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The Sunless Citadel Combat Reference Document

The Sunless Citadel Combat Reference Document

The Sunless Citadel Combat Reference Document

Monster Statistics and Reinforcement Information

Introduction: This reference document was created for DMs planning to run The Sunless Citadel from Tales from the Yawning Portal. The material contained herein has three purposes: (1) to speed combat by eliminating the need to flip back and forth between pages within the same book, (2) to organize the information about the reinforcement movements of creatures within the Sunless Citadel, and (3) to apply monster variants and adjustments to save you the time of having to do this yourself. The game is better when combat is organized, exciting, and quick. More dice rolling, less page flipping!

This reference assumes you have a (MM) and Tales from the Yawning Portal (TYP).

by Aaron Harrell

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Organized Existing Stat Blocks and I occasionally fixed apparent inconsistencies in the Reinforcement Information MM or the TYP. For example, Erky Timbers is an acolyte. An acolyte has 3 spell slots but is You’ll find stat blocks and reinforcement described as a 1st-level spellcaster in the MM. I information on the following pages. In this made him a 2nd-level caster since level 2 is the updated (6/19/17) version of the CRD, all combat point at which spellcasters get a 3rd slot. This also encounters involving more than one enemy can makes more sense for Erky since 2nd level is the be run using the stat blocks provided in this point at which clerics get turn undead. Likewise, in document. I have tried to group the stat blocks TYP, Yusdrayl is described as a 2nd-level according to how the enemies will be spellcaster, but she somehow has 4 spell slots. I encountered (for example, the first enemy changed this to 3 1st-level spell slots to clear up bugbear is encountered along with two giant rats, the inconsistency. so their stat blocks are on the same page) and in I also included the quasit stat block in case it roughly the order they appear. somehow survives so you can quickly reference it Using the provided stat blocks and the Monster to harass the PCs at your leisure. Enjoy! Manual, you can run the combat encounters without have to flip between pages in the same document. Cover Page …………………………………………………. 1 Introduction ……………………………………………….. 2 The following stat blocks are not included in the Giant Rat, Guthash, Bugbear ……………….……… 3 CRD, but the encounters that include them can be Skeleton, ..…………………………………………… 4 run by opening the Monster Manual to a single , Yusdrayl …………………………………………. 5 entry: fire snake (salamander entry), mephit (ice Kobold Reinforcements ………………………………. 6 and steam), shadow, swarm of rats (disperses , Grenl ………………………………………………. 7 after one round), and white dragon wyrmling Erky Timbers, Quasit …………………………………… 8 (Calcryx). , Durnn………………………………………… 9 Goblin Reinforcement Notes ………………………. 10 Created Stat Blocks and Noted Variants Sir Braford, Sharwyn Hucrele ……………………… 11 Twig Blight, Belak, Giant Frog ……………………… 12 I created a stat block for Erky Timbers (an NPC Grove Level Reinforcement Notes ………………. 13 who can join the party) by adding the forest racial traits to the acolyte in the MM and adjusting the hit points as described. I also gave him the turn undead feature as specified in TYP. Guthash (diseased giant rat) and Grenl (goblin shaman) have likewise been created for your convenience. I have inferred stats where not explicitly stated. For example, why do the kobold commoners have 3 hit points and 1 less hit and damage? I inferred that a kobold commoner’s hit die is a 1d6 and that it has a Dexterity score of 13 Sampleto account for these changes. file

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Giant Rat Bugbear Small beast, unaligned Medium humanoid (goblinoid), chaotic evil Armor Class 12 Armor Class 16 (hide armor, shield) Hit Points 7 (2d6) Hit Points 27 (5d8 + 5) Speed 30 ft. Speed 30 ft. STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA 7 (-2) 15 (+2) 11 (+0) 2 (-4) 10 (+0) 4 (-3) 15(+2) 14(+2) 13(+1) 8(-1) 11(+0) 9(-1) Senses darkvision 60 ft., passive Perception 10 Skills Stealth +6, Survival +2 Languages - Senses darkvision 60 ft., passive Perception 10 Challenge 1/8 (25 XP) Languages Common, Goblin Challenge 1 (200 XP) Keen Smell. The rat has advantage on Wisdom

(Perception) checks that rely on smell. Brute. A melee weapon deals one extra die of its Pack Tactics. The rat has advantage on an attack damage when the bugbear hits with it (included in roll against a creature if at least one of the rat’s the attack). allies is within 5 feet of the creature and the ally isn’t incapacitated. Surprise Attack. If the bugbear surprises a creature and hits it with an attack during the first round of ACTIONS combat, the target takes an extra 7 (2d6) damage Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., from the attack. one target. Hit: 4 (1d4 + 2) piercing damage.

ACTIONS Morningstar. Melee Weapon Attack: +4 to hit, Guthash, Diseased Giant Rat reach 5 ft., one target. Hit: 11 (2d8 + 2) piercing Medium beast, unaligned damage. Armor Class 12 Hit Points 16 (3d10) Javelin. Melee or Ranged Weapon Attack: +4 to hit, Speed 30 ft. reach 5 ft. or range 30/120 ft., one target. Hit: 9 STR DEX CON INT WIS CHA (2d6 + 2) piercing damage in melee or 5 (1d6 + 2) 7 (-2) 17 (+3) 11 (+0) 2 (-4) 10 (+0) 4 (-3) piercing damage at range. Senses darkvision 60 ft., passive Perception 10 Languages - Challenge 1/4 (50 XP) Note: The bugbear in the 48. Garden Galleries wields a sickle-bladed glaive (+4 to hit, 2d10 + 2 slashing Keen Smell. Guthash has advantage on Wisdom damage) and has an AC of 14 (no shield). (Perception) checks that rely on smell.

Pack Tactics. Guthash has advantage on an attack roll against a creature if at least one of her allies is within 5 feet of the creature and the ally isn’t incapacitated.

ACTIONS Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 3) piercing damage. If the target is a creature, it must succeed on a DC 10 Constitution saving throw or contract a disease. Until the disease is cured, the target can’t regain hit points except by magical means, and the target’s Samplehit point maximum decreases by 3 (1d6) every 24 file hours. If the target’s hit point maximum drops to 0 as a result of this disease, the target dies.

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Skeleton Troll (modified) Medium undead, lawful evil Large giant, chaotic evil Armor Class 13 (armor scraps) Armor Class 15 (natural armor) Hit Points 13 (2d8 + 4) Hit Points 30 (max 84 [8d10 + 40]) Speed 30 ft. Speed 30 ft. STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA 10(+0) 14(+2) 15(+2) 6(-2) 8(-1) 5(-3) 18(+4) 13(+1) 20(+5) 7(-2) 9(-1) 7(-2) Damage Vulnerabilities bludgeoning Skills Perception +1 Damage Immunities poison Senses darkvision 60 ft., passive Perception 11 Condition Immunities exhausted, poisoned Languages Elvish, Draconic, Giant Senses darkvision 60 ft., passive Perception 9 Challenge 2 (450 XP) Languages understands all languages it knew in Keen Smell. The troll has advantage on Wisdom life but can’t speak (Perception) checks that rely on smell. Challenge 1/4 (50 XP) Regeneration. The troll regains 10 hit points at the ACTIONS start of its turn. If the troll takes acid or fire Shortsword. Melee Weapon Attack: +4 to hit, reach damage, this trait doesn’t function at the start of 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. the troll’s next turn. The troll dies only if it starts its turn with 0 hit points and doesn’t regenerate. Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing ACTIONS damage. Bite. Melee Weapon Attack. +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.

Note: Skeletons on the Grove Level attack with Claw. Melee Weapon Attack. +7 to hit, reach 5 ft., shovels/rakes (+2 to hit, 1d6 bludgeoning damage). one target. Hit: 11 (2d6 + 4) slashing damage.

Note: If the characters flee and the troll is left alive, he stays in his tomb until hunger draws him forth. When he emerges 5 days later, he starts with his

maximum (84) hit points, gains multiattack, and increases its CR to 5.

Multiattack. The troll makes three attacks: one with its bite and two with its claws.

Sample file

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Kobold Yusdrayl Small humanoid (kobold), lawful evil Small humanoid (kobold), lawful evil Armor Class 12 Armor Class 12 (15 with mage armor) Hit Points 5 (2d6 – 2) Hit Points 16 (3d6 + 6) Speed 30 ft. Speed 30 ft. STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA 7 (-2) 15 (+2) 9 (-1) 8 (-1) 7 (-2) 8 (--1) 8 (-1) 15 (+2) 14 (+2) 10 (+0) 10 (+0) 16 (+3) Senses darkvision 60 ft., passive Perception 8 Skills Arcana +2, Insight +2, Stealth +4 Languages Common, Draconic Senses darkvision 60 ft., passive Perception 10 Challenge 1/8 (25 XP) Languages Common, Draconic Challenge 1 (200 XP) Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Spellcasting. Yusdrayl is a 2nd-level spellcaster. Her Wisdom (Perception) checks that rely on sight. spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). She knows the following Pack Tactics. The kobold has advantage on an sorcerer spells: attack roll against a creature if at least one of the kobold’s allies is within 5 feet of the creature and Cantrips (at will): mage hand, ray of frost, shocking the ally isn’t incapacitated. grasp 1st level [ ][ ][ ]: burning hands, chromatic orb, mage ACTIONS armor Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Sunlight Sensitivity. While in sunlight, the Yusdrayl has disadvantage on attack rolls, as well as on Sling. Ranged Weapon Attack: +4 to hit, range Wisdom (Perception) checks that rely on sight. 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage. Pack Tactics. Yusdrayl has advantage on an attack roll against a creature if at least one of the kobold’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Elite Kobold ACTIONS Dagger. Melee Weapon Attack: +4 to hit, reach 5 STR DEX CON INT WIS CHA ft., one target. Hit: 4 (1d4 + 2) piercing damage. 7 (-2) 15 (+2) 11 (+0) 8 (-1) 7 (-2) 8 (--1)

Same as Kobold, except 7 (2d6) hit points.

Kobold Commoner

STR DEX CON INT WIS CHA 7 (-2) 13 (+1) 9 (-1) 8 (-1) 7 (-2) 8 (--1)

Same as Kobold, except 3 (1d8 – 1) hit points and +3 to hit for 1d4 + 1 damage. Challenge 0 Sample(10 XP). file

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Kobold General Notes

The control the first half of the Fortress Level. Yusdrayl, the Kobold leader, has the key that unlocks the Dragon Door in area 6. The have captured the dragon, Calcryx; the kobolds want her returned. Meepo is a potential ally, though his presence in the party will likely be short lived (Calcryx targets him first). The kobolds become hostile if attacked or if the goblins in area 18 are freed.

Kobold Reinforcement Notes

Area 15. Dragon Cell

If combat occurs in area 15, the three kobolds from the adjacent area 16 emerge and attack.

Area 19. Hall of Dragons

If combat occurs in area 19, Yusdrayl and two elite kobolds from area 21 arrive at the start of the second round of combat, the three kobolds from area 16 to the southwest of area 19 arrive at the start of the fifth round, and the three kobolds from area 23 arrive at the start of the eighth round.

Area 21. Dragon Throne

If combat occurs in area 21, three elite kobolds from area 19 arrive at the start of the second round of combat, the three kobolds from area 16 to the southwest of area 19 arrive at the start of the fifth round, and the three kobolds from area 23 arrive at the start of the eighth round. Sample file

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