Orliss the Goat
Medium Humanoid, Neutral Evil
Armor Class 16 (Chainmail)
Hit Points 45 (6d10+12)
Speed 30
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STR DEX CON INT WIS CHA
18(+4) 10(+0) 14 (+2) 11(+0) 12(+1) 15 (+2)
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Saving Throws: Strength +7, Constitution +5
Skills Athletics +7, Intimidation +5
Damage Resistance fire
Senses passive Perception 14
Languages Common, Draconic
Skills Athletics +7, Intimidation +5
Damage Resistance fire
Senses passive Perception 14
Languages Common, Draconic
Challenge 3 (700 XP)
Combat Leader: Orliss the Goat and his allies have advantage on initiative rolls.
Great Weapon Fighting. When Orliss the Goat rolls a 1 or 2 on a damage die for an attack he makes witha two handed melee weapon, he cana reroll the die and must use the new roll, even if the new roll is a 1 or 2.
Improved Critical. Orliss the Goat's weapon attacks score a critical hit on a 19 or 20.
Actions_______________________________________
Burning Breath Weapon. All creature within 15 foot cone must make a Dex. save (DC 13). A creature takes 3d6 fire damage on a failed save, and half that much on a successful one. He cannot use this ability again until he takes a short or long rest.
Use goblin stats from Dungeon Master's Basic D&D
Area 2-5B
Caustic Spear Trap
With a Perception DC 20 notices the disguised holes in the ceiling. A Perception DC 25 notices the acid burn marks in the area targeted by the trap. A Dexterity check DC 20 will disable the trap. If the trap is triggered it makes the following attack.
Twin Spear. Melee Weapon Attack. +5 to hit., reach 5 ft. Hit: 8 (2d8+3) piercing damage plus 5 acid damage. In addition the target is restrained for 1d4 rounds.
Award 200 XP if the trap is disabled.
With a Perception DC 20 notices the disguised holes in the ceiling. A Perception DC 25 notices the acid burn marks in the area targeted by the trap. A Dexterity check DC 20 will disable the trap. If the trap is triggered it makes the following attack.
Award 200 XP if the trap is disabled.
Area 2-6 Flight of the Slavers
Raiko and Wrix, Gnoll Overseers
Use gnoll stats from Dungeon Master's Basic D&D
Virmoth, Elven Mage
Medium Humanoid, Lawful Evil
Armor Class 12
Hit Points 28 (4d8+8)
Speed 30
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STR DEX CON INT WIS CHA
13(+1) 14(+2) 14 (+2) 19 (+5) 16 (+2) 13 (+1)
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Saving Throws: Int +6, Wis +5
Skills Arcana +6, History +6
Senses dark vision 60 ft., passive Perception 14
Languages Common, Draconic, Elven
Skills Arcana +6, History +6
Senses dark vision 60 ft., passive Perception 14
Languages Common, Draconic, Elven
Challenge 1 (200 XP)
Fey Ancestry: Virmoth has advantage on saving throws against being charmed, and magic can't put him to sleep.
Spellcasting. Virmoth is a 4th level spellcaster that uses Intelligence as his spellcasting ability (spell save DC 15; +7 to hit with spell attacks). Virmoth knows the following spells from the wizard spell list:
- Cantrips (at will): light, mage hand, shocking grasp
- 1st Level (4 slots): charm person, thunderwave
- 2nd Level (3 slots): blur, hold person
Actions_______________________________________
Drazen, Drow Thief
Use spy stats from the Hoard of the Dragon Queen supplement, add the following trait:
Fey Ancestry: Drazen has advantage on saving throws against being charmed, and magic can't put him to sleep.
Innate Casting: Drazen can innately cast the following spells, requiring no components:
- At Will: dancing lights
- 1/day each: faerie fire (save DC 12)
Arrow Trap
With a Perception DC 25, the character notices the small hole on the chest through which the arrow is fired. A Dexterity check DC 20 will disable the trap. If the trap is triggered it makes the following attack.
Arrow. Ramged Weapon Attack. +4 to hit., range 150 ft./600 ft., one target. Hit: 5 (1d8+1) piercing damage.
Award 100 XP if the trap is disabled.
With a Perception DC 25, the character notices the small hole on the chest through which the arrow is fired. A Dexterity check DC 20 will disable the trap. If the trap is triggered it makes the following attack.
Award 100 XP if the trap is disabled.
Hail of Needles Trap
With a Perception DC 20, the character notices the holes in the coffer. A Dexterity check DC 20 will disable the trap. If the trap is triggered it makes the following attack.
Hail of Needles. Ramged Weapon Attack. +4 to hit., range 50 ft./150 ft., 2d4 targest. Hit: 6 (1d4+3) piercing damage.
Award 100 XP if the trap is disabled.
With a Perception DC 20, the character notices the holes in the coffer. A Dexterity check DC 20 will disable the trap. If the trap is triggered it makes the following attack.
Award 100 XP if the trap is disabled.
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