIANT ENTRANCE


Wood wall: Damage threshold 5, HP: 120, break Strength DC 21

V6. MEETING HALL


Giant Door: Damage threshold 6, HP: 80, break Strength DC 25, Open Lock Dexterity DC 25
Dark Reaver Powder Constitution saving throw DC 15, 6d8 poison damage and poisoned, half and not poisoned if
successful

V7. HILL GIANT CAVE


Use Hill Giant Guard stats for Golot, Pogus and Tibor

V8. HALLWAY
Nothing

V9. ETTIN BARRACKS


Nothing

V10. SMITHY
DC 10 Dexterity saving throw to avoid catching on fire near furnace
Iron Chest: Damage threshold 10, HP: 60, break Strength DC 23, Open Combination Lock Dexterity DC 30
Alchemist Fire Trap: 18 (6d6) fire damage in 10 ft. radius, DC 15 Dexterity for half, Wisdom (Perception) DC 25 to spot,
Dexterity DC 25 to disable
Wand of Cure Wounds. This wand has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily
at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Spells. While holding the wand, you can use an action to expend one charge to cast cure wounds. Each additional
charge increases the casting level by 1.

Wand of Dispel Magic. This wand has 3 charges for the following properties. It regains 1d3 expended charges daily at
dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. Spells.
While holding the wand, you can use an action to expend one charge to cast dispel magic. Each additional charge
increases the casting level by 1.
+1 arrow deflection light metal shield = arrow catching shield
Wand of lighting = wand of lightning bolt
Potion of cats grace = Potion of enhance ability (Dexterity)
Potion of protection from elements (electricity) = Potion of resistance (lightning)
Divine Scroll = Pick three spells that you wish your characters to have

V11. FOUNTAIN
Dexterity DC 15 halves the damage taken if the globes are destroyed

V12. EXPLOSIVE VAPORS


Explosive Vapor Trap: 30 (10d6) fire damage within 30 ft., DC 13 Dexterity for half, Wisdom (Perception) DC 20 to spot,
Dexterity DC 25 to disable

V13. THRONE ROOM


Nothing

V14. HAG COVEY'S LAIR


Scroll:
Necklace of fireballs
2x potion of cure serious wounds = 2x potion of superior healing
4x potion of cure moderate wounds = 4x potion of greater healing
+1 Light Mace = +1 Mace
+1 bane vs. evil outsiders quarterstaff = tbd quarterstaff

V15. STARRY MIRROR


Nothing

THE ANCIENT VAULT

A1: UNDERGROUND CHAMBER


A pentagonal, five-foot-wide mirror is set into a wall of this square room. Twelve seven-foot-tall clay urns stand against
the walls to either side, and an iron door, its face covered with countless scratches and chips, blocks an eight-foot-tall
archway in the wall opposite the mirror.

A2: ENTRANCE ROOM


Four pillars support the ceiling of this square room. Along one wall an arcade allows access to the outside, its opening
partially choked by sand. The sand has spread into the room, covering half of the floor. A human skeleton juts out of the
heap of sand in the middle of the room, an iron pickaxe lying on the ground near its outstretched arm.
CONCLUDING THE CHAPTER
“There is naught left for you in Cauldron, heroes! To return is to enter your own graves and to bring doom upon all you
love! Trust the sign of the Smoking Eye if you wish to save them all!”
Fold Fold Fold Fold

City Watch Private (Ftr 2) City Watch Fighter (Ftr 2) Maavu Arlintal
Medium humanoid (human), LN or Medium humanoid (half orc), LN or City Watch Lt. Medium humanoid (human), CG
LE LE Medium humanoid (human) LN Armor Class 15 (breastplate and
Armor Class 15 (breastplate) Armor Class 15 (breastplate) Armor Class 17 (splint) buckler)
Hit Points 20 (2d10 + 4) Hit Points 20 (2d10 + 4) Hit Points 58 (9d8 + 18) Hit Points 65 (10d8+10)
Speed 30 ft. Speed 30 ft. Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
17 (+3) 13 (+1) 14 (+2) 6 (-2) 10 (+0) 10 (+0) 17 (+3) 13 (+1) 14 (+2) 6 (-2) 10 (+0) 10 (+0) 16 (+3) 13 (+1) 14 (+2) 10 (+0) 11 (+0) 10 (+0) 11(+0) 11(+0) 13 (+1) 15(+2) 12 (+1) 14 (+2)
Saves Str +5, Con +4 Saves Str +5, Con +4 Skills Athletics +5, Perception +2 Saves Wis +4, Con +4
Skills Intimidation +2, Survival +2, Athletics Skills Intimidation +4, Survival +2, Athletics Senses passive Perception 12 Skills Knowledge +5, Arcane +5, Perception
+5, Animal Handling +2 +5, Animal Handling +2 Languages Common, Orcish +4, Animal Handling +4
Senses passive Perception 10 Senses darkvision 60 ft., passive Perception Challenge 3 (700 XP) Senses passive Perception 14
Languages Common, orcish 10 Languages common, terran
Challenge 1 (200 XP) Languages Common, orcish Actions Challenge 6 (2,300 XP)
Challenge 1 (200 XP) Multiattack. The lieutenant makes two
longsword attacks. If it has a shortsword Spellcasting. 4th level spellcaster.
Protection. When a creature you can see Relentless Endurance. When you are drawn, it can also make a shortsword attack. Spellcasting ability is Intelligence (spell save
attacks a target other than you that is within 5 reduced to 0 hit points but not killed outright, DC 13, +5 attack). Has the following spells
feet of you, you can use your reaction to you can drop to 1 hp instead. Longsword. Melee Weapon Attack: +5 to hit, prepared:
impose disadvantage on the attack roll. You reach 5 ft., one target. Hit: 7 (1d8 + 3) Cantrips (at will): mending, mage hand,
must be wielding a shield. Savage Attacks. When you score a critical slashing damage, or 8 (1d10 + 3) slashing message, shocking grasp
hit with a melee weapon attack, you can roll damage if used with two hands. 1st level (4):, mage armor, shield, spider
Action Surge (1/day) one of the weapon’s damage dice one climb, identify
additional time and add it to the damage. Shortsword. Melee Weapon Attack: +5 to 2nd level (3):, see invisibility, ray of
Actions hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) enfeeblement
Halberd. Melee Weapon Attack: +5 to hit, Protection. When a creature you can see piercing damage.
reach 10 ft., one creature. Hit: 8 (1d10 + 3) attacks a target other than you that is within 5
slashing damage. feet of you, you can use your reaction to Heavy Crossbow. Ranged Weapon Attack: Actions
Shortbow. Ranged Weapon Attack: +4 to hit, impose disadvantage on the attack roll. You +3 to hit, range 100/400 ft., one target. Hit: 6 Dagger. Melee Weapon Attack: +3 to hit,
range 80/320 ft., one target. Hit: 5 (1d6 + 2) must be wielding a shield. (1d10 + 1) piercing damage. reach 5 ft., one target. Hit: 2 (1d4) piercing
piercing damage. damage.
Action Surge (1/day) Possessions
Bonus Actions 2x potions of cure wounds, potion of Possessions
Second Wind. Gain 1d10 + 2 hit points Actions sanctuary Bag of Holding (with food and wine for 3
Halberd. Melee Weapon Attack: +5 to hit, days), 2x potion of gaseous form, potion of
Possessions reach 10 ft., one creature. Hit: 8 (1d10 + 3) hiding (gain advantage on Stealth checks for
20 arrows slashing damage. 1 hour), scroll of longstrider, 45 gp, 5x 100gp
Shortbow. Ranged Weapon Attack: +4 to hit, pearls
range 80/320 ft., one target. Hit: 5 (1d6 + 2)
piercing damage.

Bonus Actions
Second Wind. Gain 1d10 + 2 hit points

Possessions
20 arrows
Fold Fold Fold Fold

Sergeant Skylar Krewis


(Ftr 4) Gnoll Hunters
Medium humanoid (human), LG. Breathdrinker Elemental, Fire Medium humanoid (gnoll), neutral
Armor Class 16 (breastplate and Medium elemental, chaotic evil Huge elemental, neutral evil
buckler) Armor Class 15 Armor Class 15 Armor Class 18 (studded leather)
Hit Points 36 (4d10+8) Hit Points 67 (8d8 + 24) Hit Points 181 (16d12 + 64) Hit Points 66 (9d8 + 18)
Speed 30 ft. Speed fly 80 ft. Speed 50 ft. Speed 40 ft., swim 40 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15(+2) 12(+1) 14(+2) 10(+0) 11(+0) 10(+0) 11(+0) 15(+2) 16(+3) 14(+2) 13(+1) 14(+2) 10(+0) 20(+5) 18(+4) 6(-2) 10(+0) 7(-2) 17(+3) 16(+3) 16(+3) 8(-1) 12(+1) 6(-2)
Saves Str +4, Con +4 Damage Resistances lightning, thunder; Damage Immunities fire, poison Saves Str +5, Dex +5
Skills Athletics +4, Animal Handling +2 bludgeoning, piercing, and slashing from Damage Resistances bludgeoning, piercing and Skills Stealth +5, Perception +3, Survival +3
Senses passive Perception 10 nonmagical attacks slashing from nonmagical weapons Senses darkvision 60 ft., passive Perception
Condition Immunities exhaustion, grappled,
Languages Common Damage Immunities poison paralyzed, petrified, poisoned, prone, restrained,
13
Challenge 2 (450 XP) Condition Immunities exhaustion, grappled, unconscious Languages Gnoll
paralyzed, petrified, poisoned, prone, Senses darkvision 60ft., passive Perception 10 Challenge 2 (450 XP)
Action Surge (1/day) restrained, unconscious Languages Ignan
Fighting Style: Dueling Senses darkvision 60 ft., passive Perception Challenge 9 (5,000 XP) Rampage. When the gnoll reduces a
Improved Critical: Score critical on 19 or 20 10 creature to 0 hit points with a melee attack on
Languages Auran Fire Form. The elemental can move through a its turn, the gnoll can take a bonus action to
space as narrow as 1 inch wide without squeezing.
Actions Challenge 7 (2,900 XP) Any creature that touches the elemental takes or
move up to half its speed and make a bite
+1 Longsword. Melee Weapon Attack: +5 hits it with a melee attack while within 5 feet of it attack.
to hit, reach 5 ft., one creature. Hit: 9 (1d8 + Air Mastery. Flying creatures are at a takes 8 (2d8) fire damage. In addition, the Favored enemy (beasts).
5) slashing damage. disadvantage on melee attacks against the elemental can enter a hostile creature’s space and Horde Breaker. Once on each of your turns
breathdrinker. stop there. The first time it enters a creature’s when you make a weapon attack, you can
Bonus Actions space on a turn, that creature takes 8 (2d8) fire make another attack with the same weapon
Second Wind. Gain 1d10 + 4 hit points Actions damage and catches fire; until someone takes an against a different creature that is within 5
action to douse the fire, the creature takes 8 (2d8)
Multiattack. The breathdrinker can use its fire damage at the start of each of its turns.
feet of the original target and within range of
Possessions Fear Gaze. It then makes two slam attacks. Illumination. The elemental sheds bright light in a your weapon.
7 gp, 2x potion of cure wounds, 2x potion of 40 foot radius and dim light an additional 40 feet.
greater cure wounds, potion of sanctuary Slam. Melee Weapon Attack: +5 to hit, reach Water Susceptibility. For every 5 feet the Actions
5ft., one target. Hit: 1 (2d4 + 2) bludgeoning elemental moves in water, or for every gallon of Bite. Melee Weapon Attack: +5 to hit, reach
damage. water splashed on it, it takes 1 cold damage. 5 ft., one creature. Hit: 4 (1d4 + 2) piercing
Actions damage.
Multiattack. The elemental makes two slam
Fear Gaze. Range 30 feet, one target. attacks.
Target creature must make a DC 13 Wisdom Slam. Melee Weapon Attack: +8 to hit, reach 10ft., Battleaxe. Melee Weapon Attack: +5 to hit,
saving throw or be paralyzed for 1d4 rounds. one target. Hit: 16 (2d10 + 6) fire damage. If the reach 5 ft., one target. Hit: 7 (1d8 + 3)
target is a creature or a flammable object, it ignites. slashing damage, or 6 (1d10 +3) slashing
Steal Breath. Range 30 feet, one paralyzed Until a creature takes an action to douse the fire, damage if used with two hands to make a
target. Target takes 12 (4d6) necrotic the creature takes 8 (2d8) fire damage at the start melee attack.
damage. Target creature must make a DC of each of its turns.
Fireburst (Recharge 6). Each creature within 15 ft.
13 Constitution saving throw for half damage. of the elemental must make a DC 17 Dexterity
Longbow. Ranged Weapon Attack: +7 to hit,
The breath drinker heals half the damage. saving throw. On a failure, a target takes 15 (3d10) range 150/600 ft., one target. Hit: 7 (1d8 + 3)
fire damage. If the saving throw is successful, the piercing damage plus 9 (3d6) poison
target takes half the fire damage. damage, DC 11 Constitution saving throw for
Reaction half
Invisibility. The breathdrinker can use
invisibility on itself. Possessions
20 arrows (only 5 are currently poisoned),
one dose of spider venom (coats 5 arrows)
Fold Fold Fold Fold

Kymzo, Advanced Steam


Forest Sloth Mephit Muggo, Hill Giant Guard Ettin
Large beast, neutral Small elemental, neutral evil Huge giant, chaotic evil Large giant, chaotic evil
Armor Class 15 Armor Class 13 Armor Class 13 (natural armor) Armor Class 12 (natural armor)
Hit Points 158 (14d10 + 70) Hit Points 50 (8d6 + 16) Hit Points 127 (12d12 + 48) Hit Points 85 (10d10 + 30)
Speed 40 ft., climb 60 ft. Speed 30 ft., fly 50 ft. Speed 40 ft. Speed 40 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
22(+6) 20(+5) 21(+5) 2(-4) 12(+1) 9(-1) 8 (−1) 17 (+3) 14 (+2) 12 (+1) 13 (+1) 17 (+3) 23 (+6) 8 (−1) 19 (+4) 5 (−3) 9 (−1) 6 (−2) 21 (+5) 8 (−1) 17 (+3) 6 (−2) 10 (+0) 8 (-1)
Saving Throws Strength +10, Constitution Damage Immunities fire, poison Skills Perception +2
+9 Damage Vulnerabilities cold Senses passive Perception 12 Skills Perception +4
Skills Perception +5, Stealth +9 Condition Immunities poisoned Languages Giant Senses darkvision 60 ft., passive Perception
Senses darkvision 60 ft., passive Perception Damage Resistances bludgeoning, piercing, Challenge 6 (2,300 XP) 14
15 and slashing from nonmagical attacks Languages Giant, Orc
Languages - Senses darkvision 60 ft., passive Perception Actions Challenge 4 (1,100 XP)
Challenge 11 (7,200 XP) 10 Multiattack. The giant makes two greatclub
Languages Aquan, Ignan attacks. Two Heads. The ettin has advantage on
Brachiation. This creature can move through Challenge 5 (1,800 XP) Wisdom (Perception) checks and on saving
the trees at its normal movement rate. Greatclub. Melee Weapon Attack: +9 to hit, throws against being blinded, charmed,
Death Burst. When the mephit dies, it reach 10 ft., one target. Hit: 19 (3d8 + 6) deafened, frightened, stunned, and knocked
Actions explodes in a cloud of steam. Each creature bludgeoning damage. unconscious.
Multiattack. The forest sloth makes two claw within 5 feet of the mephit must succeed on a Wakeful. When one of the ettin’s heads is
and one bite attack. The sloth can swallow a DC 13 Dexterity saving throw or take 8 (2d8) Rock. Ranged Weapon Attack: +9 to hit, asleep, its other head is awake.
grappled target instead of biting. fire damage. range 60/240 ft., one target. Hit: 22 (3d10 +
Innate Spellcasting (1/Day). The mephit can 6) bludgeoning damage. Actions
Bite. Melee Weapon Attack: +10 to hit, reach innately cast blur and burning hands (DC 14 Multiattack. The ettin makes two attacks:
10 ft., one target. Hit: 14 (2d8 + 6) piercing Dexterity save) requiring no material one with its battleaxe and one with its
damage and target is grappled if small components. Its innate spellcasting ability is morningstar.
(escape DC 16). Charisma.
Battleaxe. Melee Weapon Attack: +7 to hit,
Claw. Melee Weapon Attack: +10 to hit, Actions reach 5 ft., one target. Hit: 14 (2d8 + 5)
reach 105 ft., one target. Hit: 10 (2d4 + 6) Claws. Melee Weapon Attack: +4 to hit, slashing damage.
slashing damage. reach 5 ft., one creature. Hit: 4 (1d8) slashing
damage plus 3 (1d6) fire damage. Morningstar. Melee Weapon Attack: +7 to
Swallow. A small creature that is grappled Steam Breath (Recharge 6). The mephit hit, reach 5 ft., one target. Hit: 14 (2d8 + 5)
can be swallowed by the sloth. Opposed exhales a 15--‐foot cone of scalding steam. piercing damage.
grapple checks are made. If the sloth wins, Each creature in that area must succeed on a
the target is swallowed and takes 10 (2d4 +6) DC 13 Dexterity saving throw, taking 12 (3d8)
points of bludgeoning damage and 4 (1d8) fire damage on a failed save, or half as much
points of acid damage per turn. If the sloth damage on a successful one.
loses, the target takes bite damage. The AC
of the sloth’s gullet is 13. Dealing 25 points
of damage to it allows a swallowed creature
to escape.
Fold Fold Fold Fold

Tribata, Sminelpa and Gaflon, Nerra Varoot


Dugobras, Fire Giant Olomasta Green Hags (Rogue 4)
Huge giant, lawful evil Medium fey, neutral evil Medium fiend (nerra), neutral
Armor Class 18 (plate) Armor Class 17 (natural armor) Armor Class 12
Hit Points 227 (18d12 + 108) Hit Points 98 (13d8 + 39) Hags continued Hit Points 33 (5d8 + 5)
Speed 30 ft. Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
25 (+7) 9 (−1) 23 (+6) 10 (+0) 14 (+2) 13 (+1) 18 (+4) 12 (+1) 16 (+3) 13 (+1) 14 (+2) 14 (+2) 12 (+1) 15 (+2) 13 (+1) 11 (+0) 14 (+2) 17 (+3)
Saving Throws Dex +3, Con +10, Cha +5 Skills Arcana +3, Deception +4, Perception +4, Skills Stealth +4, Perception +6, Sleight of
Skills Athletics +11, Perception +6 Stealth +3 Actions (cont) Hand +4, Intimidate +5
Damage Immunities fire Senses darkvision 60 ft., passive Perception 14 Invisible Passage. The hag magically turns Saves Dex +4, Int +2
Languages Common, Draconic, Sylvan invisible until she attacks or casts a spell, or until
Senses passive Perception 16 Challenge 3 (700 XP) her concentration ends (as if concentrating on a
Damage Resistances cold, fire, lightning
Languages Giant spell). While invisible, she leaves no physical Damage Vulnerabilities thunder
Challenge 12 (8,400 XP) Amphibious. The hag can breathe air and water. evidence of her passage, so she can be tracked Senses darkvision 60 ft., passive
Innate Spellcasting. The hag’s innate spellcasting only by magic. Any equipment she wears or carries Perception 16
Actions ability is Charisma (spell save DC 12). She can is invisible with her. Languages Abyssal, Common, Thieves’
Multiattack. The giant makes two innately cast the following spells, requiring no Cant
warhammer attacks. material components: Bonus Actions Challenge 3 (700 XP)
At will: dancing lights, minor illusion, vicious Cunning Action. Dodge, Disengage, Hide
mockery
+1 Warhammer. Melee Weapon Attack: +12 Mimicry. The hag can mimic animal sounds and Covey Actions Sneak Attack (1/Turn). Gaflon deals an
to hit, reach 10 ft., one target. Hit: 29 (6d6 + humanoid voices. A creature that hears the sounds extra 7 (2d6) damage when it hits a target
8) bludgeoning damage. can tell they are imitations with a successful DC 14 with a weapon attack and has advantage
Wisdom (Insight) check. on the attack roll, or when the target is
Red Hot Anvil Fragment. Ranged Weapon Magic Resistance. Gain advantage on saving within 5 feet of an ally of him that isn’t
Attack: +12 to hit, range 60/240 ft., one throws against spells incapacitated and he doesn’t have
Fey Ancestry. The green hag has advantage on
target. Hit: 23 (3d10 + 8) bludgeoning disadvantage on the attack roll.
saving throws against being charmed, and magic
damage plus 6 (2d6) fire damage can’t put the green hag to sleep.
Sneak Attack. Once per turn can deal an extra Spell Resistance. Gaflon has advantage on
Possessions 1d6 damage if you have advantage on attack or if saving throws against spells.
Wand of cure wounds, wand of dispel magic another ally is within 5 feet of creature attacked
Mirror Jump. Gaflon can move through
Actions mirrored and reflective surfaces as part of his
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., move action, up to one mile in distance
one target. Hit: 13 (2d8 + 4) slashing damage.
Illusory Appearance. The hag covers herself and
anything she is wearing or carrying with a magical
Actions
illusion that makes her look like another creature of Wounding Longsword. Melee Weapon
her general size and humanoid shape. The illusion Attack: +4 to hit, reach 5 ft., one creature.
ends if the hag takes a bonus action to end it or if Hit: 6 (1d8 + 2) slashing damage.
she dies.
The changes wrought by this effect fail to hold up t Bonus Actions
o physical inspection. For example, the hag could Dash, Disengage or Hide
appear to have smooth skin, but someone touching
her would feel her rough flesh. Otherwise, a
creature must take an action to visually inspect the
illusion and succeed on a DC 20 Intelligence
(Investigation) check to discern that the hag is
disguised.
Fold Fold Fold Fold

Alek Tercival (Pal 6)


Spell Weaver Skeleton Kalareem Nerra Medium humanoid (human), lawful Nabthatoron (Glabrezu)
Medium undead, neutral evil Medium fiend (nerra), neutral good Large fiend (demon), chaotic evil
Armor Class 14 Armor Class 12 Armor Class 19 (chain, +1 shield) Armor Class 17 (natural armor)
Hit Points 75 (10d8 + 20) Hit Points 26 (3d8 + 8) Hit Points 46 (6d10 + 6) Hit Points 157 (15d10 + 75)
Speed 30 ft. Speed 30 ft. Speed 30 ft. Speed 40 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
9 (-1) 18 (+4) 15 (+2) 6 (−2) 10 (+0) 6 (-2) 13 (+1) 16 (+3) 15 (+2) 10 (+0) 14 (+2) 13 (+1) 13 (+1) 13 (+1) 12 (+1) 13 (+1) 6 (-2) 15 (+2) 20 (+5) 15 (+2) 21 (+5) 19 (+4) 17 (+3) 16 (+3)
Damage Vulnerabilities bludgeoning Skills Stealth +4, Perception +6 Skills Persuasion +4, Religion +0
Damage Immunities cold Saves Dex +4, Int +2 Saves Wis +0, Cha +4 Saving Throws Str +9, Con +9, Wis +7, Cha
Condition Immunities exhaustion, Damage Resistances cold, fire, lightning Senses darkvision 120 ft., passive +7
paralyzed, poisoned Damage Vulnerabilities thunder Perception 10 Damage Resistances cold, fire, lightning;
Senses darkvision 60 ft., passive Perception Senses darkvision 60 ft., passive Condition Immunities diseased bludgeoning, piercing, and slashing from
10 Perception 16 Languages Common nonmagical attacks
Languages understands common Languages Abyssal Challenge 4 (1,100 XP) Damage Immunities poison
Challenge 5 (1,800 XP) Challenge 2 (450 XP) Condition Immunities poisoned
Fighting Style (Dueling) Senses truesight 120 ft., passive Perception
Actions Spell Resistance. Nerra have advantage on Divine Smite. Deal 2d8 radiant damage with 13
Multiattack. The spell weaver skeleton can saving throws against spells. melee weapon hit by using 1st level spell slot Languages Abyssal, telepathy 120 ft.
make up to 4 claw attacks. Lay on Hands (30 points). The kuo-toa can Challenge 9 (5,000 XP)
Mirror Jump. Nerra can move through sense the presence of any creature within 30
Claws. Melee Weapon Attack: +6 to hit, mirrored and reflective surfaces as part of feet of it that is invisible or on the Ethereal Innate Spellcasting. The glabrezu’s
reach 5 ft., one creature. Hit: 2 (1d4 - 1) their move action, up to one mile in distance Plane. It can pinpoint such a creature that is spellcasting ability is Intelligence (spell save
slashing damage moving. DC 16). The glabrezu can innately cast the
Actions Aura of Protection. You and creatures following spells, requiring no material
Longsword. Melee Weapon Attack: +3 to within 10 feet gain +2 to saving throws. components:
hit, reach 5 ft., one creature. Hit: 5 (1d8 + 1) At will: darkness, detect magic, dispel magic
slashing damage. Spellcasting. Alek is a 6th-level spellcaster. 1/day each: confusion, fly, power word stun
Its spellcasting ability is Wisdom (spell save Magic Resistance. The glabrezu has
Mirror Image (Recharge 6). As the spell. DC 10, +0 to hit with spell attacks). Has the advantage on saving throws against spells
following paladin spells prepared: and other magical effects.
1st level (4 slotsl): sacred flame, thaumaturgy
2nd level (2 slots): bane, shield of faith Actions
Multiattack. The glabrezu makes four
Actions attacks: two with its pincers and two with its
Multiattack. Alek makes two long sword or fists. Alternatively, it makes two attacks with
two longbow attacks. its pincers and casts one spell.
Longsword. Melee Weapon Attack: +3 to Pincer. Melee Weapon Attack: +9 to hit,
hit, reach 5 ft., one creature. Hit: 5 (1d8 + 1) reach 10 ft., one target. Hit: 16 (2d10 + 5)
slashing damage. bludgeoning damage. If the target is a
Medium or smaller creature, it is grappled
(escape DC 15). The glabrezu has two
pincers, each of which can grapple only one
target.
Fist. Melee Weapon Attack: +9 to hit, reach 5
ft., one target. Hit: 7 (2d4 + 2) bludgeoning
damage.
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