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SPEED A monster's speed represents the number of squares it can move when taking a move action to walk. Special modes of movement are defined in the glossary. Any such senses are noted below a monster's Perception ITlOdifier, and these terms are defined in the glossary.
If a monster is immune to a condition or another effect such as the dazed condition or forced movement , it is unaffected by that condition or effect. Immunity to one part of a power does not make a monster immune to other parts of the power. For example, a thunder power deals no thunder damage to a creature that is immune to thunder, but the power could still push the creature. For example, a creature that has resist 10 fire takes 10 less damage when an attack deals fire damage to it or when it takes ongoing fire damage.
Against Combined Damage '! The creature takes 10 damage, because the resistance to the combined damage types is limited by the lesser of the two resistances. Not Cumulative: Resistances to the same damage type are not cumulative. Only the highest resistance applies. For example, if a creature has resist 5 cold and then gains resist 10 cold, the creature has resist 10 cold, not resist 15 cold. See also "Damage Type," page xx.
Il IJ. I type takes a specific amount of extra damage when ::r: it takes damage of that type, the creature is subject Ito a speCific effect, or both. For example, a creature that has vulnerable 10 radiant takes 10 extra radiant damage when an attack deals radiant damage to it or when it takes ongOing radiant damage.
Against Combined Damage Types: A creature's vulnerability to a specific damage type applies even when that damage type is combined with another. For example, if a creature has vulnerable 5 fire, the creature takes 5 extra damage when it takes ongOing fire and radiant damage.
Not Cumulative: Vulnerabilities to the same damage type are not cumulative. Only the highest vulnerability applies. For example, if a creature has vulnerable 5 psychic and then gains vulnerable 10 psychic, the creature has vulnerable 10 psychic, not vulnerable 15 psychic. A monster adds its bonuses to its saving throw result to see if an effect ends. Unlike characters, a monster can spend more than 1 action pOint in an encounter, but only 1 per round.
Many traits are always in effect, such as regeneration or the ability to deal extra damage on certain attacks. Others can be turned on or off, such as an aura or a benefit for a creature's mount or rider. It's denoted by a special icon 0 , and the aura's size is noted to the right ofits name. A creature's aura does not affect the creature itself, unless otherwise noted , and is unaffected by terrain or environmental phenomena.
A creature can deactivate or reactivate its aura as a minor action. If a creature dies, its aura ends immediately. Some powers have a precondition that must be met for a monster to use the power. Sometimes an attack entry includes special information about a component of that entry. The types are melee, ranged , area , and close. Each type has rules for range and targeting, detailed on pages of the Player's Handbook.
HIT This entry describes what happens to each target that a monster hits with a power's attack. At the start of each of the monster's turns, roll a d6. If the roll is one of the die results shown in the power description, the monster regains the use of that power. The power also recharges after a short rest. This entry describes what happens to each target that a monster misses with a power's attack. Roll the damage specified in the "Hit" entry and deal half of that damage to each target the monster misses.
A "Hit," a "Miss," or an "Effect" entry tells you if a monster makes a secondary attack. Unless otherwise noted , the attack type and the range of a secondary attack are the same as the power's, and the secondary attack doesn't require a separate action. As with normal attack powers, the target of a secondary attack is identified after the attack's type and range. SUSTAIN If a power has a "Sustain" entry, the monster can keep part of that power active by taking a specific type of action before the end of each of its turns.
Spell Recall. Once per day the Raven Queen can cast a spell that she already expended its daily usage amount. The Raven Queen makes four scythe attacks or two feather dart attacks. This effect stacks with multiple hits. Feather Darts. Necrotic Burst Recharge The Raven Queen creates a wave of necrotic energy.
Each target within feet of the Raven Queen takes 20d20 necrotic damage on failed DC 31 Constitution saving throw or half as much damage on a successful one. Death Sentence Recharge 6. The Raven Queen chooses one creature she can see. The target is unconscious on failed DC 31 Constitution saving throw and the target must make a DC 31 Constitution saving throw at the end of its next turn.
If the target fails it is dead. Vecna makes two attacks, any combination of: VECNA casting a spell, banishing touch, finger of death, or hand of Medium undead intermediate god , neutral evil death.
Hit: 36 8d8 necrotic damage and 27 6d8 cold Speed 60 ft. A creature hit by this attack must make a DC 36 Damage Resistances lightning; refer to Intermediate Gods Intelligence saving throw or be blinded and deafened for 1 entry. A creature can repeat the saving throw at the end of Damage Immunities cold, necrotic, poison; refer to each of its turns, ending the effect on itself on a success. Intermediate Gods entry. Finger of Death. Vecna casts a spell and sends negative Condition Immunities paralyzed, poisoned; refer to energy coursing through one creature he can see within Intermediate Gods entry.
The target must make a DC 36 Constitution saving Senses truesight ft. Languages all, telepathy to ft. Challenge 34 , XP with hand and eye - 35 , Corpus Liquiface recharge 6. If a creature has a skeleton, Vecna attempts to turn its bones to jelly. Hit: the target must Discorporation. Vecna can innately cast the Innate Casting recharge Vecna can use his bonus following spells, requiring no material components: action to innately cast a spell.
At will: All cantrips, divination, illusion, and necromancy spells Meta-magic. Vecna can use a bonus action to double the of 7th level or lower, bane, counterspell, cone of cold, delayed- range of the next spell he casts.
Vecna makes a banishing touch or hand or death or Legendary Resistance. Vecna casts a spell Move. Vecna moves up to half his speed. Vecna regenerates 20 hit points Magic Resistance. Vecna chooses one Undead Caster. Whenever Vecna casts a spell that inflicts creature he knows or can see, and is on the same plane as damage, it deals an extra 27 6d8 cold damage on a him, and attempts to tear its soul from its body. The creature successful hit, or a failed save, included in the attack.
On a failed save the creature drops to 0 hit points. If the creature is still at 0 hit Lord of the Dead. The saving throw. On a failure it dies instantly and its soul is dead humanoid retains its place in the initiative order and ripped from its body and devoured by Vecna. Vecna gains animates at the start of its next turn, provided that its body 10 hit points per CR or level of the creature whose soul was hasn't been completely destroyed.
Constructs and undead are devoured. On a successful save the target is immune to the not affected by this power. The Eye and Hand of Vecna. Vecna normally appears without a hand or eye, both artifacts he controls. Instead he has a spectral hand in place of his own, and a glowing red orb in his right socket. If the eye and hand have been returned to Vecna he can reattach them to his body. He can spend 1 or more charges to cast one of the following spells with a DC circle of death 1 charge , meteor swarm 3 Charges , prismatic wall 2 charges , true polymorph 2 Charges.
A lesser god's attacks and effects ignore the resistances and immunities of creatures CR 15 and below. A lesser god's attacks and effects targeting creatures of CR 25 ignore resistances and treat immunities as resistance condition immunities provide advantage in lieu of immunity , Innate Spellcasting. If an lesser god fails a saving throw, it can choose to succeed instead. Unless an lesser god wishes to be affected, it is immune to spells of 5th level or lower, and it is resistant to and has advantage on all other spells and magical effects.
The blue head can cast the following spells: Damage Immunities acid, cold, fire. Each creature in that line Challenge 30 , XP must make a DC 30 Dexterity saving throw, taking 99 18d10 poison damage on a failed save, or half as much damage on a successful one.
Each creature in that area must make a DC Multiple Heads. The red head can cast the following spells: unconscious. However, she only has one bonus action. Tiamat deals double damage to objects, structures, and huge or larger creatures. Each creature in that area must make Actions a DC 30 Dexterity saving throw, taking 77 14d10 cold Multiattack. Tiamat damage and the target is restrained on a failed save, or half as then makes up to 3 head actions: bite, spell, or breath attack.
The white head can cast the following spells: Claw. Only one legendary action option can be used at a time Frightful Presence. If Tiamat has feet of Tiamat and aware of her must succeed on a DC 29 unspent legendary actions at the end of the round, she may Wisdom saving throw or become frightened for 1 minute. A spend and immediately use her remaining legendary actions. Tiamat can use her tail action. All Heads: Teleport Costs 2 Actions. Tiamat can teleport feet to Bite. Tiamat recharges one of fire, lightning, or poison damage.
Trample Costs 3 Actions. Tiamat can move her speed and Black Dragon Head: enter the space of medium or smaller creatures. Tiamat can Acid Breath Recharge Each creature in that line space. The Damage Resistances acid, fire, necrotic, poison, radiant target must make a DC 32 dexterity saving throw, taking 91 Damage Immunities cold, poison 14d12 bludgeoning damage and 91 14d12 fire damage on a Condition Immunities poisoned failed save and half as much damage on a successful one.
Legendary Actions Challenge 30 , XP Waukeen can take 3 legendary actions, choosing from the options below. She can round, she may spend and immediately use her remaining innately cast the following spells, requiring no material legendary actions. Waukeen regains spent legendary actions components: at the start of her turn.
At will: conjure barrage coins, 4d8 damage , invisibility, Move. Waukeen can move half her speed. Waukeen makes four slam or two cone of coins attacks. Waukeen conjures a whirling affected, she is immune to spells of 6th level or lower and has storm of gold coins that fill the area 5 feet of around her. She advantage on savings throws of all spells and magical effects.
The and Wisdom and Charisma saving throws and checks while cloud last until the start of her next turn. Any creature hostile to she wears the garment. Waukeen uses molten coin Spellcasting. Waukeen is a 18th-level spellcaster. Her strike, even if it has not recharged. Sekolah regains spent legendary actions at the start of its turn. Sekolah moves up to 30 ft. Tail Slap Costs 2 Actions.
Sekolah slaps its tail. Sekolah can then swim Damage Resistances acid, lightning up to half its speed without provoking opportunity attacks. Damage Immunities frightened, poison Charge 3 actions. Sekolah moves up to its speed then makes a Senses darkvision ft. Languages Draconic, Infernal, Sahuagin, telepathy ft. Challenge 28 , XP.
Sekolah can breathe underwater. Blood Frenzy. If Sekolah moves at least 20 feet straight toward a target and then hits with a bite attack on the same turn, the target takes an extra 52 8d12 piercing and slashing damage. Danger Sense. Sekolah can innately cast the following spells, requiring no material components:. All sharks within ft. At the start of his trun, Sekolah can gain advantage on all melee attack rolls during that turn, but attack rolls against it have advantage until the start of his next turn.
Sekolah makes two bite attacks. Grappled targets are also restrained. Feeding Frenzy recharge Sekolah makes a bite attack on all targets within 15 feet of him. Bonus Action Chomp. Sekolah can make a bite a bite attack with advantage against a creature it has grappled.
Aura of Menace. The first time an enemy comes within 60 feet of a hebdomad or starts its turn in that radius, it must make a Wisdom check see individual hebdomad for DC or become frightened of the hebdomad for 1 minute. The enemy may make an additional saving throw whenever it takes damage, ending the effect on a success.
Attack roles against a frightened enemy have advantage. When a hebdomad drops to 0 hit points, its body is destroyed but its essence travels back to its domain, and is unable to take physical form for a time. Celestial Weapons. In addition, when a hebdomad hits with any weapon attack, the weapon does an extra 21 6d6 radiant damage, included in the attack.
Unless an lesser god wishes to be affected, it is immune to spells of 3rd level or lower, and it has advantage on all other spells and magical effects. Turn Undead. In addition, unless the undead is CR 21 or greater, the hebdomad has advantage on the attempt. Actions Celestial Lightning recharge The hebdomad casts a spell and lightning arcs from it to a target within feet.
The bolt continues to jump to additional targets within 80 feet of each previous target, making up to 4 four jumps a total of 5 targets or until there is no target within range. Zaphkiel cast spiritual weapon if Senses truesight ft. Zaphkiel can chose to take Languages All, telepathy ft. The next Challenge 31 , XP time an enemy is hit by spiritual weapon, the enemy takes an equal amount of force damage in addition to the damage Aura of Menace Refer to Hebdomad entry, DC Sacrificing smite requires Banishment.
Refer to Hebdomad entry. If his concentration is broken before he can use Celestial Aura. An evil creature that touches Zaphkiel or hits sacrificing smite, Zaphkiel regains the lost hit points and this him with a melee attack within 5 feet of him takes 28 8d6 ability recharges on a roll of In addition, when he hits with any weapon attack, the weapon does an extra 28 8d6 radiant damage, Zaphkiel can take 3 legendary actions, choosing from the included in the attack.
If Innate Spellcasting. Zaphkiel can innately cast the legendary actions. Zaphkiel regains spent legendary actions at following spells, requiring no components: the start of its turn. At will: spiritual weapon 8th level , tidal wave Cast a Spell. Zaphkiel casts a spell. Sudden Freeze. If Zaphkiel sacrifices any of his hit points spells, he can freeze the water involved. This ends the spell, for word of love or sacrificing smite, his summon ability but leaves anyone who was effected by the spell takes 21 recharges.
If Zaphkiel takes slashing or piercing damage, he disadvantage on this check ; for every 15 points of fire or can make two sunbeam attacks as a single legendary action thunder damage inflicted on the ice, one restrained target is until the start of his next turn.
Targets are subject to the water and the word Turn Undead. Water and the Word. Treat any water including fog, rain, and Ray of Soothing Costs 2 Actions. Zaphkiel uses his ray of ice used by Zaphkiel in a spell or ability as holy water.
Fiends soothing action. Zaphkiel makes four ray of suffering or holy touch attacks. Holy Touch. Hit: 36 8d8 psychic damage plus 28 8d6 radiant damage. Ray of Suffering. Zaphkiel generates a ray of psychic torment. Hit: 66 12d10 psychic damage. Ray of Soothing. Zaphkiel chooses on creature he can see within 60 feet of him. Armor Class 27 Buttress. He Speed 60 ft, fly cannot reshape a repaired wall.
Sealtiel regains spent legendary actions at the start of Conditional Immunities charmed, frightened; refer to its turn. Hebdomad entry Senses truesight ft. Sealtiel casts a spell. Languages All, telepathy ft. Sealtiel generates a beam of energy in a foot Challenge 30 , XP line that is 5 feet wide. Each creature that is in the line must make a DC 29 constitution savings throw, taking 54 12d8 Aura of Menace.
Refer to Hebdomad entry, DC Undead and oozes have disadvantage on the Banishment. Bastion of Faith. Each creature in the cone him. The jewels return to Jovar 1 round after the storm. In addition, Word of Faith Costs 2 Actions. Sealtiel can innately cast the next turn.
A lawfully good creature attuned to it can use their bonus action to cast spell devastating smite once per long rest. Devastating smite lasts for 1 minute after casting and takes concentration. Raziel makes three second mercy attacks. Large celestial hebdomad , lawful good Second Mercy. Penance Gaze. Raziel causes one creature he can Challenge 29 , XP see to be engulfed in flames no damage. This removes one condition and ends any curse affecting them as though Aura of Menace. If the target has a lawful good alignment, the flame can remove two conditions.
Legendary Actions Censure of Heaven. If a creature that is targeted by an attack Raziel can take 3 legendary actions, choosing from the options from Raziel is vulnerable or less resistant to radiant damage below.
If Raziel has cause fire damage causes radiant damage instead. In addition, spend and immediately use his remaining legendary actions. Raziel can innately cast the following spells, requiring no material components: Sunbeam. Raziel generates a beam of energy in a foot line that is 5 feet wide. Each creature in the beam must make At will: calm emotion, searing smite no concentration, a DC 26 Constitution saving throw, taking 54 12d8 radiant included in the attack damage on a failed save and half as much on a success.
Raziel makes a second mercy attack. Raziel uses penance gaze. Raziel casts a spell. Word of Hope Costs 2 Actions. Raziel and all of his allies within feet have advantage on their next attack. Second Mercy. A lawfully good creature attuned to it can use their bonus action to cast spell imprisoning smite once per long rest.
Imprisoning smite requires concentration, and can be used for 1 minute after being activated. This also acts as a 9th level dispel magic on magic jar. If Conditional Immunities paralyzed, refer to Hebdomad entry Domiel has unspent legendary actions at the end of the round, Senses truesight ft. Domiel regains spent legendary actions at the start of Challenge 28 , XP its turn.
Cast a Spell. Domiel casts a spell. Make an Attack. Domiel makes a release from darkness Avenger of Innocence. If Domiel has advantage against an attack.
Domiel generates a beam of energy in a foot line that is 5 feet wide. Each creature that is in the line must Banishment. Undead and oozes have disadvantage on Innate Spellcasting.
In addition, the saving throw. Release from Darkness. A lawfully good creature attuned to it can use their bonus action to cast the spell purifying smite once per long rest. Purifying smite requires concentration, and can be used for 1 minute after being activated.
Domiel and makes four release from darkness attacks. Pistis Sophia casts a spell. Pistis Sophia makes a single Conditional Immunities frightened, poisoned; refer to staggering strike attack. In addition to the normal effects of the Hebdomad entry attack, the target takes 17 5d6 thunder damage and 17 5d6 Senses truesight ft. Pistis Sophia generates a beam of energy in a Challenge 28 , XP foot line that is 5 feet wide.
Each creature that is in the line must make a DC 19 constitution savings throw, taking 54 12d8 radiant damage on a failed save and half as much on a Aura of Menace Refer to Hebdomad entry, DC Pistis Sophia makes four staggering strike attacks. Staggering Strike. On a failed save, the target has disadvantage on all attacks and ability checks and cannot use reactions until the end of its next turn. All allies within 50 feet of Pistis Sophia are affected by a freedom of movement spell for 1 hour.
Pistis Sophia and any lawfully good ally in the range is also affected by feather fall for 1 minute. Bachiel makes three joyful noise attacks. Armor Class 23 Joyful Noise. Damage Immunities radiant; refer to Hebdomad entry Conditional Immunities deafened, frightened; refer to Legendary Actions Hebdomad entry Bachiel can take 3 legendary actions, choosing from the Senses truesight ft.
If Challenge 27 , XP Bachiel has unspent legendary actions at the end of the round, he may spend and immediately use his remaining legendary actions. Bachiel regains spent legendary actions at the start of Aura of Menace. Bachiel casts a spell. Cutting Word.
Anywhere on Mount Celestia, any creature is not already and makes a joyful noise attack. Bachiel generates a beam of energy in a foot attack made by Bachiel. Any nonlawfully good creature that Bachiel banished radiant damage on a failed save and half as much on a from Mount Celestia that returns and is banished again is sent successful save.
Undead and oozes have disadvantage on the to Carcini instead of its home plane or a demiplane. Trumpet of Celestia. Bachiel changes Joyful Noise into a Innate Spellcasting. In addition, horn of blasting if it is not already and makes an attack with it. Bachiel can innately cast the Constitution saving throw, taking 21 6d6 thunder damage and following spells, requiring no material components: be deafened for 1 minute on a failure, and half as much damage on a success.
A lawfully good creature attuned to it can use their bonus action to change it to a horn of blasting or back to a sword, there is no chance of explosion or cast the spell storm smite once per long rest. Storm smite lasts for 1 minute after casting and takes concentration. If Erathaol casts insect plague, the ability is recharged, but he Armor Class 23 can only summon lantern archons.
Damage Resistances: cold; refer to Hebdomad entry Legendary Actions Damage Immunities radiant; refer to Hebdomad entry Erathaol can take 3 legendary actions, choosing from the Conditional Immunities blinded, frightened; refer to options below. If Senses truesight ft. Erathaol regains spent legendary actions at the start of its turn. Erathaol generates a beam of energy in a foot line that is 5 feet wide. Each creature that is in the line must Celestial Weapons. Erathaol can innately cast the saving throw.
Erathaol casts a spell. Erathaol causes one noncelestial creature At will: blinding smite no concentration, included in attack , with intelligence 6 or higher he can see. That creature receives guiding bolt 8th level a vision of its life if it had a lawfully good alignment.
A lawfully good creature attuned to it can use. Encased creatures can attempt a DC 27 strength check to break free early each round, but can take no other action. Immobilizing smite lasts for 1 minute after casting and takes concentration. Erathaol cannot be surprised. When a member of the Court drops to 0 hit points, its body is destroyed but its essence travels back to its domain, and is unable to take physical form for a time.
If a Court member fails a saving throw, it can choose to succeed instead. Unless a Court member wishes to be affected, it is immune to spells of 3rd level or lower, and it has advantage on all other spells and magical effects. Song of Rest. The Court member can use the bard song of rest ability at 17th level. Turn the Faithless. A Court member speaks a word of power and any fiends and fey within feet of it must make a Wisdom saving throw.
On a failed save the creature is turned for 1 minute or until it takes damage. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. Anything that can see Morwel must make a pattern of light. Morwel prefers to appear as an elf or half-elf when DC 30 wisdom check or be affected as if they were under the effects dealing with mortals. Regardless of form, unless she choses of the hypnotic pattern spell. Anything that makes the check is otherwise, her beauty is captivating.
Morwel can chose to suppress or restore this ability without using an action. Morwel makes four triumphant dawn attacks. Triumphant Dawn elf form only. Chaotic good allies also gain the benefits Damage Resistances refer to Court of Stars entry of a remove curse spell when they first hear her and cannot be cursed Damage Immunities refer to Court of Stars entry including by exotic curses like vampirism while they hear her sing.
Conditional Immunities refer to Court of Stars entry, grappled, Morwel can maintain the song using her action each round.
Change Appearance. Morwel can change her appearance to look Challenge 31 , XP like an elf or half elf, including specific elf or half elf if she has seen them. This does not change her statistics or give her any additional abilities. She maintains this appearance until she decides to change Banishment. Anyone using true sight Infusion.
Any weapon that Morwel wields is considered magical for will see her true appearance. In addition, she Ball of Light. Morwel changes into a blazing ball of light. In this infuses the weapon with energy that causes it to do an extra 14 3d8 form, she can use the prismatic spray spell as though the ball was radiant damage included in attack.
She takes 5 1d10 force damage if she ends included in the attack. A chaotically good creature attuned to it can her movement inside a creature or object. You can use Morwel can take 3 legendary actions, choosing from the options your action to have one of the balls attack an enemy within below. If Morwel has unspent feet of you. The enemy takes 14 4d6 radiant damage legendary actions at the end of the round, he may spend and on a failed dexterity saving throw and half that on a successful one immediately use his remaining legendary actions.
Morwel regains spent legendary actions at the start of its turn. Cast a spell. Morwel casts a spell. She can choose to attack a creature balls used in its construction. You can chose to break apart dexterity saving throw to avoid. If she hits, the creature takes the constellation with no loss of balls as an action, bonus 28 8d6 fire damage and Morwel transforms back to the form she had action, or legendary action if you have that type of action. Morwel Innate Spellcasting. Refer to Court of Stars entry.
Morwel can move her speed and makes a spells. Magic Resistance. Faerinaal prefers to appear as an elf or half-elf when dealing body, 7th level , investiture of stone with mortals. Faerinaal makes four fortuitous moon attacks or 2 dream ray attacks. Chaotic good allies can also use their bonus action to cast compelled duel while they hear him singing.
Faerinaal can maintain the song using his action each Banishment. Any weapon that Faerinaal wields is considered magical for purposes of overcoming resistances and immunities. In addition, she Bonus Actions infuses the weapon with energy that causes it to do an extra 14 3d8 Change Appearance. Faerinaal can change his appearance to look psychic damage included in attack. This does not change his statistics or give him any additional Fortuitous Moon.
He maintains this appearance until he decides to change it, in the attack. A chaotically good creature attuned to it can use their or he is killed or knocked unconscious. Anyone using true sight will bonus action to cast spell investiture of the moon once per long rest. Until the spell ends, you gain the following benefits: Ball of Light. Faerinaal changes into a small faint ball of light. He takes 5 1d10 force damage if he ends his darkness. If Faerinaal has unspent antipathy or sympathy on yourself.
Faerinaal regains and 20 feet tall. The cylinder moves with you. The first time a creature enters Attack. Faerinaal makes a fortuitous moon attack or casts a spell. Faerinaal transforms into a large swarm of tiny winged radiant damage on a failed save and half of that on a successful fey-like celestials. He can move 30 feet and attack 1 enemy, who must one. Shapechangers make the save at disadvantage, and if they make a DC 20 constitution saving throw.
If Faerinaal has insect plague active, the save is made with disadvantage. Gwynharwyf makes four storm cutter attacks. Gwynharwyf prefers to appear as an female elf or half-elf barbarian Storm Cutter elf form only. Gwynharwyf can Damage Immunities refer to Court of Stars entry maintain the song using her action each round. Conditional Immunities refer to Court of Stars entry, grappled, paralyzed, prone, restrained whirlwind and lightning bolt forms Bonus Actions Senses truesight ft.
Gwynharwyf can change her appearance to Languages All, telepathy ft. She maintains this appearance until she decides to change it, or she is killed or knocked unconscious.
Anyone using Banishment. Any weapon that Gwynharwyf wields is considered magical Whirlwind. Gwynharwyf changes into a medium whirlwind.
In this for purposes of overcoming resistances and immunities. Storm Cutter. A chaotically good creature attuned to it can use their bonus Gwynharwyf can take 3 legendary actions, choosing from the options action to cast spell investiture of the storm once per long rest. The below.
If Gwynharwyf has unspent the spell is in effect, lightning races across your body casting bright legendary actions at the end of the round, he may spend and light for 30 feet and dim light for an additional 30 feet. This lightning immediately use his remaining legendary actions.
Gwynharwyf does not harm you. Until the spell ends, you gain the following regains spent legendary actions at the start of its turn. Gwynharwyf makes a storm cutter attack or casts a spell. Gwynharwyf transforms into a lightning thunder damage. Gwynharwyf does not trigger opportunity attacks while in Each creature in the line must make a dexterity savings throw.
A lightning bolt form. Gwynharwyf transforms into a whirlwind and makes an throw or half that on a successful one.
When a Companion drops to 0 hit points, its body is destroyed but its essence travels back to its domain, and is unable to take physical form for a time.
They make the figures look more like elves. The sleepers tend to snooze through any Creatures: This chamber is home to twenty-three disturbance except other hobgoblins shouting for help. A few barrels of hardtack, a crate of dried ons. Once armed, the sleepers tend to use the tactics fruit, and several casks of ale and wine round out the described below. The three hobgoblins that are awake lose no time Area 4b: Well responding to an intruder in this area. They form a This area features a stone-lined shaft about feet battle line, and one of them orders one slave to area 6, deep.
Very cold water fills the shaft to a height of 30 one to area 7, and the third to area 8 a free action. A big wooden bucket is attached to a ring on the Then the warriors hurl javelins at whichever targets west wall with an foot rope. The slaves use this they think they have they best chance of hitting. They assembly to draw water from the well.
Their general strategy is This alcove contains a crude forge built out of rocks to eliminate weaker foes first. If they have difficulty collected from the surface. A pile of charcoal, a big, flat hurting a foe, they either switch to easier targets or use stone that serves as an anvil, and two stone troughs full the aid another action to improve their attack bonuses.
The slaves obey their orders with alacrity because Hooks on the walls hold a couple of bellows, plus some they know the price of disobedience only too well. See hammers and a few sets of tongs. A barrel next to the forge holds miscellaneous bits Development: The hobgoblins here react quickly of steel and iron—mostly old horseshoes, nails, and if one of their comrades brings a warning.
They imme- pieces of chain, but also arrowheads, notched axe diately wake their companions and send their slaves off blades, bent daggers, broken swords, and smashed hel- to areas 6,7, and 8, as described in the Tactics section.
The symbol is worth 10 gp as is, or 25 gp Fighting in area 1 or 2 draws the attention of the if cleaned up and repaired. Once they notice The hobgoblin adept from area 7 occasionally plies something amiss, they react as noted above. An airshaft about 6 inches wide tions for those areas.
It also brings the sergeant from leads from above the forge directly to the surface. The south door to this chamber is barred from the Treasure: A small bag or box of valuables is south side, but not locked.
The container The hobgoblins keep a pair of dire apes in this room. Read or paraphrase the following when the characters If the PCs search all the beds, they can collect the fol- enter.
By the light of a single touch set in the north wall, two gaunt, dice with gold and amber pips worth 8 gp each , 2 feral apes, both well equipped with claws and silver cups worth 12 gp each, 3 gold armbands worth teeth, are visible.
In the northeast corner beyond 25 gp each , and a serpentine statuette of an erinyes the apes stands a massive-looking wooden ladder. Its top is out of sight in a vertical shaft that is easily wide enough to accommodate the apes. They bare their bloodstained teeth and stone. The hobgoblins keep their food and drink here. About half the parchments are feet to a dead end. Three feet of packed earth separate blank; the rest contain notes that form a sort of per- the end of the shaft from the surface.
The hobgoblins sonal journal see the Creatures section, below, for created this feature to serve as an emergency exit for details. With about 1 minute of digging, a charac- In a niche in the north wall is a pile of humanoid ter working with a shovel or a sword can clear away the skulls mostly human and elf. Set into the wall above dirt and open a path to the surface.
An artful combination of black and red torch, set here to give the apes some light. It can easily enamel makes the blades appear to be dripping blood. The axe is the symbol of the deity Maglubiyet, patron Creatures: As noted above, this chamber serves as of goblins and hobgoblins. Though useless as a tool or the lair of two dire apes. He spends most of his time here Tactics: The adept in area 7 has reared and trained considering plans for future raids, composing sermons these apes to serve as fighting creatures.
They attack to deliver to the rest of the outpost, and scribbling in any creature they see, except goblins or hobgoblins. If a his journal in Goblin. He also fills many pages with theolog- one charges in while the other tries to burst through ical musings, and these notes form the basis of his ser- the south door and attack the foe through area 7.
The mons. Most of the missing treasure and of the apes serve as an effective alarm. If Hoortchuc, slaves have been passed on to the local tribal chieftain. Upon arriv- training of the apes in area 6. He also spends a fair 10 bolts, scroll of dispel magic, scroll of cure critical amount of time keeping records and writing reports for wounds, potion of cure moderate wounds, wand of burning his chieftain.
Dex 18, Con 13, Int 10, Wis 12, Cha When informed of trouble, Favored Enemy: Vuroosk has selected elves as a Hoortchuc goes to area 6 and sends the apes to area 4, favored enemy.
Listen, Sense Motive, Spot, and Survival checks when Once the trio reaches area 4, all three attack any ene- using these skills against elves. He gets the same bonus mies they find, using the tactics described in the on weapon damage rolls against elves. Tactics: Vuroosk prefers to fight behind a wall of If the alarm is raised, the goblin sent to summon his own troops, using his bow to harass enemy spell- Hoortchuc to area 4 tags along behind when the adept casters when possible or to help defeat fighter-types takes the apes to fight but slips away to area 10 as soon when necessary.
The sergeant is equally skilled in as possible. Should the goblin find Hoortchuc absent melee combat. Like the warriors in area 4, Vuroosk or dead, she immediately heads for area A neatly kept ledger on the writing desk details cap- Treasure: Vuroosk keeps a locked strongbox tives and loot the hobgoblins have taken.
The ser- under his bed. He has the only key. All the records and a cloak of elvenkind. The gold coins represent here are written in Goblin. He accepts suggestions Development: When foes try to enter the out- from the adept and from his troops, incorporating the post, word of the assault eventually reaches Vuroosk. He sends defeated the hobgoblins, such information does them a few warriors off to delay the attackers but holds back little good. The goblins know nothing about the hob- at least half of his troops for the main battle in area 4.
South of the firepit stand two rows of benches They pretend to be utterly cowed, and they usually made of split logs, and north of it lies a big chopping reply to questions by cringing and whining. Both axe and block are well spattered with bloodstains. The pit covers are pad- The door leading to this room is barred from the out- locked from the top; otherwise, they are just like the side but is not locked.
Creatures: Seven goblin slaves see area 4 for sta- Four 1st-level elf warriors are presently incarcerated tistics live here in squalid conditions, but only four of here. Use the statistics from page in the Monster them are here at any given time, and they are asleep Manual, except that these elves have no equipment and unless the PCs have been very noisy. They are starved nearly to death and mind the filth. The slaves also have their own cooking pit and utensils, If the PCs release these captives, the local elf lord plus a small cache of supplies.
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