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Dungeons & Dragons

5th Edition
Age of Worms Adventure Path
Conversion Guide
The Whispering Cairn
Dungeon Issue #124

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Wind Duke Glyphs: Subtract 5 from the Knowledge DC for information known

Whispering Cairn
1. Cowards Rest
Wisdom (Survival) DC 9 to notice wolf tracks.
Intelligence (Knowledge) DC 10 to remember story of girl
Wisdom (Perception) DC 10 to notice whittling shavings
Wisdom (Perception) DC 5 to notice thin hollow tubes
Wisdom (Perception) DC 5 to notice faint green light from the north

2. Transport Alcove
Automatically notice shiny black shards
Intelligence (Investigation) DC 5 to discover runes on frame
Intelligence (Arcane) DC 5 to know the runes signify transportation

3. Collapsed Passage
Nothing

4. Hall of Honor
Nothing

5. Wolf Den
Automatically find backpack
Wisdom (Perception) DC 10 to find carved armband
Wisdom (Perception) DC 15 to find marble finger in rubble

6. Gallery of Seven Lanterns


Nothing

7. False Tomb
Intelligence (Arcane) DC 15 to know the info about personal glyph
Strength (Athletics) DC 10 to shift sarcophagus
Sarcophagus trap: Burning Hands, 3d6 fire damage in a 15 ft. cone, DC 11 Dexterity saving throw for half damage,
Wisdom (Perception) DC 21 to spot, Dexterity DC 21 to disable
Blue: Strength (Athletics) or Dexterity (Acrobatics) DC 10 to climb chain
Wisdom (Medicine) DC 10 to reveal crushed bones
Wisdom (Perception) DC 10 to find pouch
False elevator trap: 2d6 bludgeoning damage, Wisdom (Perception) DC 10 to spot, Dexterity DC 15 to disable

8. Passage of the Face


Wisdom (Perception) DC 10 to notice scratch marks on the floor.
Face in the darkness trap: hypnotic eyes DC 13 Wisdom saving throw or be paralyzed. Save at the end of your turn. DC
14 Strength saving throw to resist wind. DC 20 to spot, Dexterity DC 25 to disable

9. Architects Foyer
Dexterity (Acrobatics) DC 20 to squeeze between arch and slab.
Slab trap: DC 20 Strength (Athletics) check to move slab, DC 13 Constitution saving throw or be poisoned for 1 minute,
save at the end of each turn. Wisdom (Perception) DC 10 to spot, Dexterity DC 15 to disable

10. Passage of Honor


Nothing

11. Passage of Honor


Wisdom (Perception) DC 10 to notice hidden catch.
Wand of Unseen servant. This wand has 3 charges. While holding it, you can expend 1 charge as an action to cast the
unseen servant spell from it. The wand regains 1d3 expended charges daily at dawn.
Wand of shatter. This wand has 7 charges. While holding it, you can use an action to expend 2 or more of its charges to
cast the shatter spell from it. For 2 charges, you cast the 2nd-level version of the spell. You can increase the spell slot
level by one for each additional charge you expend.
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wands last charge, roll a d20. On a 1, the
wand crumbles into ashes and is destroyed.
Goggles of minute seeing = Eyes of minute seeing

12. Living Quarters


Nothing.

13. Workshop
Intelligence (Religion) DC 10 and 15 to recall information about gold symbol on egg.

14. Toilet
Nothing.

15. Laborers Foyer


Nothing.

16. Food Room/The Hive


Wisdom (Perception) DC 10 to notice the bodies.
Intelligence (History) DC 10 to identify symbol.
Wisdom (Perception) DC 10 to notice mummified hand

17. Sleeping Quarters


Nothing.

18. Tool Alcoves


Nothing.

19. Submerged Showers


Nothing.

20. Locker Room with Benches


Nothing.

21. Other Locker Room with Benches


Nothing.

22. Toilet
Nothing.

23. Alastors Haunt


Dexterity (Acrobatics) DC 10 to fight while on iron spheres or fall prone
Hail of Iron Spheres Trap: +4 ranged attack, 1d4 bludgeoning damage, DC 16 Dexterity saving throw or fall off beam
into iron spheres (1d3 bludgeoning damage). Wisdom (Perception) DC 15 to spot, Dexterity DC 15 to disable

24. Chamber of Sighs


Nothing.

25. True Tomb


Nothing.
Intelligence (Arcane) DC 10 to identify spheres of annihilation.
Circlet of Wisdom +2 = Circlet of Wisdom (gains Wisdom of 19)
Tomb Stories
All skill check values at the beginning of this section seem appropriate. Use your judgement to replace them with the
appropriate 5th edition equivalent.

The Feral Dog


All skill check values at the beginning of this section seem appropriate. Use your judgement to replace them with the
appropriate 5th edition equivalent. All NPC stats are included below.

The Old Observatory


1. Landing
Front Doors: Open Lock Dexterity DC 15
Tool closet: Open Lock Dexterity DC 15

2. Watchers in the Dark


Wisdom (Medicine) DC 10 identifies signs of red death

3. Abandoned Office
Strength check DC 10 opens door

4. Cenobitic Chambers
Intelligence (Investigation) DC 15 finds the pouch

5. Feasting Hall
Wisdom (Perception) DC 10 to notice movement

6. Kitchen
Nothing

7. Pantry
Nothing

8. Storage Closet
Nothing
9. Bedchamber
Nothing

10. Closet
Nothing

11. Operating Theater


Wisdom (Medicine) DC 10 identifies signs of red death
Intelligence (Religion) DC 10 to identify spawn of Kyuss worm
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Acid Beetle Swarm


Wolf Mad Slasher Medium swarm of Tiny beasts, Lurking Strangler
Medium beast, unaligned Medium beast, chaotic evil unaligned Small aberration, lawful evil
Armor Class 13 (natural armor) Armor Class 13 Armor Class 13 Armor Class 15
Hit Points 11 (2d8 + 2) Hit Points 31 (4d8+8) Hit Points 28 (8d8 8) Hit Points 12 (2d6 + 2)
Speed 40 ft. Speed 40 ft. Speed 30 ft. Speed 5 ft., fly 20 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
12 (+1) 15 (+2) 12 (+1) 3 (4) 12 (+1) 6 (2) 13(+1) 17(+3) 15(+2) 6(-2) 10(+0) 6(-2) 13 (+1) 16 (+3) 9 (1) 1 (5) 7 (2) 2 (4) 5 ( 3) 19 (+5) 13 (+1) 4 (-3) 10 (+0) 10 (+0)
Skills Perception +3, Stealth +4 Skills Survival +2 Damage Resistances bludgeoning, piercing, Skills Stealth +7, Perception +2
Senses passive Perception 13 Senses darkvision 60 ft., passive Perception slashing Senses darkvision 60 ft., passive Perception
Languages 10 Condition Immunities charmed, frightened, 12
Challenge 1/4 (50 XP) Languages - grappled, paralyzed, petrified, prone, Languages understands Common and
Challenge 2 (450 XP) restrained, stunned Beholder
Keen Hearing and Smell. The wolf has Senses tremorsense 30 ft., darkvision 60 ft., Challenge 2 (450 XP)
advantage on Wisdom (Perception) checks Actions passive Perception 8
that rely on hearing or smell. Multiattack. The mad slasher makes two Languages All Around Vision. Gains advantage on all
claw attacks. Challenge 1 (200 XP) Wisdom (Perception) checks.
Pack Tactics. The wolf has advantage on
attack rolls against a creature if at least one Claw. Melee Weapon Attack: +3 to hit, Swarm. The swarm can occupy another Actions
of the wolfs allies is within 5 feet of the reach 5 ft., one creature. Hit: 5 (1d8 + 1) creatures space and vice versa, and the Lash. Melee Weapon Attack: +7 to hit, reach
creature and the ally isnt incapacitated. slashing damage. swarm can move through any opening large 5 ft., one target. Hit: 1 (1d4 - 3) slashing
enough for a Tiny beetle. The swarm cant damage, and target is grappled (escape DC
Actions regain hit points or gain temporary hit points. 7).
Bite. Melee Weapon Attack: +4 to hit, reach
5 ft., one target. Hit: 7 (2d4 + 2) piercing Fear eye ray. Ranged Weapon Attack: +7 to
damage. If the target is a creature, it must Actions hit, range 30/60 ft., one target. Hit: Target
succeed on a DC 11 Strength saving throw or Bites. Melee Weapon Attack: +5 to hit, reach must make a DC 10 Wisdom saving throw or
be knocked prone. 0 ft., one creature in the swarms space. Hit: become frightened
14 (4d6) piercing damage plus 1d6 acid
damage, or 7 (2d6) piercing damage plus Sleep eye ray. Ranged Weapon Attack: +7
1d3 acid damage if the swarm has half of its to hit, range 30/60 ft., one target. Hit: Target
hit points or fewer. must make a DC 10 Charisma saving throw
or fall asleep per the sleep spell.

Bonus Actions
Choke. Deal 1d6 bludgeoning damage to a
grappled target
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Giant Bombardier
Elemental, Earth Beetle Guardian of the Vail Elemental, Water
Small elemental, neutral Medium beast, neutral Medium construct, unaligned Small elemental, neutral
Armor Class 15 (natural) Armor Class 14 (natural) Armor Class 13 (natural armor) Armor Class 14 (natural armor)
Hit Points 23 (3d6 + 9) Hit Points 24 (3d8 + 6) Hit Points 38 (5d8 + 10) Hit Points 20 (3d6 + 6)
Speed 30 ft., burrow 30 ft. Speed 30 ft. Speed 30 ft. Speed 30 ft., swim 50 ft.
STR DEX CON INT WIS CHA CON DEX CON INT WIS CHA STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16(+3) 10(+0) 16(+3) 5(-3) 10(+0) 5(-3) 13(+1) 10(+0) 14(+2) 5(-3) 10(+0) 9(-1) 14(+2) 12(+1) 14(+2) 1(-5) 3(-4) 1(-5) 14(+2) 14(+2) 14(+2) 5(-3) 10(+0) 8(-1)
Damage Vulnerability thunder Senses darkvision 60 ft., passive Perception Damage Immunities Poison, psychic Damage Immunities poison
Damage Immunities poison 10 Condition Immunities blinded, charmed, Condition Immunities exhaustion, grappled,
Condition Immunities exhaustion, Languages - deafened, frightened, paralyzed, petrified, paralyzed, petrified, poisoned, prone,
paralyzed, petrified, poisoned, unconscious Challenge 2 (450 XP) poisoned restrained, unconscious
Senses darkvision 60ft., tremorsense 60 ft., Senses blindsight 60ft. (blind beyond this Senses darkvision 60ft., passive Perception
passive Perception 10 Actions radius), passive perception 6 10
Languages Terran Bite. Melee Weapon Attack: +3 to hit, reach Languages - Languages Aquan
Challenge 1 (200 XP) 5 ft., one target. Hit: 4 (1d6+1) piercing Challenge 1/2 (100 XP) Challenge 1 (200 XP)
damage plus 2 (1d4) acid damage
Earth Glide. The elemental can burrow Antimagic Susceptibility The animated Water Form. The elemental can enter a
through nonmagical, unworked earth and Acid Spray (Recharge 6). The beetle object is incapacitated while in the area of an hostile creatures space and stop there. It
stone. While doing so, the elemental doesnt exhales acid in a 15 ft. cone. Each creature antimagic field. If targeted by dispel magic, can move through a space as narrow as 1
disturb the material it moves through. in that area must make a DC 12 Dexterity the object must succeed on a Constitution inch wide without squeezing.
saving throw, taking 6 (2d6) acid damage. saving throw against the casters spell save
Actions DC or fall unconscious for 1 minute. Freeze. If the elemental takes cold damage,
Slam. Melee Weapon Attack: +4 to hit, reach it partially freezes; its speed is reduced by 20
5ft., one target. Hit: 6 (1d8 + 2) bludgeoning False Appearance. While the object remains feet until the end of its next turn.
damage motionless, it is indistinguishable from a
normal object of its type. Actions
Slam. Melee Weapon Attack: +4 to hit, reach
Actions 5ft., one target. Hit: 5 (1d6 + 2) bludgeoning
Multiattack. The object makes two melee damage.
attacks.

Slam. Melee Weapon Attack: +4 to hit, reach


5ft., one target. Hit: 5 (1d6+2) bludgeoning
damage
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Ghoul Ghost (Alaster Land) Wind Warrior Owlbear (Injured)


Medium undead, chaotic evil Medium undead, any alignment Medium elemental, neutral Large monstrosity, unaligned
Armor Class 12 Armor Class 11 Armor Class 15 (natural armor) Armor Class 13 (natural armor)
Hit Points 22 (5d8) Hit Points 45 (10d8) Hit Points 45 (6d8 + 12) Hit Points 22 of 59 (7d10 + 21)
Speed 30 ft. Speed 0 ft., fly 40 ft. (hover) Speed 40 ft., fly 80 ft. Speed 40 ft.
STR DEX DEX INT WIS CHA CON DEX CON INT WIS CHA STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
13 (+1) 15 (+2) 13 (+1) 7 (2) 10 (+0) 6 (2) 17 (+3) 13 (+1) 10 (+0) 10 (+0) 12 (+1) 17 (+3) 16(+3) 20(+5) 14(+2) 8(-1) 11 (+0) 11 (+0) 20 (+5) 12 (+1) 17 (+3) 3 (4) 12 (+1) 7 (2)
Saves Dex +7 Skills Perception +3
Damage Resistances acid, fire, lightning, thunder;
Damage Immunities poison bludgeoning, piercing, and slashing from nonmagical attacks Skills Acrobatics +7 Senses darkvision 60 ft., passive Perception
Condition Immunities charmed, exhaustion, Damage Immunities cold, necrotic, poison Damage Resistances lightning, thunder; 13
poisoned Condition Immunities charmed, exhaustion, frightened, bludgeoning, piercing, and slashing from Languages
grappled, paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 60 ft., passive Perception Senses darkvision 60 ft., passive Perception 11 nonmagical attacks Challenge 3 (700 XP)
10 Languages any languages it knew in life Damage Immunities poison
Languages Common Challenge 4 (1,100 XP) Condition Immunities exhaustion, grappled, Keen Sight and Smell. The owlbear has
Challenge 1 (200 XP) Ethereal Sight. The ghost can see 60 feet into the Ethereal paralyzed, petrified, poisoned, prone, advantage on Wisdom (Perception) checks
Plane when it is on the Material Plane, and vice versa. restrained, unconscious that rely on sight or smell.
Actions Incorporeal Movement. The ghost can move through other Senses darkvision 60ft., passive perception
creatures and objects as if they were difficult terrain. It takes
Bite. Melee Weapon Attack: +2 to hit, reach 5 (1d10) force damage if it ends its turn inside an object. 10 Actions
5 ft., one creature. Hit: 9 (2d6 + 2) piercing Actions Languages understand Auran Multiattack. The owlbear makes two attacks:
damage. Withering Touch. Melee Weapon Attack: +5 to hit, reach 5 Challenge 4 (1,100 XP) one with its beak and one with its claws.
ft., one target. Hit: 17 (4d6 + 3) necrotic damage.
Etherealness. The ghost enters the Ethereal Plane from the
Claws. Melee Weapon Attack: +4 to hit, Material Plane, or vice versa. It is visible on the Material Body Suffusion. A wind warriors spirit Beak. Melee Weapon Attack: +7 to hit, reach
reach 5 ft., one target. Hit: 7 (2d4 + 2) Plane while it is in the Border Ethereal, and vice versa, yet it keeps its body together. If disarmed, its 5 ft., one creature. Hit: 10 (1d10 + 5) piercing
cant affect or be affected by anything on the other plane.
slashing damage. If the target is a creature Horrifying Visage. Each non-undead creature within 60
weapons crumbles to dust. At any time damage.
other than an elf or undead, it must succeed feet of the ghost that can see it must succeed on a DC 13 thereafter it may generate a replacement
on a DC 10 Constitution saving throw or be Wisdom saving throw or be frightened for 1 minute. If the weapon as a bonus action Claws. Melee Weapon Attack: +7 to hit,
save fails by 5 or more, the target also ages 1d4 10 years.
paralyzed for 1 minute. The target can repeat A frightened target can repeat the saving throw at the end of
reach 5 ft., one target. Hit: 14 (2d8 + 5)
the saving throw at the end of each of its each of its turns, ending the frightened condition on itself on Actions slashing damage.
turns, ending the effect on itself on a a success. If a targets saving throw is successful or the Longsword. Melee Weapon Attack: +5 to hit,
effect ends for it, the target is immune to this ghosts
success. Horrifying Visage for the next 24 hours. The aging effect can
reach 5 ft., one target. Hit: 7 (1d8 + 3)
be reversed with a greater restoration spell, but only within slashing damage.
24 hours of it occurring.
Possession (Recharge 6). One humanoid that the ghost
can see within 5 feet of it must succeed on a DC 13
Sonic Blast. The wind warrior clangs its
Charisma saving throw or be possessed by the ghost; the longswords together to produce a thunderous
ghost then disappears, and the target is incapacitated and blast in a 20 ft. line 5 ft. wide. Each creature
loses control of its body. The ghost now controls the body
but doesnt deprive the target of awareness. The ghost cant in that area must make a DC 12 Dexterity
be targeted by any attack, spell, or other effect, except ones saving throw, taking 6 (2d6) thunder damage
that turn undead, and it retains its alignment, Intelligence, and be deafened. A successful save deals
Wisdom, Charisma, and immunity to being charmed and
frightened. It otherwise uses the possessed targets
half damage and negates the deafness.
statistics, but doesnt gain access to the targets knowledge,
class features, or proficiencies. Bonus Actions
The possession lasts until the body drops to 0 hit points,
the ghost ends it as a bonus action, or the ghost is turned or Longsword. Melee Weapon Attack: +5 to hit,
forced out by an effect like the dispel evil and good spell. reach 5 ft., one target. Hit: 7 (1d8 + 3)
When the possession ends, the ghost reappears in an slashing damage.
unoccupied space within 5 feet of the body. The target is
immune to this ghosts Possession for 24 hours after
succeeding on the saving throw or after the possession
ends.
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Merovinn Bask (Wiz 2)


Kullen (Bar 3) Rastophan (Rng 2) Todrik (Ftr 2) Medium humanoid (human) neutral evil
Medium humanoid (orc), neutral evil Medium humanoid (human) neutral Medium humanoid (human), neutral evil Armor Class 12 (15 with mage
Armor Class 13 (14 with potion) Armor Class 15 (+1 chain shirt) Armor Class 15 (scale) armor)
Hit Points 32 (3d12 + 6) Hit Points 20 (2d10 + 4) Hit Points 20 (2d10 + 4) Hit Points 12 (2d6 + 2)
Speed 30 ft. Speed 30 ft. Speed 30 ft., fly 30 ft. Speed 20 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) 8(-1) 8(-1) 10(+0) 15(+2) 13(+1) 14(+2) 8(-1) 12(+1) 10(+0) 15(+2) 12(+1) 14(+2) 13(+1) 10(+0) 8(-1) 8(-1) 14(+2) 12(+1) 15(+2) 10(+0) 13(+1)
Saves Str +5, Con +4 Saves Str +4, Dex +3 Saves Str +4, Con +4 Saves Int +4, Wis +2
Skills Athletics +5, Intimidation +4 Skills Animal handling +3, Perception +3, Skills Athletics +4, Perception +2 Skills Arcana +4, Investigation +4
Senses darkvision 60 ft., passive perception Survival +3 Senses passive perception 12 Senses passive perception 10
9 Senses passive perception 13 Languages Common, Orc Languages Common, Orc, Draconic
Languages Common, Orc Languages Common Challenge 1 (200 XP) Challenge 1 (200 XP)
Challenge 2 (450 XP) Challenge 1 (200 XP)
Great Weapon Fighting. Reroll 1 or 2 on Spellcasting. Spellcasting ability is
Rage (3/day). Advantage on Str checks and Favored Enemy (humans). damage dice. Intelligence (spell save DC 12, +4 attack).
saves, +2 rage bonus damage, resistance to Natural Explorer (forests). Action Surge (1/day) Has the following spells prepared:
bludgeoning, piercing and slashing damage. Fighting Style (two weapon fighting). Cantrips (at will): acid splash, light, ray of
Actions frost
Reckless Attack. Advantage on attack but Spellcasting. Spellcasting ability is Wisdom Halberd. Melee Weapon Attack: +4 to hit, 1st level (3): charm person, color spray,
attacks against you are at advantage. (spell save DC 11, +3 attack). Has the reach 10ft., one target. Hit: 7 (1d10 + 2) detect magic, sleep
following spells prepared: slashing damage
Danger Sense. Advantage on Dexterity 1st level (2): detect magic, longstrider Actions
saving throws against effects you cant see. Bonus Actions (when raging) Dagger. Melee Weapon Attack: +1 to hit,
Actions Second Wind. Heal 1d10 + 2 hit points reach 10ft., one target. Hit: 2 (1d4 - 1)
Relentless Endurance. When reduced to 0 Longsword. Melee Weapon Attack: +4 to hit, slashing damage
hit points but not killed outright, you can drop reach 5ft., one target. Hit: 6 (1d8 + 2) Possessions
to 1 hit point instead. slashing damage 41 gp, potion of healing, potion of shield of Light Crossbow. Ranged Weapon Attack:
faith, cloak of resistance (fire) +4 to hit, range 30/120 ft., one target. Hit: 6
Savage Attacks. When you score critical Bonus Actions (when raging) (1d6 + 2) piercing damage
with melee weapon, role one of the weapons Short Sword. Melee Weapon Attack: +4 to
dice damage one additional time. hit, reach 5ft., one target. Hit: 5 (1d6 + 2) Hypnotic Gaze (1/day). Range 5 ft. DC 12
slashing damage Wisdom saving throw or target is charmed
Actions until the end of your next turn.
+1 Greataxe. Melee Weapon Attack: +6 to Possessions
hit, reach 5ft., one target. Hit: 10 (1d12 + 4) 7 gp, potion of greater healing Possessions
slashing damage 2 gp, potion of healing, brooch of shielding,
scroll of mage armor
Bonus Actions (when raging)
+1 Greataxe. Melee Weapon Attack: +6 to
hit, reach 5ft., one target. Hit: 10 (1d12 + 4)
slashing damage

Possessions
3 gp, potion of mage armor, potion of cure
wounds, potion of jump
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Filge, Deranged
Necromancer (Wiz 3)
Tomb Mote Skeleton Zombie Medium humanoid (human), n. evil
Tiny undead, chaotic evil Medium undead, lawful evil Medium undead, neutral evil Armor Class 13 (15 with mage
Armor Class 13 Armor Class 13 (armor scraps) Armor Class 8 armor)
Hit Points 16 (3d4 + 6) Hit Points 13 (2d8 + 4) Hit Points 22 (3d8 + 9) Hit Points 20 (3d6 + 6)
Speed 20 ft., swim 20 ft. Speed 30 ft. Speed 20 ft. Speed 30 ft.
STR DEX DEX DEX DEX CHA STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
8(-1) 17(+3) 14 (+2) 14 (+2) 6 (2) 14(+2) 10 (+0) 14 (+2) 15 (+2) 6 (2) 8 (1) 5 (3) 13 (+1) 6 (2) 16 (+3) 3 (4) 6 (2) 5 (3) 8(-1) 14 (+2) 13(+1) 15 (+2) 12 (+1) 10 (+0)
Damage Immunities poison Damage Vulnerabilities bludgeoning Saving Throws Wis +0 Saves Int +4, Wis +3
Condition Immunities charmed, exhaustion, Damage Immunities poison Damage Immunities poison Skills Arcana +4, Religion +4
poisoned Condition Immunities exhaustion, poisoned Condition Immunities poisoned Senses passive perception 11
Senses darkvision 60ft., passive perception Senses darkvision 60 ft., passive Perception Senses darkvision 60 ft., passive Perception Languages Common, Elvish, Abyssal
12 9 8 Challenge 2 (200 XP)
Languages Understands common and Languages understands all languages it Languages understands the languages it
abyssal knew in life but cant speak knew in life but cant speak Spellcasting. Spellcasting ability is
Challenge 1 (200 XP) Challenge 1/4 (50 XP) Challenge 1/4 (50 XP) Intelligence (spell save DC 12, +4 attack).
Has the following spells prepared:
Disease. Creature struck by a tome motes Actions Undead Fortitude. If damage reduces the Cantrips (at will): chill touch, ray of frost,
bite attack must make a DC 12 Constitution Shortsword. Melee Weapon Attack: +4 to zombie to 0 hit points, it must make a shocking grasp, true strike
saving throw or be infected with corpse bloat. hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) Constitution saving throw with a DC of 5 + 1st level (4): false life, mage armor, magic
The skin of a diseased victim turns a hue of piercing damage. the damage taken, unless the damage is missile
green, bloats and is warm to the touch. radiant or from a critical hit. On a success, 2nd level (2): ray of enfeeblement, hold
Incubation time is 1d3 days and deals 1d6 Shortbow. Ranged Weapon Attack: +4 to hit, the zombie drops to 1 hit point instead. person
points of Strength damage. range 80/320 ft., one target. Hit: 5 (1d6 + 2) Grim Harvest. Once per turn when you kill
piercing damage. Actions one or more creatures with a spell of 1st level
Quickness. A tomb mote is very quick. It Slam. Melee Weapon Attack: +3 to hit, reach or higher, you regain hit points equal to twice
can take an extra attack or move action 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning the spells level or three times its level if the
during its turn each round. damage. spell belongs to the School of Necromancy.
Not effective against constructs or undead.
Actions
Bite. Melee Weapon Attack: +1 to hit, reach Actions
5ft., one target. Hit: 4 (1d4-1) piercing Dagger. Melee Weapon Attack: +1 to hit,
damage plus disease. reach 10ft., one target. Hit: 2 (1d4 - 1)
slashing damage

Possessions
Syringe: potion of false life, potion greater
healing, potion of healing, amulet of natural
armor +1
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Bugbear Zombie Troglodyte Zombie


Medium undead, neutral evil Medium undead, neutral evil
Armor Class 8 (natural) Armor Class 8 (natural)
Hit Points 52 (7d8 + 14) Hit Points 35 (4d8 + 12)
Speed 20 ft. Speed 20 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 12 (+1) 15 (+2) 6 (2) 10 (+0) 7(-2) 14(+2) 8 (-1) 16(+3) 5 (3) 10(+0) 5 (3)
Damage Immunities poison Damage Immunities poison
Condition Immunities poisoned Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception Senses darkvision 60 ft., passive Perception
10 10
Languages - Languages -
Challenge 1 (200 XP) Challenge 1 (200 XP)

Undead Fortitude. If damage reduces the Undead Fortitude. If damage reduces the
zombie to 0 hit points, it must make a zombie to 0 hit points, it must make a
Constitution saving throw with a DC of 5 + Constitution saving throw with a DC of 5 +
the damage taken, unless the damage is the damage taken, unless the damage is
radiant or from a critical hit. On a success, radiant or from a critical hit. On a success,
the zombie drops to 1 hit point instead. the zombie drops to 1 hit point instead.

Actions Actions
Slam. Melee Weapon Attack: +4 to hit, Multiattack. The zombie makes one claw
reach 5 ft., one target. Hit: 5 (1d6 + 2) and one bite attack.
bludgeoning damage.
Claw. Melee Weapon Attack: +4 to hit, reach
Morningstar. Melee Weapon Attack: +4 to 5 ft., one target. Hit: 4 (1d4 + 2) piercing
hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) damage.
piercing damage.
Bite. Melee Weapon Attack: +4 to hit, reach
5 ft., one target. Hit: 4 (1d4 + 2) slashing
damage.

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