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THE REMADE

THE DARK DESCENT

A 5e Compatible Adventure
Suitable for Levels 5-10

1
CREDITS
Developed by:
Bestiarum Games

Lead Game Designer:


Alexander Dovermann

Game Designer:
Giovani C. Fiorini

Graphic Design:
Katarina Popovici
Alexander Dovermann

Cartography:
Giovani C. Fiorini
Alexander Dovermann
Katarina Popovici

ON THE COVER:
THE FLESHSMITH


The Fleshsmith is both mother and maker of the
Remade.
Sequestered away deep in her subterranean
surgical theater, she is the twisted artist
responsible for grafting together the horrors at her
command.

2
CONTENTS
The Dark Descent .......................................... 1 Map D: Infested Mine Lower Level ..................... 24
Credits............................................................. 2 MAP D: AREAS ............................................. 25
Contents ......................................................... 3
Foreword: The World of Doaden .............. 4 D1) The Landing ..................................................... 25
Adventure Summary: The Dark Descent .... 5 D2) Abandoned Camp........................................ 25
SCENARIO STRUCTURE ................................... 5
D3) Feeding Ground ............................................. 25
Story Hook ................................................................. 5
D4) Birthing Chambers.......................................... 26
Chapters ................................................................... 5
D5) Fleshsmith’s Throne ......................................... 26
Balance ..................................................................... 5
D6) Elevator Access .............................................. 27
Introduction .................................................. 6
THE FINAL ASCENT ...................................... 28
BACKGROUND INFORMATION........................... 6
The Broodmother Fight ......................................... 28
The Infested Mine .................................................... 6
Defeating the Broodmother ................................ 28
The Necro Spiders & Remade ......................... 7
Epilogue........................................................ 29
Chapter 1: A Revival in Darkness ............... 9
ENDING THE SCENARIO ................................ 29
MIDDLE LEVEL BACKGROUND ......................... 9
Grik’s Death ............................................................ 29
Grik, the Lone Survivor ............................................ 9
The Path to New Heldon ...................................... 29
Reviving the Party.................................................... 9
Appendix A: Bestiary.................................... 30
Map A: Infested Mine Middle Level ................... 11
Swarms (Cr 2) .............................................. 32
MAP A: AREAS ............................................. 12 CAVE SPIDER ............................................... 32
A1) Body Pit ............................................................ 12 DARK ELF CULTIST....................................... 33
A2) Tunnel Intersection ......................................... 12 NECRO SERVITOR ........................................ 36
A3) Bottomless Hole .............................................. 12 Soldiers (Cr 3) ............................................ 38
DARK ELF WARRIOR ..................................... 38
A4) Infested Section .............................................. 12
NECRO WARRIOR ......................................... 40
A5) Minor Nest ........................................................ 13
DRIDER ........................................................ 42
A6) Elevator Control Room .................................. 14
SWOLLEN .................................................... 44
A7) Elevator Access .............................................. 14 Elites (Cr 5).................................................. 46
ELEVATOR AMBUSH ..................................... 15 FLESHSMITH’S DAUGHTERS .......................... 46
Map B: Mining Elevator ........................................ 16 DARK ELF HIGH PRIESTESS .......................... 48
Ending the Encounter ........................................... 18 Commanders (Cr 7) ..................................... 50
FLESHSMITH, THE ........................................ 50
Chapter 2: The Cult of the Spider........... 19
UPPER LEVEL: BACKGROUND ....................... 19 FLESHSMITH’S TRIUMVIRATE ......................... 52
........................................................................ 53
Unlocking the Elevator ......................................... 19
Bosses (Cr 10 / 12) .................................... 54
Grik ........................................................................... 19 THE BROODMOTHER .................................... 54
Map C: Infested Mine Upper Level .................... 20 Appendix B: Treasures ................................ 57
MAP C: AREAS ............................................. 21 ITEMS........................................................... 57

C1) Elevator Access .............................................. 21 Blood of the Maker ............................................... 57

C2) Living Quarter 1 .............................................. 21


C3) Living Quarter 2 .............................................. 21
C4) Ceremonial Chamber................................... 22
The Descent............................................................ 22
Chapter 3: The Spider’s Den ..................... 23
LOWER LEVEL: BACKGROUND ...................... 23
Meeting the Fleshsmith ......................................... 23
Acid Cocoons ........................................................ 23

3
FOREWORD: THE WORLD OF DOADEN
Civilization & Trade in Doaden have

W
elcome to Doaden, the dark crumbled. Only gold, silver, and copper are
fantasy setting of tainted lands circulated, and only at 1/10th the amount
and twisted monsters, where suggested in D&D manuals. Magical items
an ever-creeping affliction are extraordinarily rare.
corrodes the very essence of existence. It is
a world of decay and depravity where Statblocks for Bestiarum creatures are
once-righteous men and heroes of glorious included in the scenario appendix. These
purpose now struggle to survive as cults creatures will be written in bold text.
and dark gods vie with one another to
consume the last vestiges of humanity.
Doaden is filled with horrific scenarios
Narrative Scripts. Passages in this format
and impossible decisions. Players will have
are meant to be read aloud or
their morals challenged, and often no
paraphrased. They build atmosphere or
outcome will feel “good” or “just”. The
heavy decisions these heroes make often reveal key information to the
leaves them disheartened, and it is adventuring party.
important that players prepare themselves
for this setting before starting any
adventure through the realm.

Hope. Yet as dark as Doaden may be, it is Recurring Rules. These passages cover
important that your players, as human mechanics used to resolve situations in
beings, are able to find respite from the the scenario. The rule will be detailed in
darkness. Light may be found even in the this format the first time it is used, but it
darkest of places, and you should alleviate may be referenced more than once.
the mood at the table if you notice your
players have trouble adjusting.

Torment Mode. Adventurers in Doaden


THERE IS LIGHT YET in Doaden, and though it are designed for Normal Mode parties
may seldom come in the form of love or joy,
it still shapes itself into a semblance of honor, ranging from levels 5 - 7 and Torment
purpose, and redemption. Mode parties ranging from levels 8 - 10.
Torment Mode modifications to
- Dreyen Solius, Journal of the World’s Ending.
encounters are written in this format.

Compatibility. This adventure is intended


for use in conjunction with the D&D 5e
Player’s Handbook (PHB), Dungeon
Master’s Guide (DMG), and Monster
Manual (MM).

4
ADVENTURE SUMMARY: THE DARK DESCENT

S
CHAPTERS
kittering horrors and hybrid
monstrosities inhabit the lightless Chapter 1. The party wakes on a pile of
places below Doaden’s surface. bodies deep in a lightless mine. They meet
Subterranean caverns are Grik, a strange survivor who knows how to
infested with things so horrifying that we operate an old elevator to return to the
can only pray they never see the light of surface. But escape is not so easy. The
day. rattling contraption draws the attention of
In these dark places, these lightless spider swarms and the Broodmother, a
realms of the Necro Spiders, the giant monstrosity, attacks, overpowering
Broodmother reigns supreme. A nightmare the party and preventing their escape.
monstrosity, her chittering swarms spill forth
from every earthen orifice, every tunnel Chapter 2. The party escapes the
opening or darkened pit, or from the Broodmother, plummeting back into the
bodies of the unfortunate travelers that depths. To hatch a new escape plan, they
delve too far below the surface. must fight their way through ranks of spider-
Be wary adventurer, keep your eyes worshiping, dark elf cultists.
open and ears sharp, lest you become the
next meal for those things that dwell in the Chapter 3. Unfortunately, options for
dark. escape are running thin. The only hope is to
descend to the lowest levels of the mine;
SCENARIO STRUCTURE the chamber of the Fleshsmith, a strange
being who reshapes the fallen into hideous
This is a dungeon-crawling adventure monstrosities. Her blood grants superhuman
taking place entirely within an infested reflexes and agility, allowing the drinker to
three-level mine. dance around the Broodmother’s acid
attacks. Drinking the blood is a gruesome
STORY HOOK act, but an act that must be done.

One night, as the party camps in a BALANCE


darkened woodland, they are ambushed
by unknown assailants, struck by unseen This scenario is balanced for 3-4 players,
weapons and lose consciousness. with Normal Mode levels 5-7, and Torment
When they wake, the party find Mode levels 8-10.
themselves in an abandoned mine infested
by dark elves and arachnid monsters. They
must learn to operate an old platform
elevator to escape and return to the open
air. But first, they must descend into the
lightless depths where unknown horrors lurk.
This story hook may be used before,
after, or even during another adventure,
interrupting their journey until they find a
way to escape.

5
INTRODUCTION

T
History of the Mine
he scenario begins with the party
being ambushed by unknown Decades ago, this was an active mine on
assailants. When they wake up, the outskirts of the town New Heldon.
they find themselves in an However, one fateful day, the miners dug
abandoned mine infested with into a Cave Arachnid burrow. Giant spiders
spider monstrosities and dark elf cultists. To spilled forth, swarming through the mine
escape, they must navigate the shadowy and eating all of the miners, all except one
tunnels and learn to operate an old lone survivor, a man named Grik, who has
elevator, all while fending off the dark turned strange from his many years of
horrors and twisted nightmares that isolation.
descend upon them.

The Elevator
BACKGROUND INFORMATION
An elevator shaft connects the three levels
The following paragraphs discuss of the mine and is the only way to reach
information that will be helpful to keep in the surface. The elevator is pivotal to this
mind while reading through and running scenario. The rules for operating the
this scenario. elevator are as follows.

THE INFESTED MINE Platform Lever. The elevator has a lever on


its platform that makes the elevator ascend
The mine in this scenario is occupied by a or descend.
group of dark elf cultists and strange spider-
hybrid monstrosities. It has three levels, Platform Lever. Cranking the Platform
each of which are connected by an Lever to the right makes it rise. Cranking it
elevator shaft.
to the left makes it descend.
The Upper Level of the mine is occupied
by dark elf cultists known as the Remade.
The cult captures victims above-ground Control Console. Additionally, a control
and delivers them to the Fleshsmith’s console is placed on each level of the
spiders below. mine, which can lock the elevator in place
The Middle Level is a halfway point or call it to the level.
between the cultists and the spiders in the
lower caverns. The cultists drop their victims Console Right Lever. When the lever on
down a hole into this level, after which the the right is pulling it down, it engages a
spiders take the victims to the lower depths lock on the level. If the elevator is on the
of the cave. level or travels downward to this level, it
The Lower Level is the heart of the
will become stuck until the lever is
Fleshsmith’s spider nest and where she
disengaged.
resides along with her spider monstrosities,
constantly stitching together her children to
bring them back to life. Console Left Lever. When the lever on
the left is pulled down, it calls the

6
elevator to the level, unless the elevator The Broodmother blocks the elevator's path
is locked on another level. to the surface. Her giant dome webs form
a canopy over the whole mine. She was
once the queen of the Remade but has
Master Console. The control console on the
become irreparably twisted over countless
lowest level of the mine is special and acts
reshaping, now nothing more than a
as a master control for the elevator.
prowling monster.
As the old hive queen, the rest of the
Master Console. The master control Necro Spiders continue to serve her. Her
console acts similarly to the other control swarms are constantly at odds with the
consoles. However, it has the ability to surviving Remade.
override all other consoles. The lever on
the right, when used, engages or The Fleshsmith
disengages the locks on all levels.
The Fleshsmith was the Broodmother’s
priestess and aide in the past, but now tries
THE NECRO SPIDERS & REMADE
to take control of the spider colony to save
it from her madness. She will gladly help the
Years after the infestation of the mine, a
party if it means slaying the Broodmother
group of dark elves moved into the mine.
and allowing her Remade, who she refers
They formed a strange, unnatural symbiotic
to as her children, to live in peace.
relationship with the cave spiders.
Fearing the extinction of their race, the
elf cult, calling themselves the Remade,
Wave Combat Encounters
turned to the forbidden art of flesh shaping.
When a Remade dies, their remains are Use the following rules when running wave-
taken to the Fleshsmith, a priestess who based encounters during this scenario.
stitches them back together, replacing any
missing limbs or organs with parts from Spawning Waves. Spawn enemies at the
spiders and other humanoids. beginning of their noted round,
The stitched bodies are then wrapped in according to any rules which may be
strange, acidic cocoons which meld the specified.
flesh and souls together, birthing a creature Initiative. If an enemy spawns at the
that is neither an elf nor a spider, but
beginning of the first round of combat,
something more.
roll its initiative as normal.
Over time, individuals lose themselves as
Delayed Initiative. If an enemy joins
they are reshaped again and again, their
bodies turning ever more monstrous and the fight on any round after the first, it is
their minds becoming crazed and bestial. added to the end of the initiative order.
In their twisted form, they lose all sense of Fast Initiative. If an enemy has a
identity and turn against those they once Dexterity modifier of +4 or higher, it is
knew, now known as Necro Spiders. placed at the beginning of the initiative
More information about the Necro order instead.
Spiders and Remade and is included in
Appx. A: Bestiary.
Starting the Adventure
The Broodmother
Start this scenario by determining what the
players had been doing prior to this
7
adventure. Completing any adventure or
mission, or simply wandering from one
place to another, will work. The nearest
town is New Heldon, so this location would
make a good link to the story.

To begin this adventure, read this script:

The night is dark and quiet. Your small


campfire sends ashes floating into the
air, barely illuminating its surroundings as
the looming shadows of the woods
suffocate the flickering light.
As you prepare to sleep, a sudden
gust of air brushes across the camp. Your
eyes dart back and forth, and you think
you see movement in the bushes. You
are about to reach for your weapon, but
before you have a chance to move,
something cold pierces your neck,
sending a sharp pain echoing through
your body.
In seconds, your vision narrows, and
your hearing dulls. Your breath quickens
with your accelerating heartbeat. You
attempt to move but your muscles
constrict against your will, bringing you to
your knees. You watch with blurred vision
as your comrades fall to the ground one
after another and looming shadows
emerge from between the trees. One of
the shadows stops and turns to you,
approaching you swiftly. But before you
can identify it, the world fades to black.

After reading this script, the party will wake


in area A1 of the Infested Mine Middle
Level map. Turn to Chapter 1 to continue.

8
CHAPTER 1: A REVIVAL IN DARKNESS

U
taken away by nasty spider things and
pon awakening, the party finds stuffed into cocoons. After some time, the
themselves deep in an cocoons hatch into even more nasty spider
abandoned three-level mine. things.
They begin on the middle level.
However, they have no way to The Hole. The heart of the spider nest is
gauge how deep they are. down the hole in A3. It is a terrifying place
and should be avoided at all costs. Grik will
MIDDLE LEVEL BACKGROUND never go down here willingly.

This middle level of the mine was used to REVIVING THE PARTY
transfer materials from the lower to the
upper level. Now, it serves as a dumping To continue the adventure, read this script:
ground for offerings made by dark elf
cultists to their Fleshsmith. You wake up in complete darkness to
the sound of dripping water and a soft,
GRIK, THE LONE SURVIVOR slimy sensation beneath you.
Your whole body feels sore and your
The players may find Grik in area A2. Grik is muscles tight, as if rigid from paralysis. As
friendly and wishes to help the party with
you slowly regain control of your arms,
information, hoping to escape as well. Use
you reach out in the utter darkness,
Grik to provide information about the mines
feeling the shape of your backpack
and elevator. Grik himself hides and does
not fight. However, he should stay near the nearby. You draw a torch from the pack
party in case they have questions or want and with great effort fumbling with a
someone to talk to. piece of flint and tinder, manage to light
it.
Grik’s Background. Grik was a miner in the The yellowing light pushes back the
cave decades ago, he was cut off from darkness, revealing the walls of a shallow
the surface and has been living inside the pit around you. The pit is filled with
cave since the spider infestation, corpses; humans, animals, and strange
scavenging meat from the corpses that the
beasts that you have never seen before.
dark elf cultists throw to the spiders. He will
They are in various stages of
prefer not to go into detail about this
decomposition, with clear signs of blunt
gruesome necessity.
damage from an apparent fall.
The Elevator. Grik knows the elevator is the Climbing out of the pit, you find a
only way to escape. He should direct the cave system with a tunnel path leading
party to area A7 and to control console at forward. Cobwebs hang from the ceiling
area A6. and the ground is strewn with small piles
of bones.
Remade. Grik knows some weird people Somewhere in the dark, you hear a
live in the upper level of the mine. They stone fall to the ground. There is a soft
throw bodies of animals and people down
into the pit in area A1. The bodies are

9
hiss followed by fading stridulations of
quickly, hard steps.

After reading the script, proceed to area


A1 of Map A: Infested Mine Middle Level.

10
MAP A: INFESTED MINE MIDDLE LEVEL

11
You approach a wide hole in the
MAP A: AREAS ground, approximately 20 ft. across. You
glance down as you hold out your torch.
The following paragraphs detail the The walls of the hole are engulfed in
explorable areas of the mine’s middle level, several layers of slick white webs that
in which the party awakens.
thicken as the hole descends until it
disappears into utter darkness.
A1) BODY PIT
Suddenly, you hear a shaky voice
behind you.
The party wakes in this area, the dumping
pit of living offerings. The pit lies beneath a
hole in the upper levels, on Map C: Infested “I… I wouldn't go down there… if I
Mine Upper Level, area C2. Dark elf cultists were you.”
in the upper level drop captured people
and beasts down the hole and into the pit. Looking back you see a hunchback
The party, taken as offerings in the ambush, figure, frail and malnourished, peering
were dumped down the hole to give to the out warily from behind the tunnel corner.
spiders below. He is emaciated, his milk-white skin so
translucent that you can see the blue
A2) TUNNEL INTERSECTION veins beneath it. His hair has mostly fallen
out, just a few long strands of silky gray
Bones litter the ground in this area. If a left on his scalp. His form is misshapen
creature steps on them, several Cave
and twisted, and it is impossible to tell his
Spiders lurking nearby will be alerted and
age.
attack.
He steps forth, shielding his wide eyes
Enemies. If the spiders are alerted, spawn from your torchlight with one hand.
the following enemies near the party:
2x Cave Spiders Conversation with Grik

Torment. Add the following enemies: The strange man is Grik. The party should
1x Swollen speak with him now. Review his
background and conversation notes in the
Middle Level: Background section.
A3) BOTTOMLESS HOLE
A4) INFESTED SECTION
There is a hole with a large wooden beam
above it. A rope can be tied to the beam
This passageway is covered with webs, if
to descend. A 50 ft. drop leads to the lower
any creature touches the webs, spiders will
level, the heart of the Fleshsmith’s spider
feel the tremors and attack.
nest. In this area, the party is approached
Several broken wooden columns form a
by Grik, the lone survivor of the mine
walkway to the other side over the webs.
infestation.
However, the wood is shattered, and
creatures must carefully jump over the
Script. As the party approaches, read:
planks to avoid alerting the spiders.

Script. As the party approaches, read:

12
The tunnel here, including the floor, walls, A5) MINOR NEST
and ceiling, are slick with white webs.
Looking up, you see several twisted This area is a minor nesting ground for Cave
Spider hatchlings.
spider monstrosities on the ceiling. Their
bodies are still, folded into resting
Script. As the party approaches, read:
positions, and they do not seem to notice
you or your torchlight.
Thick cobwebs cover a cramped,
Looking for a way to cross the webbing
lightless chamber. Clutches of silky, skull-
without touching it, you see that several
sized round eggs pulsate in darkness. You
wooden support beams have fallen over
can see a small opening at the other
a section of the webs. However, the
end of the room.
timbers have shattered, leaving a gap of
several feet between the planks.
Accessing area A6. The party can safely
access area A6 through a locked door to
Crossing the Webs. A creature may walk
the side. However, to pass through this
onto the fallen wooden supports and jump
door, the party must succeed on a DC 15
across the webs. However, they must
Dexterity (Lockpick) check or smash it
succeed on a DC 10 Dexterity (Acrobatics)
down with a DC 18 Strength check.
check to cross safely. If a creature fails, it
If they fail, they must travel through the
touches the webs and alerts the spiders.
nest. If the webs are disturbed, they
If all party members successfully cross
immediately hatch, spawning a wave of
the webs without disturbing them, skip to
small spiderlings. Any creature within 10 ft.
the next area.
of the web is bitten by baby spiderlings,
taking 3d4 poison damage, but the
If a creature fails, read:
spiderlings move on into the darkness.

You fumble and touch the web, sending If the eggs are disturbed, read:
a vibrating wave through the silky
A ripple runs through the web.
material. You hear an inhuman screech
There is a string of crackling, popping
as a grotesque thing launches itself from
sounds followed by quick scuttling of hard
the ceiling at you, a withered
appendages on the rock.
amalgamation of humanoid and
A swarm of tiny spiderlings surges forth
arachnid forms.
from under the webs, covering the floor
and walls in an ebbing wave of tiny black
Enemies. If the webs are disturbed, spawn bodies.
the following enemies near the party: They crawl up your boots and drop down
1x Drider from the ceiling, stinging you with sharp
1x Fleshsmith’s Daughter
fangs, their million black eyes glistening in
the torchlight as you frantically swat them
away.
But as quickly as they came, the swarm
Torment. Add the following enemies:
disappears past you and into the
1x Swollen
darkness.

13
A6) ELEVATOR CONTROL ROOM

This room contains the elevator controls.


Using the Elevator. The elevator is currently on this level and is locked in place. The party
must unlock the elevator, then enter the elevator and pull the lever on the elevator
platform to ascend.
Supply table. A table with old mining supplies lies in the corner of the room. The table has
three torches, one 50 ft. piece of rope, and an empty backpack. However, if you would
like to provide basic items to the party, you may place them in the backpack.

A7) ELEVATOR ACCESS

The elevator has thick metal chains attached to it on all sides. These chains are connected
to engines that raise or lower the elevator up. However, they work automatically and do
not need the party to interact with them.
Ascending. A lever on the elevator platform may be pulled to control it and make it go
up. However, the elevator locks are engaged at the start of the scenario. Before it will work,
the elevator must be unlocked from area A6.

14
ELEVATOR AMBUSH

Once the lever on the elevator platform is engaged, it will begin to ascend to the top of
the mine. This begins an ambush encounter as swarms of spiders climb onto the elevator
platform.

Script. Once the elevator starts rising, read this script and behind the encounter:

You pull the lever and the wooden platform below you begins to shake. Metal gears grind
against one another, making a sharp whine as the machine begins a slow ascent. Looking
up, you cannot make out the ceiling. The tunnel rises up into complete darkness.
As the elevator climbs, you notice webs on the walls, growing ever thicker, and hear
skittering about in the darkness above. You draw your weapons.
Suddenly you hear a loud shriek as a mass of distorted monstrosities emerge from holes in
the walls. They holler in a cacophony of high-pitched screeches and lunge toward you.

Then, proceed to spawn the following waves.

15
APPENDIX A: BESTIARY

F
earing the extinction of their race, dark elf cultists, now known as the Remade,
turned to the forbidden art of flesh shaping. The Fleshsmith stitches together the
bodies of the fallen, using genetic material from the cave spiders, beasts, and other
humanoids to replace any missing limbs or organs. For the Remade, the reshaping
process has become a way of achieving immortality, though the side effects that corrode
the mind and twist the form are more than most would sacrifice.
Over time, as this process is repeated, the individual loses more and more of
themselves, their bodies turning ever more monstrous and their minds becoming crazed.
In their twisted form, they are known as the Necro Spiders.

30
31
SWARMS (CR 2)

CAVE SPIDER

Cave Spiders are found throughout the deep places of Doaden, fast and deadly beasts
adept at hunting any prey of any size that are unfortunate enough to enter their caves.
It was obsession with the Cave Arachne that first drove the Remade to intermix their
genetics. Obsessed with what they perceived as the perfect biological form, they
searched for ways to attain their agility and natural toxins.

32
CAVE SPIDER
Medium beast

Armor Class 11
Hit Points 38
Speed 30 ft.

STR DEX CON INT WIS CHA


11 18 12 4 11 4
(0) (+4) (+1) (-3) (0) (-3)

Senses darkvision 60 ft., passive Perception


10
Challenge 2 (450 XP)

Spider Climb. This creature can climb


difficult surfaces, including upside down on
ceilings, without needing to make an
ability check.

Web Walker. This creature ignores


movement restrictions caused by
webbing.

ACTIONS:
Bite. Melee Weapon Attack: +5 to hit,
reach 5 ft., one target. Hit: 7 (2d8 + 3)
piercing damage and 9 (2d8) poison
damage.

Web (1/Day). As a bonus


action, this creature throws
a web at a target within 30
ft. The target must make a
DC 12 Dexterity saving
throw or is restrained by
webbing. As an action, the
restrained target or their
adjacent ally can make a
DC 12 Strength check to
escape.

33
DRIDER

Driders are the first of the more twisted forms serving the Fleshsmith. Brutally efficient in their
attacks, they are capable warriors and ambushers. They go forth whenever needed,
heeding their mother’s direction, and protecting the Remade from the Broodmother’s
attacks.

42
DRIDER
Large abomination

Armor Class 14
Hit Points 92
Speed 30 ft.

STR DEX CON INT WIS CHA


14 18 16 12 14 10
(+2) (+4) (+3) (+1) (+2) (0)

Senses darkvision 60 ft., passive Perception


12
Languages Common
Challenge 3 (700 XP)

Spider Climb. Can climb difficult surfaces,


including upside down on ceilings, without
needing to make an ability check.

Web Walker. Ignores movement restrictions


caused by webbing.

ACTIONS:
Multiattack (2). The Drider makes one
Impale attack and one Pirouette attack.

Impale. Melee Weapon Attack:


+6 to hit, reach 15 ft., one target.
Hit: 17 (3d8 + 4) piercing
damage.

Pirouette. Melee
Weapon Attack: +6 to
hit, reach 5 ft., three
targets.
Hit: 13 (2d8 + 4) slashing
damage.

43

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