Thursday, August 21, 2014

5E Sellswords of Punjar - Areas 2-1 through 2-5

Area 2-1 - Slave Pens of Punjar

The hobgoblin slavers have disadvantage when attacking characters in pens.

Hobgoblin Slavers
Use hobgoblin stats from Dungeon Master's Basic D&D

Great Desert Ape
Use ape stats from Dungeon Master's Basic D&D

Area 2-3 The Second Seal

When lit, the incense in the censers allow an evil cleric, sorceror, warlock, or wizard to regain a used spell slot.

There are five uses of the incence left.

Area 2-4 Well of Ancients

Shadowstuff Horror
Large Monstrosity, Neutral Evil
Armor Class 18 
Hit Points  57 (6d10+24)
Speed 30
  STR     DEX       CON      INT      WIS    CHA
17(+4)  16(+3)   17(+4)   13(+1)   15(+2)  12 (+1) 
Saving Throws: 
Skills Stealth +10
Condition Immunity diseased, poisoned
Damage Immunity poison 
Damage Vulnerability radiant
Damage Resistance cold, necrotic
Senses darkvision 60 ft,  passive Perception 13
Languages Common, 
Challenge 2 (450 XP)

Telepathy. The shadowstuff horror can communicate with any intelligent creature withing 50 feet via telepathy.

Tendril. Melee Weapon Attack: +5 to hit, reach 15 ft. one target.  Hit: 11 (1D8+3) necrotic damage.

Flailing Burst. Melee Weapon Attack: +5 to hit, reach 15 ft. all enemies.  Hit: 11 (1D8+3) necrotic damage.
Shadow Tendril
Unique, Attuned
Once bonded with the character, the wisp of shadowstuff forms a symbiotic relationship. The players maximum hit points are decreased by 5 in full light (direct or indirect sunlight, within 15 feet of torches and lanterns, or within the effects spells that create light (at the DM's discretion)). When in partial shadow (at night, more than 15 feet from a torch or lantern) the characters max hit points are increased by 10. When the character is in total darkness, the shadowstuff tendril has no effect.  

No comments:

Post a Comment