Dungeon Master's Guide 5e – PDFCOFFEE.COM

Citation preview

CONTENTS INTRODUCTION

4

The Dungeon Master … … … … … … … … … … … … … … … … … …. 4 How to Use This book … … … … … … … … … … … … … … … … … .4 Know Your Players … … … … … … … … … … … … … … … … … … … .. 6

PARTl CHAPTER

7

1 :

A WORLD OF YOUR OWN .. … … … … .. 9

The Big visualize … … … … … … … … … … … … … … … … … … … … … .. 9 Gods of Your World … … … … … … … … … … … … … … … … … … .. 10 Mapping Your campaign … … … … … … … … … … … … … … … .. 14 Settlements … … … … … … … … … … … … … … … … … … … … … … … 15 Languages and Dialects … … … … … … … … … … … … … … … .. 20 Factions and Organizations … … … … … … … … … … … … … .. 21 Magic in Your World … … … … … … … … … … … … … … … … … .. 23 Creating a campaign … … … … … … … … … … … … … … … … … 25 Campaign Events … … … … … … … … … … … … … … … … … … …. 26 Play Style … … … … … … … … … … … … … … … … … … … … … … … … 34 Tiers of Play … … … … … … … … … … … … … … … … … … … … … … .. 36 Flavors of Fantasy … … … … … … … … … : … … … … … … … … …. 38

2 : create A MULTIVERSE .. .. … .. 43 The Planes … … … … … … … … … … … … … … … … … … … … … … … 43 Planar Travel … … … … … … … … … … … … … … … … … … … … … .. 44 Astral Plane … … … … … … … … … … … … …. : … … … … … … … … .. 46 Ethereal Plane … … … … … … … … … … … … … … … … … … … … … 48 Feywild …. : … … … … … … … … … … … … … … … … … … … … … … … .. 49 Shadowfell … … … … … … … … … … … … … … … … … … … …. ‘ … … …. 51 Inner P lanes … … … … … … … … … … … … … … … … … … … … … … .. 52 Outer P lanes … … … … … … … … … … … … … … … … … … … … … … 57 other Planes … … … … … … … … … … … … … … … … … … … … … … 67 Known Worlds of the Material Plane … … … … … … … .. 68

CHAPTER

PART2 CHAPTER

69

3 :

CREATING ADVENTURES … … … … 71

Elements of a great venture … … … … … … … … … … … .71 Published Adventures … … … … … … … … … … … … … … … … .. 72 gamble structure … … … … … … … … … … … … … … … … …. 72 adventure Types … … … … … … … … … … … … … … … … … … … .. 72 Complications … … … … … … … … … … … … … … … … … … … … …. 79 Creating Encounters … … … … … … … … … … … … … … … … … .. 81 Random Encounters … … … … … … … … … … … … … … … … …. 85 chapter 4 : create NONPLAYER CHARACTERS … … … … … … … … … … … … .. … .. … … … … … .. …. 89

Designing NPCs … … … … … … … … … … … … … … … … … … … .. 89 NPC Party Members … … … … … … … … … … … … … … … … …. 92 Contacts … … … … … … … … … … … … … … … … … … … … … … … … .. 93 Hirelings … … … … … … … … … … … … … … … … … … … … … … … …. 94 Extras … … … … … … … … … … … … … … … … … … … … … … … … … … 94 Villains … … … … … … … … … … … … … … … … … … … … … … … … …. 94 nefarious class Options … … … … … … … … … … … … … … … 96 CHAPTER

5 :

strange Environments … … … … … … … … … … … … … … …. 116 Traps … … … … … … … … … … … … … … … … … … … … … … … … … … 120

6 : between ADVENTURES …. .. … … 125 Linking Adventures … … … … … … … … … … … … … … … … …. 125 Campaign Tracking … … … … … … … … … … … … … … … … … .. 126 Recurring Expenses … … … … … … … … … … … … … … … … … 126 Downtime Activities … … … … … … … … … … … … … … … … … 127

CHAPTER

7 : treasure … … … … … … … … … … .. .. …. … 133 Types of treasure … … … … … … … … … … … … … … … … … …. 133 random treasure … … … … … … … … … … … … … … … … … …. 133 charming Items … … … … … … … … … … … … … … … … … … … … … … 135 Sentient Magic Items … … … … … … … … … … … … … … … …. 214 Artifacts … … … … … … … … … … … … … … … … … … … … … … … …. 219 other Rewards … … … … … … … … … … … … … … … … … … … … 227

CHAPTER

PART3

233

8 : run THE GAME … .. .. … … …. 235 board Rules … … … … … … … … … … … … … … … … … … … … … …. 235 The Role of Dice … … … … … … … … … … … … … … … … … … …. 236 use Ability Scores … … … … … … … … … … … … … … … … .. 237 exploration … … … … … … … … … … … … … … … … … … … … … …. 242 sociable interaction … … … … … … … … … … … … … … … … … …. 244 Objects … … … … … … … … … … … … … … … … … … … … … … … … … 246 fight … … … … … … … … … … … … … … … … … … … … … … … … .. 247 Chases … … … … … … … … … … … … … … … … … … … … … … … … … 252 Siege Equipment … … … … … … … … … … … … … … …, … … … .. 255 Diseases … … … … … … … … … … … … … … … … … … … … … … … … 256 Poisons … … … … … … … … … … … … … … … … … … … … … … … … .. 257 folly … … … … … … … … … … … … … … … … … … … … … … … … 258 know Points … … … … … … … … … … … … … … … … … …. 260

CHAPTER

CHAPTER 9 : DuNGEON MASTER ‘ mho WORKSHOP … … … … … … … … … … … … .. … … … … … … .. … … .. 263

Ability Options … … … … … … … … … … … … … … … … … … … …. 263 gamble Options … … … … … … … … … … … … … … … … .. 266 fight Options … … … … … … … … … … … … … … … … … … …. 270 Creating a monster … … … … … … … … … … … … … … … … … .. 273 Creating a Spell.. … … … … … … … … … … … … … … … … … … … 283 Creating a magic item … … … … … … … … … … … … … … … .. 284 Creating New Character Options … … … … … … … … …. 285

APPENDIXA : random DUNGEONS 290 Starting Area … … … … … … … … … … … … … … … … … … … … … 290 Passages … … … … … … … … … … … … … … … … … … … … … … … .. 290 Doors … … … … … … … … … … … … … … … … … … … … … … … … … .. 291 Chambers … … … … … … … … … … … … … … … … … … … … … … … 291 Stairs … … … … … … … … … … … … … … … … … … … … … … … … … .. 291 Connecting Areas … … … … … … … … … … … … … … … … … …. 292 Stocking a dungeon … … … … … … … … … … … … … … … … … 292

APPENDIX

B :

MONSTER LISTS

APPENDIX

C :

MAPS

302

ADVENTURE ENVIRONMENTS … 99

Dungeons … … … … … … … … … … … … … … … … … … … … … … … … 99 Mapping a dungeon … … … … … … … … … … … … … … … … … 102 wilderness … … … … … … … … … … … … … … … … … … … … … … .. 106 Mapping a wilderness … … … … … … … … … … … … … … … .. 108 Wilderness Survival … … … … … … … … … … … … … … … … … 109 Settlements … … … … … … … … … … … … … … … … … … … … … … 112 Mapping a Settlement.. … … … … … … … … … … … … … … … .. 114 urban Encounters … … … … .. : … … … … … … … … … … … … … .. 114

310 — — — — — — — — — — —

APPENDIX D : DUNGEON MASTER INSPIRATION

316 — — — — — — — — — index 317 — — — — — — — — — — — — — — —

an everyday occurrence, as charming flying ships and trains carry travelers from one capital city to another. Gods Inhabit the Land, or Are wholly Absent. What if the gods regularly walk the earth ? What if the characters can challenge them and seize their power ? Or what if the gods are outback, and even angels never make touch with mortals ? In the Dark Sun mount, the gods are highly distant-perhaps nonexistent-and clerics rely rather on elementary baron for their magic.

Gons OF YouR WoRLD Appendix B of the Player ‘s Handbook presents a issue of pantheons ( loose groupings of deities not united by a one doctrine or philosophy ) for use in your game, including the gods of established D & D worlds and fantasy-historical pantheons. You can adopt one of these pantheons for your crusade, or choice and choose deities and ideas from them as you please. See “ A Sample Pantheon ” in this segment for an example. arsenic far as the plot ‘s rules are concerned, it does n’t matter if your world has hundreds of deities or a church service devoted to a individual god. In rules terms, clerics choose domains, not deities, so your world can associate domains with deities in any manner you choose.

LOOSE PANTHEONS Most D & D worlds have a loosen pantheon of gods. A multitude of deities rule the versatile aspects of being, variously cooperating with and competing against one another to administer the affairs of the universe. People gather in populace shrines to worship gods of life and wisdom, or suffer in hidden places to venerate gods of deception or destruction. Each deity in a pantheon has a portfolio and is creditworthy for advancing that portfolio. In the Greyhawk place setting, Heironeous is a idol of heroism who

calls clerics and paladins to his service and encourages them to spread the ideals of honest war, chival ry, and justice in company. even in the midst of his everlasting war with his brother Hextor, idol of war and tyra nny, Heironeous promotes his own portfolio : war contend nobly and in the lawsuit of justice. People in most D & D worlds are polytheistic, honoring deities of their own and acknowledging pantheons of other cultures. Individuals pay court to assorted gods, regardless of alignment. In the Forgotten Realms, a person might propitiate Umberlee before setting out to sea, join a communal fete to celebrate Chauntea at harvest time, and beg to Malar before going hunt. Some individuals feel a calling to a especial deity ‘s serve and claim that god as a patron. particularly give individuals become priests by setting up a shrine or helping to staff a holy locate. much more rarely, those who feel such a calling become clerics or paladins invested with the province of dependable cleric ability. Shrines and temples serve as community assemble points for religious rites and festivals. Priests at such sites relate stories of the gods, teach the ethics of their patron deities, offer advice and blessings, perform religious rites, and provide coach in activities their deities favor. Cities and large towns can host respective temples dedicated to individual gods important to the residential district, while smaller settlements might have a single shrine devoted to any gods the locals reverence. To promptly build a pantheon for your world, crea~e a one god for each of the eight domains available to clerics : Death, Knowledge, Life, Light, Nature, Tempest, Trickery, and War. You can invent names and personalities for these deities, or borrow deities from other pantheons. This approach gives you a little pantheon that covers the most significant aspects of universe, and it ‘s comfortable adequate to extrapolate early areas of life each deity controls. The god of Knowledge,

DAWN WAR DEITIES

Deity

Alignment

Asmodeus, idol of dictatorship Avandra, goddess of change and luck Bahamut, idol of justice and nobility Bane, idol of war and conquest Corellon, god of magic and the arts Erath is, goddess of civilization and invention Gruumsh, idol of end loun, goddess of cognition Kord, deity of strength and storms Lolth, goddess of spiders and lies Melora, goddess of wilderness and the sea Moradin, idol of universe Pel or, idol of the sun and department of agriculture Raven Queen, goddess of death Sehanine, goddess of the moon Tharizdun, god of fury Tiamat, goddess of wealth, greed, and vengeance Torog, god of the Underdark Vecna, god of evil secrets Zehir, idol of dark and poison

10

CHAPTER I

I

A WORLD Of YOUR OWN

LE CG LG LE CG LN CE N CN CE N LG NG LN CG CE LE NE NE CE

Suggested Domains

Symbol

Trickery Trickery Life, War War Light Knowledge Tempest, War Knowledge Tempest Trickery Nature, Tempest Knowledge, War Life, Light Life, Death Trickery Trickery Trickery, War Death Death, Knowledge Trickery, Death

Three triangles in tight formation Three stacked crinkled lines Dragon ‘s pass, in profile, facing left Claw with three talons pointing down Eight-pointed star topology Upper half of a clockwork gearing Triangular eye with bony protrusions Crook shaped like a conventionalized center Sword with a lightning gobble hybridization guard Eight· pointed asterisk with a vane theme Wavelike twirl Flaming incus Circle with six outwardly radiating points Raven ‘s head, in profile, facing left Crescent lunar month Jagged counter-clockwise spiral five-pointed star with wind points T attached to a circular shackle Partially shattered one-eyed skull Snake in the form of a dagger

PuTTING EvENTS IN MoTION

— — — —

earthshaking events can happen at any time in a campaign or fib arch, but the biggest incidents naturally fall at the get down, middle, and end of a narrative. That placement reflects the structure of dramatic stories. At the begin of a narrative, something happens to shake the protagonists ‘ worldly concern and spur them into action. The characters take action to resolve their problems, but other forces oppose them. As they reach a meaning milestone toward their finish, a major battle disrupts the characters ‘ plans, shaking their world again ; failure seems at hand. At the end of the story, they succeed or fail, and the worldly concern is shaken again by the way the characters changed it for good or ill. At the get down of a D & D campaign, earthshaking events create blink of an eye venture hooks and affect the characters ‘ lives directly. In the middle, they make big turning points as the characters ‘ fortunes reverserising after a kill or falling after a victory. Near the end of a crusade, such events serve as excellent climactic episodes with far-reaching effects. They might even occur after the narrative has ended, as a solution of the characters ‘ actions.

WHEN NoT To SHAKE IT

UP

— — –

In constructing a narrative, beware of “ faithlessly carry through, ” or carry through for its own sake. delusive action does n’t move a fib forward, engage characters, or cause them to change. many action movies suffer from delusive carry through, in which car chases, gunfights, and explosions abound but do small more than inconvenience the characters and finally bore the audience with their repetition and dearth of meaningful stakes. Some D & D campaigns fall into the same trap, stringing world-spanning disasters together one after another with little impact on the characters or the populace. therefore, it ‘s probably not in the DM ‘s best interest to reorder the world every single time there ‘s a lull in the action, lest earthshaking events become ordinary. As a general rule, a campaign can sustain up to three large-scale, earthshaking events : one near the beginning, one near the center, and one near the end. Use as many minor events that disturb the restrict microcosm of towns, villages, tribes, fiefs, duchies, provinces, and so forth as you like. Every meaning consequence shakes person ‘s ·world, after all, no matter how little that world might be. Let unexpected a neodymium awful events regularly afflict the earth ‘s smaller territories, but unless your story demands it, save the large-scale map-spanning events for the biggest, most authoritative moments of your campaign.

earthshaking EVENTS

— — — –

Yo uracil can use this department for ideas and inspiration to expand on earthshaking events already occurring ( or oon to occur ) within your universe. alternatively, you can roll on the tables below to randomly generate an event to inspire your resource. The try to justify a radium ndom result can reveal unanticipated possibilities.

To get started, select a world-s haki nanogram event category or axial rotation on the World-Sha king Events table. earthshaking EVENTS

dlO

Event

Rise of a drawing card or an era

2 3

Cataclysmic catastrophe

4

Assault or invasion

5

Rebellion, revolution, overthrow

Read more:   APS MPX CQB Gel Blaster

Fall of a leader or an era

6

Extinction or depletion

7

New organization

8 9 10

Prediction, omen, prophecy

1-2.

Discovery, expan israel, inve ntion Myth and legend

RISE OR FALL OF A LEADER OR AN ERA

Eras are often defined by the big leaders, innovators, and tyrants of thorium e day. These people change the populace and etch their signatures indelibly on the pages of history. When they rise to world power, they s hape the time and place where they live in monumental ways. When they fall from ability or pass away, the touch of their presence lingers. Determine the kind of drawing card thorium at influences the newfangled or fall era. You can choose the type of drawing card or determine one randomly using the Leader Types mesa. LEADER TYPES

decigram

Leader Type Political

2

Religious

3

Military

4

Crime/underworld

5

Artjcu ltu ra

6

Philosophyjlearningjmagic

political leaders are monarch, nobles, and chiefs. religious leaders include deities ‘ avatars, high priests, and messiah, deoxyadenosine monophosphate well as those in cha rge of monasteries and leaders of influential religious sects. major military leaders control the arm forces of countries. They include military dictators, warlords, and the heads of a ruler ‘s war council. minor military leaders include the heads of local militia, georgia ngs, and other soldierly organizations. At the broadest scale, a criminal or underworld drawing card wields power th rough a network of spies, bribes, and bootleg trade. On the smallest scale, these are local gang bosses, plagiarist captains, and brigands. A leader in artwork or culture is a virtuoso whose work reflects the intent of the senesce and changes the direction people think : a outstanding dramatist, bard, or woo jester in whose words, art, or performance the people perceive universal truth. On a smaller scale, this might be an influential local poet, folk singer, satirist, or sculptor. A major drawing card in doctrine, memorize, or magic trick is a flair philosopher, a counselor to emperors, an educated thinker, the question of the highest institution of learning in the populace, or an archmage. A minor drawing card

CHAPTER 1

I A global

OF YOUR OWN

? ..7

This approach besides allows you to break your design work down into smaller pieces. Create material such as adventures, NPCs, maps, and so on for one tier at a time. You only need to worry about the details of the future grade as the characters approach it. evening better, as the campaign takes unexpected turns in answer to the players ‘ choices, you do n’t have to worry about redoing much exercise.

LEVELS

1- 4 :

LOCAL HEROES

Characters in this tier are still learning the crop of class features that define them, including their choice of specialization. But even 1st-level characters are heroes, set aside from the park people by natural characteristics, learned skills, and the hint of a greater destiny that lies before them. At the begin of their careers, characters use 1sta north dakota 2nd-level spells and wield mundane gear. The magic trick items they find include coarse consumable items ( potions and scrolls ) and a very few rare permanent items. Their magic can have a big impact in a individual brush, but it does n’t change the path of an venture. The destiny of a greenwich village might hang on the success or failure of subordinate adventurers, who trust their lives to their newcomer abilities. These characters navigate dangerous terrain and explore haunt crypts, where they can expect to fight beast orcs, ferocious wolves, colossus spiders, evil cultists, bloodthirsty ghoul, and hired thugs. If they face even a young dragon, they ‘re better off avoiding a contend.

LEVELS

5-10 :

HEROES OF THE REALM

By the time they reach this tier, adventurers have mastered the basics of their class features, though they continue to improve throughout these levels. They have found their plaza in the world and have begun to involve themselves in the dangers that surround them. Dedicated spellcasters learn 3rd-level spells at the south sharp of this grade. suddenly characters can fly, damage big numbers of foes with fireball and lightning bolt pells, and even breathe submerged. They master 5th-level spells by the end of the grade, and spells such as teleportation r-2, scrying, fire strickle, legend lore, and raise absolutely can have a significant impact on their adventures. They start acquiring more permanent charming items ( uncommon and rare ones ) vitamin a well, which will serve them for the rest of their careers. The destiny of a area might depend on the adventures that characters of levels 5 to 10 contract. These adventurers venture into awful wilds and ancient ruins, where they confront barbarian giants, ferocious hydras, unafraid golems, evil yuan-ti, scheming devils, bloodthirsty demons, crafty thinker flayers, and drow assassins. They might have a probability of defeating a young dragon that has established a lair but not yet extended its compass far into the surrounding territory.

LEVELS

11-16 :

MASTERS OF THE

REALM By 11th level, characters are shining examples of courage and determination-true paragons in the earth, set well apart from the masses. At this tier, adventurers are far more versatile than they were at lower levels, and they can normally find the right creature for a given challenge. Dedicated spellcasters gain access to 6th-level spells at 11th degree, including spells that wholly change the way adventurers interact with the world. Their big, brassy spells are significant in combat- disintegrate, blade barrier, and heal, for example- but behind-thescenes spells such as discussion of remember, find the path, eventuality, teleport, and true see alter the means players approach their adventures. Each spell level after that point introduces newfangled effects with an evenly boastfully impact. The adventurers find rare magic trick items ( and identical rare ones ) that bestow similarly powerful abilities. The fortune of a nation or even the global depends on momentous quests that such characters undertake. Adventurers explore chartless regions and delve into long-forgotten dungeons, where they confront frightful masterminds of the lower planes, cunning rakshasas and beholders, and hungry empurpled worms. They might encounter and even defeat a mighty adult draco that has established a lair and a significant presence in the universe. At this grade, adventurers make their mark on the global in a variety show of ways, from the consequences of their adventures to the manner in which they spend their hard-won prize and exploit their well-deserved reputations. Characters of this degree construct fortresses on land deeded them by local anesthetic rulers. They found guilds, temples, or warlike orders. They take on apprentices or students of their own. They broker peace between nations or lead them into war. And their formidable reputations attract the care of very potent foes.

LEVELS

17-20 :

MASTERS OF THE

WORLD By 17th flat, characters have superheroic capabilities, and their deeds and adventures are the stuff of caption. ordinary people can barely dream of such heights of power-or such atrocious dangers. Dedicated spellcasters at this tier wield earthshaking 9th-level spells such as wish, gate, storm of vengeance, and stellar projection. Characters have several rare and identical rare charming items at their administration, and begin discovering legendary items such as a vorpal sword or a staff of the magus. Adventures at these levels have far-reaching consequences, possibly determining the destiny of millions in the Material Plane and evening places beyond. Characters traverse nonnatural realms and explore demiplanes and early extraplanar locales, where they fight savage bator demons, titans, archdevils, lich archmages, and even avatars of the gods themselves. The dragons they encounter are wyrms of enormous exponent, whose rest troubles kingdoms and whose waking threatens being itself.

CHAPTER l

I

A WORLD OF YOUR OWN

37

T A LENT

I NTERAC T IO N S WITH OT HE RS

In one sentence, describe something that your NPC can do that is especial, if anything. Roll on the NPC Talents board or use it to spur your own ideas.

In one sentence, describe how the NPC interacts with others, using the NPC Interaction Traits mesa if necess ary. An NPC ‘s behavior can change depending on who he or she is interacting with. For exemplar, an host might be friendly toward guests and ill-bred to her staff.

NPC d20

TALENTS Talent

Plays a musical instrument 2

Speaks several languages fluently

INTERACTION TRAITS

d12

Trait

d12

Trait

3

Unbelievably golden

4

Perfect memory

1

Argumentative

7

Honest

5

Great with animals

2

Arrogant

8

Hot tempered Irritable

6

Great with children

3

Blustering

9

7

Great at solving puzzles

4

Rude

10

Ponderous

8

Great at one game

5

Curious

11

Quiet

9

Great at impersonations

6

Friendly

12

Suspicious

10

Draws beautifully

ll

Paints beautifully

12

Sings beautifully

13

Drinks everyone under the table

14

Expert carpenter

15

Expert cook

16

Expert dart thrower and rock skipper

US E FU L KNOWLED GE

In a conviction, describe one bit of cognition the NPC possesses that might be of use to the player characters. The NPC might know something deoxyadenosine monophosphate banal as the best hostel in town or adenine significant as a clue needed to solve a murder.

17

Expert juggler

I D EA L

18

Skilled actor and victor of disguise

19

Skilled dancer

20

Knows thieves ‘ cant

In a sentence, describe one ideal that the NPC holds beloved and which governs his or her greater actions. Player characters who uncover an NPC ‘s ideal can use what they ‘ve learned to influence the NPC in a social interaction ( as discussed in chapter 8, “ Running the Game ‘ } Ideals can connect to alignment, as shown on the NPC Ideals mesa. The conjunction connections here are suggestions only ; an malefic quality could have smasher as an ideal, for exemplify.

MAN N E R I SM

In one sentence, describe one idiosyncrasy that will help players remember the NPC. Roll on the NPC Mannerisms and Quirks table or use it to generate your own ideas.

NPC d20

MANNERISMS Mannerism

Prone to tattle, whistling, or humming softly 2

Speaks in rhyme or some early particular way

3

Particularly low or high voice

4 5

go

NPC

Slurs words, lisp, or stutters Enunciates excessively distinctly

6

Speaks obstreperously

7

Whispers

NPC d6

IDEALS Good Ideal

Evil ideal

Beauty

Domination

2

Charity

Greed

3

Greater good

Might

4

Life

Pain

5

Respect

Retribution

6

Self-sacrifice

Slaughter

8

Uses flowery speech or hanker words

9

Frequently uses the amiss word

10

Uses colorful oaths and exclamations

ll

Makes constant jokes or puns

12

Prone to predictions of doom

4

Lawful Ideal

Chaotic Ideal

Community

Change

2

Fairness

Creativity

3

Honor

Freedom

Logic

Independence

d6

l3

Fidgets

5

Responsibility

No limits

14

Squints

6

Tradition

Whimsy

15

Stares into the distance

16

Chews something

17

Paces

18

Taps fingers

19

Bites fingernails

20

Twirls hair or tugs beard

CHAPTER 4

J

CREATING NONPLAYER CHARACTERS

d6

Neutral ideal

other Ideals

Balance

Aspiration

2

Knowledge

Discovery

3

Live and let lithium ve

Glor yttrium

4

Moderation

Nation

5

Neutrality

Redemption

6

People

Self-knowledge

contacts for beginning adventurers, and characters are likely to secure more helpful contacts over the course of their venture careers. A name and a few choice details are all you need for casual contacts, but take the clock time to fl esh out a recurring contact, particularly one who might become an ally or enemy at some detail. At the very least, give some opinion to a contact ‘s goals and how those goals are likely to come into play.

PATRONS A patron is a contact who employs the adventurers, providing help or rewards vitamin a well as quests and venture hooks. Most of the prison term, a patron has a vest concern in the adventurers ‘ success and does n’t need to be persuaded to help them. A patron might be a adjourn adventurer who seeks younger heroes to deal with rising threats, or a mayor who knows that the town guard ca n’t handle a dragon demanding protection. A sheriff becomes a patron by offering a amplitude for kobold raiders terrorizing the local countryside, as does a noble who wants an vacate estate of the realm cleared of monsters.

VILLAINS By their actions, villains provide job security for heroes. chapter 3 assistant you determine suitable villains for you : adventures, while this section helps you flesh out their evil s chemes, methods, and weaknesses. Let the table_ that follow prompt you. VILLAIN ‘S SCHEME

d8

2

3

HIRELINGS Adventurers can pay NPCs to provide services in a kind of circumstances. data on hirelings appears in chapter 5, “ equipment, ” of the Player ‘s Handbook. Hireling NPCs rarely become crucial in an adventure, and most require little exploitation. When adventurers hire a coach to carry them across town or need a letter delivered, the driver or messenger is a hireling, and the adventurers might never flush converse with that NPC or learn his or her identify. A ship captain carrying the adventurers across the ocean is besides a hireling, but such a character has the electric potential to turn into an ally, a patron, or even an foe as the venture unfolds. When the adventurers hire an NPC for long-run shape, add the price of that NPC ‘s services to the characters ‘ life style expenses. See the “ extra Expenses ” section of chapter 6, “ Between Adventures, ” for more information.

4

5

6

ExTRAS Extras are the characters and creatures in the background that the main characters rarely, if ever, interact with. Extras might be elevated to more authoritative roles by virtue of adventurers singling them out. For example, a player might be hooked by a passing reference you make to a street urchin and try to strike up a conversation with the child. suddenly, an extra on whom you placed no importance becomes a central design in an improvised roleplaying scene. Whenever extras are stage, be prepared to come up with names and mannerisms on the fly. In a pinch, you can plunder the race-specific quality names found in chapter 2, “ Races, ” of the Player ‘s Handbook.

94

CHAPTER 4

I

CREATING NON PLAYER CHARACTERS

7

8

Objective and Scheme

Immortality ( d4 ) fifty Acquire a legendary detail to prolong animation 2 Ascend to godhood 3 Become undead or obtain a younger body Steal a planar creature ‘s kernel 4 Influence ( d4 ) fifty Seize a position of exponent or title Win a contest or tournament 2 3 Win favor with a herculean individual 4 place a pawn in a position of office Magic ( d6 ) liter Obtain an ancient artifact Build a construct or charming device 2 3 Carry out a deity ‘s wishes Offer sacrifices to a deity 4 5 Contact a lose deity or power Open a gate to another world 6 Mayhem ( d6 ) Fulfill an apoca lyptic prophecy 2 Enact the vengefu lambert wisconsin ll of a deity or patron 3 Spread a nauseating contagious disease 4 Overthrow a government 5 Trigger a natural catastrophe 6 Utterly destroy a lineage or kin Passion ( d4 ) fifty Prolong the life of a sleep together one 2 Prove worthy of another person ‘s love 3 Raise or restore a dead loved one 4 Destroy rivals for another person ‘s affection Power ( d4 ) lambert Conquer a region or incite a rebellion 2 Seize bunco trol of an army 3 Become the ability behind the throne 4 Gain the favor of a ruthenium lir Revenge ( d4 ) fifty Avenge a past humiliation or abuse 2 Avenge a past captivity or wound 3 Avenge the death of a love one 4 Retrieve stolen property and punish the thief Wealth ( d4 ) Control natural resources or deal 2 Marry into wealth Plunder ancient ruins 3 Steal land, goods, or money 4

WILDERNESS Between the dungeons and settlements of yo ur campaign universe lie meadows, forests, deserts, mountain ranges, oceans, and other tracts of wilderness waiting to be traversed. Bringing wilderness areas to life can be a fun character of your crippled, both for you and your players. The surveil two approaches work peculiarly well.

TRAVEL- MONTAGE APPROACH Sometimes the finish is more authoritative than the travel. If the purpose of a wilderness trek is to get the characters to where the real venture happens, color over the wilderness trek without checking for encounters along the way. Just as movies use travel montages to convey long and arduous journeys in a matter of seconds, you can use a few sentences of descriptive textbook to paint a movie of a wilderness trek in your players ‘ minds before moving on. Describe the travel a vividly as you like, but keep the forward momentum. “ You walk for several miles and confrontation nothing of sake ” is o, but far less evocative and memorable than, “ A light rain dampens the peal plains as you travel north. Around noon, you break for lunch under a lonely tree. There, the rogue finds a minor rock ‘n’ roll that looks like a grinning face, but differently you encounter nothing out of the average. ” The magic trick is to focus on a few details that reinforce the desire temper rather than describe everything down to the last blade of supergrass. Call attention to strange terrain features : a waterfall, a rocky outcrop that offers a breathless view over the tops of the besiege trees, an area where the forest has burned or been cut down, and then on. besides describe celebrated smells and sounds, such as the boom of a faraway freak, the malodor of burned wood, or the sweet olfactory property of flowers in an elven forest. In addition to evocative language, ocular aids can help set the scenery for the characters ‘ travels. image searches on the Internet can lead you to breathtaking landscapes ( in fact, that ‘s a good phrase to search for ) both substantial and fantastic. deoxyadenosine monophosphate strike as real-world scenery can be, wilderness travel can be used to remind the players that their characters are in a fantasy world. once in a while, spice up your descriptions with some in truth charming chemical element. A afforest might be home to bantam dragonets rather of birds, or its trees might be festooned with giant web or have eerie, green-glowing run down. Use these elements meagerly ; landscapes that are besides alien can break your players ‘ sense of immersion in the world. A single antic element within an otherwise realistic and memorable landscape is enough. Use the landscape to set the climate and tone for your adventure. In one forest, close-set trees shroud all light and seem to watch the adventurers as they pass. In another, sunlight streams through the leaves above and flower-laden vines twine up every proboscis. Signs of corruption-rotting woodwind, fetid urine, and rocks covered with slimed brown moss- can be a signal that the adventurers are drawing near to the locate of evil might that is their destination or can provide clues to the nature of the threats to be found there.

ro6

roentgen

CHAPTER 5

I

ADVENTURE ENVIRONMENTS

S pecific wilderness locations might have their own especial feat ures. For case, the Spirit Forest and the Spiderhaunt Woods might feature different kinds of trees, diffe rend kinds of flora and fauna, unlike weather. a north dakota unlike random meet tables. Fina lly, a wilderness trek can be enhanced by calling care to the weather. “ You spend the future three days crossing the swamp ” sounds less harrowing than, “ You spend the following three days trudging through kneedeep mud- the first two days and nights in the gushing rain, and then another day under the beat sunlight, with swarms of hungry insects feasting on your blood. ”

HouR- BY- HouR APPROACH Sometimes the travel deserves vitamin a much clock time and attention as the address. If wilderness travel have prominently in your venture and is n’t something you want to gloss over, you will need more than a descriptive overview to bring a long and harrowing travel to life ; you ‘ll need to know the party ‘s march order and have encounters at the ready. Let your players determine the party ‘s march order ( see the Player ‘s Handbook for more information ). Characters in the front rank and file are probably to be the first to notice landmarks and terrain features, deoxyadenosine monophosphate well as the ones creditworthy for navigating. Characters in the back rank are normally creditworthy for making sure that the party is n’t being followed. promote characters in the middle ranks to do something other than blindly trudge along behind the front-rank characters. The Player ‘s Handbook suggests activities such as mapmaking and forage for food. Wilderness travel typically feature a combination of aforethought encounters ( encounters that you prepare ahead of time ) and random encounters ( encounters determined by rolling on a table ). A plan meet might need a m~p of the placement where the meet is set to occur, such as a bankrupt, a bridge spanning a esophagus, or some other memorable placement. Random encounters tend to be less location-specific. The fewer design encounters you have, the more you ‘ll need to rely on random encounters to keep the travel matter to. See chapter 3 for guidelines on creating your own random find tables and when to check for random encounters. A good manner to keep wilderness encounters from becoming cold is to make sure they do n’t all start and end the same way. In other words, if the wilderness is your phase and your adventure is the act or movie, think of each wilderness meeting as its own fit, and try to stage each one in a slenderly unlike way to keep your players ‘ interest. If one meet comes at the adventurers from the front man, the adjacent one might come at them from above or behind. If an run into features furtive monsters, a character tending to the party ‘s pack animals might get the first indication that monsters are near when a pony whickers nervously. If an brush features brassy monsters, the party might have the choice to hide or set an ambush. One group of monsters might attack the party on sight, and another might allow safe passage for food. Reward characters for searching while they travel by providing things for them to find. Broken statues, tracks,

SHOP

d20

2 3

4 5 6 7 8 9 10

d20

Type

11

Pawnshop Herbs/incense

12

Fruitsfv egetabl e Dried meats Pottery Undertaker Books Moneylender Weaponsfarmor Chandler

14 15 16 17 18 19 20

13

Type

Smithy Carpenter Weaver Jeweler Baker Mapmaker Tailor Ropemaker Mason Scribe

precedent and testify until the evaluate makes a decisiveness. with or without the help of spells or question. Others are decided with a trial by ordeal or trial by combat. If the evidence against the accused is overwhelm, a magistrate or local anesthetic lord can forgo a test and skip properly to the sentence.

Read more:   A Passion for Wild Birding - Urban Nature Store

SE NTENC ES A settlement might have a imprison to hold accuse criminals awaiting test, but few settlements have prisons to incarcerate convicted criminals. A person found guilty of a crime is normally fined, condemned to forced british labour party for a period of respective months or years, exiled, or executed, depending on the magnitude of the crime.

MAPPING A SETTLEMENT

RANDOM URBAN ENCOUNTERS

When you draw a function for a settlement in your game, do n’t worry about the placement of every building, and centralize rather on the major features. For a greenwich village, sketch out the roads, including trade routes leading beyond the village and roads that connect outlying farms to the village concentrate. Note the localization of the village center field. If the adventurers visit specific places in the village, mark those spots on your map. For towns and cities, note major roads and waterways a well as surrounding terrain. Outline the walls and mark the locations of features you know will be important : the overlord ‘s hold, significant temples, and the wish. For cities, add inner walls and think about the personality of each ward. Give the wards names reflecting their personalities, which besides identify the kinds of trades that dominate the region ( Tannery Square, Temple Row ), a geographic characteristic ( Hilltop, Riverside ), or a dominant web site ( the Lords ‘ quarter ).

The Random Urban Encounters board is useful for city- and town-based adventures. Check for a random meet at least once per day, and once at night if the characters are out and about. Reroll the result if it does n’t make smell given the time of day. RANDOM URBAN ENCOUNTERS

dl2 + d8

2 3

4 5 6 7 8 9 10 11

12

URBAN ENCOUNTERS

13

Although they hold the promise of guard, cities and towns can be just arsenic dangerous as the darkest dungeon. Evil hides in homely sight or in dark corners. Sewers, shady alleys, slums, smoke-filled taverns, dilapidated tenements, and crowded marketplaces can quickly turn into battlegrounds. On top of that, adventurers must learn to behave themselves, lest they attract unwanted attention from local authorities. · That said, characters who do n’t go looking for disturb can take advantage of all the benefits that a colony has to offer.

14 15 16 17 18 19 20

LAW AND ORDER Whether a liquidation has a patrol push depends on its size and nature. A lawful, neat city might have a city watch to maintain order and a train militia to defend its walls, and a frontier town might rely on adventurers or its citizenry to apprehend criminals and fend off attackers. TRIALS

In most settlements, trials are oversee by magistrates or local lords. Some trials are argued, with the conflicting parties or their advocates presenting

CHAPTER 5

I ADVENTURE

ENVIRONMENTS

Encounter

Animal sulfur on the loose Announcement Brawl Bullies Companion Contest Cor-pse Draft Drun k Fire Found bangle Guard harassment Pick poc ket Procession Protest Runaway haul Shady tran sactio nitrogen Spectacle Urch in

Animals on the Loose. The characters see one or more unexpected animals unleash in the street. This challenge could be anything from a pack of baboons to an get off circus have a bun in the oven, tiger, or elephant. Announcement. A announce, town town crier, huffy person, or early individual makes an announcement on a street corner for all to hear. The announcement might foreshadow some approaching event ( such as a public execution ), communicate authoritative information to the general masses ( such as a modern royal decree ), or convey a desperate bode or warn. Brawl. A bash erupt near the adventurers. It could be a tavern brawl ; a battle between rival factions, families, or gangs in the city ; or a struggle between city guards and criminals. The characters could be

witnesses, hit by stray arrow fire, or mistaken for members of one group and attacked by the other. Bullies. The characters witness ld4 + 2 bullies harassing an out-of-town ( use the coarse statistics in the Monster Manual for all of them ). A browbeat flees adenine soon as he or she takes any total of wrong. company. One or more characters are approached by a local who takes a friendly interest in the party ‘s activities. As a wind, the manque company might be a descry mail to gather information on the adventurers. Contest. The adventurers are drawn into an ad-lib contest-anything from an intellectual trial to a drink in competition-or witness a duel. Corpse. The adventurers find a android cadaver. Draft. The characters are drafted by a member of the city or town watch, who needs their help to deal with an immediate problem. As a device, the member of the watch might be a disguise condemnable trying to lure the party into an still-hunt ( use the hood statistics in the Monster Manual for the criminal and his or her cohorts ). Drunk. A tipsy drunk staggers toward a random party member, mistaking him or her for person else. Fire. A ardor break out, and the characters have a luck to help put out the flames before it spreads. Found Trinket. The characters find a random bangle. You can determine the bangle by rolling on the Trinkets table in the Player ‘s Handbook. Guard Harassment. The adventurers are cornered by ld4 + 1 guards tidal bore to throw their weight around. If threatened, the guards call out for assistant and might attract the attention of other guards or citizens nearby. Pickpocket. A thief ( use the spy statistics in the Monster Manual ) tries to steal from a random character. Characters whose passive Wisdom ( Perception ) scores are equal to or greater than the thief ‘s Dexterity ( Sleight of Hand ) check total catch the larceny in advancement. procession. The adventurers encounter a group of citizens either parading in celebration or forming a funeral progress. Protest. The adventurers see a group of citizens peacefully protesting a new law or decree. A handful of guards maintain order. Runaway Cart. A team of horses pulling a wagon races through the city streets. The adventurers must avoid the horses. If they stop the wagon, the owner ( who is running behind the handcart ) is grateful. louche Transaction. The characters witness a louche transaction between two cloak figures. Spectacle. The characters witness a form of public entertainment, such as a talented caparison ‘s caricature of a royal important person, a street circus, a puppet show, a flashy magic trick act, a royal sojourn, or a populace execution. Urchin. A street urchin gloms onto the adventurers and follows them around until frightened off.

UNUSUAL ENVIRONMENTS Traveling through the wilderness does n’t always mean an overland trek. Adventurers might ply the candid sea in a caravel or an elemental-powered galleon, soar through the air on hippogriffs or a carpet of flying, or ride giant sea horses to coral palaces deep beneath the ocean.

u6

CHAPTER 5

I ADVENTURE

ENVIRONMENTS

U

DERWATER

S ee chapter 9 of the Player ‘s Handbook for rules on subaqueous battle. RA NDOM UN DERSEA ENCOUNTERS

You can check for random submarine encounters angstrom frequently as you would check for them on land ( see chapter 3 ). The Random Undersea Encounters board presents several intrigue options. You can either roll on the mesa for a random solution or choose whichever one works best. RANDOM UNDERSEA ENCOUNTERS

dl2 + d8 2

3

4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

Encounter Sunken ship covered in barnacles ( 25 percentage chance that the transport contains treasure ; roll randomly on the care for tables in chapter 7 ) Sunken ship with reef sharks ( shallow waters ) or hunter sharks ( deep waters ) circling around it ( 50 percentage gamble that the transport contains gem ; roll randomly on the care for tables in chapter 7 ) bed of giant oysters ( each oyster has a 1 percentage probability of having a giant 5,000 general practitioner drop inside ) Underwater steam vent ( 25 percentage opportunity that the vent is a portal to the Elemental Plane of Fire ) Sunken bankrupt ( uninhabited ) Sunken laying waste ( inhabited or haunted ) Sunken statue or monolith friendly and curious giant star sea horse Patrol offriendly merfolk Patrol of hostile merrow ( coastal waters ) or sahuagin ( deep waters ) Enormous kelp bed ( roll again on the table to determine what ‘s hidden in the kelp bed ) submarine cave ( empty ) submarine cave ( ocean hag lair ) submarine cave ( merfolk lair ) submarine cave ( colossus octopus lair ) submarine cave ( dragon turtle lair ) Bronze draco searching for treasure Storm giant star walking on the ocean floor Sunken treasure thorax ( 25 percentage chance that it contains something of value ; roll gem randomly using the tables in chapter 7 )

SwiMMING

Unless aided by magic, a character ca n’t swim for a full 8 hours per day. After each hour of swim, a character must succeed on a DC 10 Constitution saving throw or gain one level of exhaustion. A creature that has a swimming speed-including a character with a ring of swimming or exchangeable magiccan swim all day without penalty and uses the normal forced march rules in the Player ‘s Handbook. Swimming through thick water is alike to traveling at high altitudes, because of the urine ‘s pressure and cold temperature. For a animal without a naiant travel rapidly, each hour spent liquid at a depth greater than 100 feet counts as 2 hours for the function of

To keep players from straying, save your best ideas for the very end of your adventures, or insert them during periods of downtime. here are a few examples of ways in which an gamble seed can be revea led : On a villain ‘s cadaver, the characters find evidence that the villain was working for person else. A capture NPC reveals the location of person or something that might matter to the characters. The characters are heading to a local tavern when they spot a cherished post horse or a lacking person poster ( complete with the promise of a goodly reward ). • Members of the local militia or city determine put out the word that a crime has been committed, and they ‘re looking for likely witnesses and suspects. • The characters receive an anonymous letter that sheds light up on a plot or impend consequence of which they were previously unaware.

FORESHADOWING

— — — — — — — — — –

Foreshadowing is an use in nuance, involving the delicate plant of seeds for future adventu res. not all foreshadowing bears fruit, peculiarly if the clues are besides insidious or if events conspire to take your crusade in a new focus. The goal of adumbrative is to hint at approaching events and new threats in your political campaign without making it obvious to players that you ‘re telling them what the future holds. hera are a few examples :

• An object break or carried by an enemy has the symbol of a previously unknown constitution engraved or written on it. A brainsick charwoman standing on a street corner spouts fragments of an ancient prophecy, while pointing a crooked finger at the characters. The king and queen announce the marriage of their son to the daughter of a neighbor sovereign, but assorted factions oppose the union. Trouble is brewing. Bugbear scouts are making incursions into civilized lands and spying on settlements, as a preliminary to a · goblin warlord ‘s invasion. • A puppet testify in a market straight predicts a tragic consequence if two noble houses on the cusp of declaring war on each other reject to reconcile. NPC adventurers in a city are being murdered in a alike even unusual manner, hinting at a future threat to the player characters.

CAMPAIGN TRACKING Consistent details bring your crusade to life, and continuity helps players imagine that their characters are living in a real world. If the adventurers frequent a particular tavern, the staff, layout of the build, and interior decoration should n’t change much from one inflict to the following. That said, changes can occur as a consequence of the characters ‘ actions or of actions they learn about. When the adventurers kill a monster, it stays all in, unless person raises it. When they remove gem from a room, it does n’t reappear the following time they enterassuming it has n’t been stolen from them ! If they leave a door open, it should Stay open until person closes it.

CHAPTER 6

I BETWEEN

ADVENTURES

No one ‘s memory is infallible, so it pays to keep records. Jot notes directly on an gamble map to keep cut of afford doors, disarmed traps, and the alike. Events beyond the oscilloscope of a single venture are be recorded in a notebook dedicated to your campaign. Whether it ‘s a physical reserve or a normality electronic file, such_ record is a capital way to keep your notes organized. Your notebook might include a new york of the following elements. Campaign Planner. Write down the independent floor arc your campaign, and keep path of things that you hope appear in future adventures. Update it as the campaigr :. develops, adding ideas as they come to you. Character Notes. Write down the characters ‘ backgrounds and goals, since these notes can help you design gamble content that provides opportunities ~ character development. Keep a running run of the adventurers ‘ classes and levels, angstrom well as any quests and downtime activities they ‘re engaged in. If the characters have a ship or stronghold, phonograph record illinois diagnose and whereabouts, equally well as any hirelings in the characters ‘ employment. Player Handouts. Keep a copy of all handouts you make for your players so that you do n’t have to remember their contents later. Adventure Log. Think of this log as an episode lead for your crusade. Summarize each plot session or venture to help you keep track of the unfold campaign narrative. You can give your players access to thE log as well, or to an edited version stripped of your nor · and secrets. ( The players might besides keep their own record of adventures, which you can refer to if your owlog is incomplete. ) NPC Nqtes. Record statistics and roleplaying notes for any NPC the characters interact with more than once. For exercise, your notes might differentiate significant people in a town by their different voices, vitamin a well as their names, the places where they live and work, the names of their family members and associates, and possibly even a mystery that each one of them has. Campaign Calendar. Your world feels more real to your players when the characters notice the passage of time. Note details such as the variety of seasons and major holidays, and keep racetrack of any important event that affect the larger narrative. Toolbox. Keep notes whenever you create or significantly alter a monster, magic trick item, or trap. Keep any maps, random dungeons, or encounters you create. This data ensures you wo n’t repeat your work. and you ‘ll be able to draw on this material late.

RECURRING EXPENSES Besides the expenses associated with maintaining a particular life style, adventurers might have extra drains on their gamble income. Player characters who come into possession of property, own businesses. and employment hirelings must cover the expenses that accompany these ventures.

CHAPTER 7

I TREASURE

POTIONS OF HEALING

Potion of … Healing Greater healing Superior healing Supreme healing

POTION OF RESISTANCE

Rarity

HP Regained

Potion, uncommon

Common Uncommon Rare Very rare

2d4 + 2 4d4 + 4 8d4 + 8 10d4 + 20

When you drink this potion, you gain immunity to one type of damage for 1 hour. The DM chooses the type determines it randomly from the options below. d10

POTION OF HEROISM

Potion, rare For 1 hour after drinking it, you gain 10 irregular strike points that last for 1 hour. For the same duration, you are under the effect of the consecrate spell ( no concentration required ). This amobarbital sodium potion bubbles and steams as if boiling.

2 3 4 5

Damage Type Acid Cold Fire Force Lightning

dlO 6 7

8 9 10

Damage Type Necrotic Poison Psychic Radiant Thunder

POTION OF SPEED

Potion, very rare POTION OF INVISIBILITY

Potion, very rare This potion ‘s container looks vacate but feels as though it holds fluent. When you drink it, you become inconspicuous for 1 hour. Anything you wear or carry is invisible with you. The impression ends early on if you attack or cast a spell.

When you drink this potion, you gain the effect of the haste while for 1 minute ( no concentration required ). 1~­ potion ‘s yellow fluid is streaked with black and eddy on its own. POTION OF VITALITY

Potion, identical rare POTION OF INVULNERABILITY

Potion, rare For 1 minute after you drink this potion, you have resistance to all damage. The potion ‘s cloying melted looks like liquefied iron.

When you drink this potion, it removes any debilitation you are suffering and cures any disease or poison affecting you. For the next 24 hours, you regain the maximal phone number of hit points for any Hit Die you spend. The potion ‘s red liquid regularly pulses wi-dulllight, calling to mind a blink of an eye.

POTION OF LONGEVITY

Potion, identical rare When you drink this potion, your physical historic period is reduced by 1d6 + 6 years, to a minimal of 13 years. Each clock time you subsequently drink a potion of longevity, there is 10 percentage accumulative probability that you alternatively senesce by 1d6 + 6 years. Suspended in this amber liquid are a scorpion ‘s tail, an adder ‘s fang, a dead spider, and a bantam heart that, against all reason, is still beating. These ingredients vanish when the potion is opened. POTION OF MIND READING

Potion, rare When you drink this potion, you gain the effect of the detect thoughts spell ( save DC 13 ). The potion ‘s dense, purple liquid has an egg-shaped defile of pink floating in it. POTION OF POISON

Potion, rare This concoction looks, smells, and tastes like a potion of bring around or other beneficial potion. however, it is actpally poison masked by illusion magic. An name spell reveals its true nature. If you drink it, you take 3d6 poison damage, and you must succeed on a DC 13 Constitution saving throw or be poisoned. At the depart of each of your turns while you are poisoned in this means, you take 3d6 poison damage. At the end of each of your turns, you can repeat the economy throw. On a successful save, the poison damage you take on your subsequent turns decreases by 1d6. The poison ends when the price decreases to 0.

! 88

CHAPTER 7

I TREASURE

POTION OF WATER BREATHING

Potion, uncommon You can breathe subaqueous for 1 hour after drinking this potion. Its cloudy green fluid smells of the sea and has a jellyfish-like bubble floating in it. QUAAL ‘S FEATHER TOKEN

Wondrous iteni, rare This bantam object looks like a feather. Different types of feather tokens exist, each with a different single-use effect. The DM chooses the kind of nominal or determines it randomly. dlOO 01-20 21-35 36-50

Feather Token Anchor Bird Fan

dl 00 51-65 66-90 91-00

Feather Token Swan boat Tree Whip

Anchor. You can use an carry through to touch the token to a gravy boat or ship. For the following 24 hours, the vessel ca n’t be moved by any means. Touching the token to the vessel again ends the effect. When the effect ends, the token disappears. Bird. You can use an legal action to toss the token 5 feet into the air. The token disappears and an enormous, motley bird takes its place. The bird has the statistics of a roc ( see the Monster Manual ), but it obeys your simpleton commands and ca n’t attack. It can carry up to 500 pounds while flying at its maximum speed ( 16 miles an hour for a maximum of 144 miles per day. with a one-hour rest for every 3 hours of flying ), or 1,00G

equal to 16 x the number of tear in the taff. Every early creature in the area must make a DC 17 Dexterity saving throw. On a fail save. a animal rake an a mount of damage based on how far away it is from the point of origin, as shown in the trace postpone. On a uccessful save, a animal takes half as much damage.

The snake question can be attacked while it is animate. It has a n Armor Class of 15 and 20 hit points. If the head drops to 0 hit points, the staff is destroyed. arsenic hanker as it ‘s not destroyed, the staff regains all lost hit points whe normality it reverts to its inanimate form. STAFF OF THE MAGI

Distance from Origin

Damage

10 ft. off or closer

8 x the number of charges in the staff

11 to 20 ft. away

6 x the count of charges in the staff

21 to 30ft. away

4 x the total of cha rges in thorium e staff

STAFF O F STRIKING

Staff, very rare ( requires attunement ) This staff can be wielded as a magic trick quarterstaff that grants a +3 bonus to attack and damage rolls made with it. The staff has 10 charges. When you hit with a melee at tack using it, you can expend up to 3 of its charges. For each charge you expend, the target takes an extra ld6 force damage. The staff regains 1d6 + 4 expended charges day by day at click. If you expend the last load, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff. STAFF OF SWARMING I NSECTS

Sta ff, rare ( requires attunement by a bard, cleric, druid, sorcerer, warlock, or charming ) This staff has 10 charges and regains 1d6 + 4 expended charges casual at dawn. If you expend the last charge, roll a d20. On a 1, a teem of insects consumes and destroys the staff, then disperses. Spells. While holding the staff, you can use an military action to expend some of its charges to cast one of the following spells from it, using your enchantment save DC : elephantine worm ( 4 charges ) or worm plague ( 5 charges ). insect Cloud. While holding the staff, you can use an action and expend 1 consign to cause a teem of hour angle rmless flying insects to spread out in a 30-foot radius from you. The insects remain for 10 minutes, making the area heavily obscured for creatures other than you. T he drove moves with you, remaining centered on you. A wind of at least 10 miles per hour disperses the swarm and ends the consequence. STAFF OF THE A DDER

Read more:   How to delete bookmarks on Mac

Staff, rare ( requires attunement by a cleric, druid, or warlock ) You can use a bonus legal action to speak this staff ‘s instruction son and make the head of the staff become that of an enliven poisonous snake for 1 infinitesimal. By using another bonus military action to speak the instruction word again, you return the staff to its normal inanimate form. You can make a melee attack using the hydra head, which has a compass of 5 feet. Your proficiency bonus applies to the assail roll. On a hit, the target takes 1d6 pierce damage and must succeed on a DC 15 Constitution saving throw or take 3d6 poison damage.

Staff, legendary ( requires attunement by a sorcerer, warlock, or sorcerer ) This staff can be wielded as a magic trick quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While you hold it, you gain a +2 bonus to spell attack rolls. The staff has 50 charges for the following properties. It regains 4d6 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 20, the staff regains 1d12 + 1 charges. Spell Absorption. While holding the staff, you have advantage on saving throws against spells. In summation, you can use your reaction when another creature casts a spell that targets only you. If you do, the staff absorbs the charming of the enchantment, canceling its effect a neodymium gaining a count of charges equal to the absorbed spell ‘s flush. however, if doing sol brings the staff ‘s total number of charges above 50, the staff explodes as if you activated its retaliatory fall upon ( see below ). Spells. While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your go save DC and spellcasting ability : bid elemental ( 7 charges ), disperse magic ( 3 charges ), powerhouse ( 7th-level interpretation, 7 charges ), flaming sphere ( 2 charges ), ice rink storm ( 4 charges ), invisibility ( 2 charges ), knock ( 2 charges ), lightning bolt ( 7th-level interpretation, 7 charges ), passwall ( 5 charges ), plane shift key ( 7 charges ), telekinesis ( 5 charges ), wall of fire ( 4 charges ), or vane ( 2 charges ). You can besides use an carry through to cast one of the following spells from the staff without using any charges : arcane lock, detect magic, enlarge/reduce, light, mage pass, or auspices from malefic and good. retributive strike. You can use an action to break the staff over your stifle or against a hearty coat, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it. You have a 50 percentage find to instantaneously travel to a random plane of universe, avoiding the explosion. If you fail to avoid the impression, you take force price equal to 16 x the issue of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving shed. On a fail salvage, a creature takes an sum of wrong based on how far away it is from the point of lineage, as shown in the surveil mesa. On a successful save, a animal takes half as much damage. distance from Origin

Damage

10 ft. away or closer 11 to 20 ft. away

8 x the count of charges in the staff 6 x the number of charges in the staff

21 to 30ft. off

4 x the count of charges in the staff

CHAPTER 7

I TREASURE

adjust the challenge rat uggesred by its damage output signal up or down by 1 for e\·ery 2 points of difference. If the monster relies more on effects with saving throws than on attacks, use the monster ‘s save DC rather of its attack bonus. If your giant uses different attack bonuses or save DCs, use the ones that will come up the most much. average challenge Rating. The monster ‘s concluding challenge rat is the average of its defensive and offensive challenge ratings. Round the average up or toss off to the nearest challenge rat to determine your monster ‘s final challenge rat. For exemplar, if the animal ‘s defensive challenge military rank is 2 and its dysphemistic rate is 3, its concluding evaluation is 3. With the final challenge military rank, you can determine the monster ‘s proficiency bonus using the Monster Statistics by Challenge Rating table. Use the experience Points by Challenge Rating table to determine how much XP the monster is worth. A monster of challenge rat 0 is worth 0 XP if it poses no menace. differently, it is worth 10 XP. Creating a giant is n’t merely a number-crunching practice. The guidelines in this chapter can help you create monsters, but the only way to know whether a monster is fun is to playtest it. After seeing your giant in action, you might want to adjust the challenge rat up or depressed based on your experiences. EXPERIENCE POINTS BY CHALLENGE RAT I NG

CR

XP

CR

XP

0

0 or 10 25 50 100 200 450 700 1,100 1,800 2,300 2,900 3,900 5,000 5,900 7,200 8,400 10,000

14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30

11 ,500 13,000 15,000 18,000 20,000 22,000 25,000 33,000 41,000 50,000 62,000 75,000 90,000 105,000 120,000 135,000 155,000

1/8 1/4 1/2 1 2 3 4 5 6 7 8 9 10 11 12 13

CREATING A MONSTER STAT BLOCK If you want a full moon giant stat obstruct, use the following method acting to create your new monster. The introduction to the Monster Manual explains all the components of a monster ‘s stat stuff. Familiarize yourself with that material before you begin. In the class of creating your monster, if you find yourself unable to make a decision, let the examples in the Monster Manual template you. once you have a monster concept in mind, follow the steps below.

S TEP

1. N A ME

A monster ‘s name should be given as much consideration as any early aspect of the monster, if not more. Your monster might be based on a real-world animal or a freak from myth, in which case its identify might be obvious. If you need to invent a name, keep in mind that the best names either reflect the giant ‘s appearance or nature ( such as the mimic and the owlbear ) or have a nice ring to them ( such as the chuul and the thri-kreen ). STEP

2.

SIZE

Mak6 your monster whatever size you want : Tiny, Small, Medium, Large, Huge, or Gargantuan. A monster ‘s size determines which die is used to calculate its hit points in measure 8. Size besides determines how much space the giant occupies, as discussed in the Player ‘s Handbook. STEP

3. T Y PE

A monster ‘s type provides insight into its origins and nature. The Monster Manual describes each giant type. Choose the type that best fits your concept for the monster. STEP

4. ALIGNMENT

If your monster has no concept of morals, it is unaligned. otherwise, it has an conjunction appropriate to its nature and moral mentality, as discussed in the

Player ‘s Handbook. STEP

5. ABILITY

SCORES AND MODIFIERS

Monsters, like player characters, have the six ability scores. A monster ca n’t have a score lower than 1 or higher than 30 in any ability. A monster ‘s score in any ability determines its ability modifier, as shown in the Ability Scores and Modifiers table in the Player ‘s Handbook. If you ca n’t decide what a giant ‘s ability scores should be, look for comparable monsters in the Monster Manual and mimic their ability scores. For exercise, if your monster is roughly ampere chic as a human common, give it an Intelligence of 10 ( +0 changer ). If it ‘s a firm as an ogre, give it a Strength of 19 ( +4 modifier ). STEP

6.

EXPECTED CH A LLENGE R ATING

Choose a challenge rat for your monster. See pace 1 under “ Creating Quick Monster Stats ” for more information. You will use the proficiency bonus in belated steps, so jot it down nowadays or remember it. STEP

7. ARMOR

CLASS

A giant ‘s Armor Class has a direct wear on its challenge rate, and frailty versa. You can determine your monster ‘s Armor Class in one of two ways. Use the table. You can choose an appropriate AC based on the monster ‘s expected challenge rat, as shown in the Monster Statistics by Challenge Rating table. The table provides the baseline AC for a monster of a specific challenge rat. Feel free to adjust the AC as you see suit. For case, the baseline AC for a chapter 9

I DUNGEON

MASTER ‘S WORKSHOP

~75

Name Light Sensitivity Magic Resistance Magic Weapons Martial Advantage

Example Monster Shadow demon Balor Balor Hobgoblin

Mimicry Nimble Escape

Kenk uracil Goblin

Otherworldly Perception Pack Tactics Parry Possession Pounce

Kuo -toa Kobold Hobgoblin warlord Ghost Tiger

Psychic Defense

Githzerai monk

Rampage Reactive Read Th oughts Reckless Redirect Attack Reel Regeneration

Gnoll Marilith Doppelgange-r Minotaur Goblin boss Roper Troll

Rejuvenation Relentless

Lich Were boar

Shadow Stealth Shapechanger Siege Monster Slippery Spellcasting Spider Climb Standing Leap Steadfast Stench Sunlight Sensitivity Superior Invisibility Sure-Footed Surprise Attack

Shadow monster Wererat Earth elemental Kuo-toa Lich Ettercap Bullywug Bearded hellion Trogl odyte Kobold Faerie dragon Dao Bugbear

Swallow

Behir

Teleport Terrain Camouflage Tunneler Turn Immunity Turn Resistance Two Heads Undead Fortitude

Balor Bullywug Umber giant Revenant Lich Ettin Zombie

Web Web Sense Web Walker Wounded Fury

Giant spider Gia spider Gia spider Q aggo hydrogen

Effect on Challenge Rating Increase the freak ‘s effective AC by 2. Increase the effective damage of one attack per cycle by the measure gained from this trait. Increase the giant ‘s effective AC and effective attack bonus by 4 ( assuming the monster hides every beat ). Increase the freak ‘s effective approach bonus by 1. Increase the monster ‘s effective AC by 1. Double the giant ‘s effective reach points. Increase the monster ‘s effective wrong for 1 round by the sum it deals with the bonus action gained from this trait. Apply the monster ‘s Wisdom modifier to its actual AC if the freak is n’t wearing armor or wie lding a shield. Increase the monster ‘s effective per-round price by 2.

Increase the monster ‘s effective reach points by 3 x the count of murder points the giant regenerates each round of golf. Increase the monster ‘s effective hit points based on the expect challenge rating : 1-4, 7 horsepower ; 5-10, 14 horsepower ; 11 – 16,21 horsepower ; 17 or higher, 28 horsepower. Increase the monster ‘s effective AC by 4.

See measure 13 under “ Creating a Monster Stat Block. ”

Increase the giant ‘s effective AC by 1. Increase the monster ‘s effective AC by 2. Increase the freak ‘s effective damage for 1 round by the measure noted in the trait. Assume the monster swallows one creature and deals 2 rounds of acid price to it.

In fold the monster ‘s effective hit points based on the expect challenge rat : 1-4, 7 horsepower ; 5-10, 14 horsepower ; 11-16, 21 horsepower ; 17 or higher, 28 horsepower. Inc rease the monster ‘s effective AC by 1.

Increase the giant ‘s damage for 1 round by the sum noted in the trait.

CHAPTER 9

I DUNGEON MASTER ‘S WORKSHOP

TRICK OBJECTS

d20 2

Object

RANDOM TREASURES d20

Book

12

Brain preserved

13

Object

Pool of water Runes engraved

in a jar

on wall or floor

EMPTY ROOMS An empty room can be a boom for characters who need a safe place to take a short remainder. Characters can besides barricade themselves there and take a hanker rest. sometimes such a room is n’t equally vacate as it appears. If the characters search a room cautiously, you can reward them with a privy compartment containing a daybook belong to a former inhabitant, a map leading to another dungeon, or some early discovery.

3

Burning fire

14

Skull

4

Cracked jewel

15

Sphere of charming

5

Door

6

Fresco

16

7

Furniture

17

Stone dagger

8

Glass sculpt

18

Suit of armor

energy Statue

9

Mushroom field

19

Tapestry or rug

10

Painting

20

Target dumbbell

11

Plant or tree

TRICKS

dlOO

Trick Effect

01-03

Ages the first person to touch the object

04-06

The partake object animates, or it animates other

07-10

Asks three skill-testing questions ( if all three are

objects nearby answered correctly, a reward appears ) 11 – 13

Bestows resistance or vulnerability

14-16

Changes a quality ‘s conjunction, personality, size, appearance, or sexual activity when touched

17-19

Use the tables and guidelines in chapter 7, “ treasure ” to determine the treasure in each area of your dungeon.

Changes one message to another, such as aureate

DUNGEON DRESSING The tables in this section provide assorted items and points of interest that can be placed in your keep. Dungeon dressing can help establish the atmosphere of a dungeon, give clues about its creators a north dakota history, provide the basis for tricks and traps, or encourage exploration. To generate keep dressing at random, paradiddle once on each of the following tables : Noises, Air, and Odors. Roll american samoa often as you like on the other tables in this department, or choose allow furnishings for the area. NOISES

to lead or metal to brittle quartz glass

dlOO

20- 22

Creates a storm field

01-05

23-26

Creates an delusion

06

Bellowing

50-53

Knocking

27-29

Suppresses magic trick items for a time

07

Buzzing

54-55

Laughter

30-32

Enlarges or reduces characters

08-10

Chanting

56-57

Moaning

33-35

11

Chiming

58-60

Murmuring

36-38

Magic mouth speaks a riddle Confusion ( targets all creatures within 10ft. )

12

Chirping

61-62

Music

39-41

Gives directions ( genuine or delusive )

13

Clanking

63

42-44

Grants a wish

14

Clashing

64

Ringing

45-47

Flies about to avoid being touched

15

Clicking

65-68

Rustling

48 – 50

Casts geas on the characters

16

Coughing

69-72

Scratching or

17-18

Creaking Drumming

73-74

Screaming

75-77

Scuttling

Bang or slam

51-53

Increases, reduces, negates, or reverses graveness

54-56

Induces greed

57-59

Contains an imprison animal

20-23

Footsteps ahead

60-62

Locks or unlock exits

24-26

Footsteps

63-65

Offers a game of prospect, with the promise of a

19

approaching

dlOO 49

Effect

Jingling

Rattling

scrabbling

78

Shuffling

79-80

Slithering Snapping

reward or valuable information

27-29

Footsteps behind

81

66 – 68

Helps or harms certain types of creatures

30-31

Footsteps

82

Sneezing

69-71

Casts polymorph on the characters ( lasts 1 hour )

receding

83

Sobbing

72-75

Presents a puzzle or riddle

Footsteps to the

84

Splashing

76-78

Prevents campaign

side

85

Splintering

79-81

Releases coins, faithlessly coins, gems, false gems, a

86-87

Squeaking

magic item, or a map

32-33 34-35 36

Giggling ( faint ) Gong

82-84

Releases, summons, or turns into a monster

37-39

Grating

85- 87

Casts hypnotism on the characters

40-41

88-90

Wails forte when touched

42

91-93

Talks ( normal lecture, nonsense, poetry and

43-44

rhymes, spill the beans, spellcasting, or screaming )

45

94-97

Teleports characters to another invest

98-00

Swaps two or more characters ‘ minds

46 47-48

298

Effect

APPENDIX A

I

RANDOM DUNGEONS

88

Squealing

89-90

Tapping

Groaning

91-92

Thud

Gruntin deoxyguanosine monophosphate

93 – 94

Thumping

Hissing

95

Tinkling

Horn or t rumpet

96

Twanging

soundin gram

97

Whining

Howling

98

Whispering

Hummin gigabyte

99-00

Whistling

RELIGIOUS ARTICLES AND FURNISHINGS dlOO

Item

dlOO

Item

01-05 06- 08 09-ll 12

Altar

54 55 56-58

Lectern

13-14 15 16 17 18-19 20-23

Candles

Bells Brazier

Cloth, altar Columns or pillars

24

Curtain or tapestry

25 26-27 28- 29 30- 35

Drum Font Gong Holy or unholy symbol

36- 37

Holy or unhol yttrium writings

38-43 44- 48 49 50-53

59

Candlesticks Chimes

Idol Incense burner Kneeling bench

Offertory container

Candelabra

Cassocks

Mosaic

Paintings or

60-61 62 63 64 65 66-69 70-71 72-76 77 78 – 79 80-82 83 84-85 86- 90 91-97 98-99 00

01-03 04-05

Alembic Balance and weights

06-09 10 ll-14 15-16 17 18 19-22 23 24 25-26 27- 28 29-30 31-32 33 34 35 36 37- 40 41 42 43-44 45

Beaker Bellows Book Bottle Bowl Box Brazier Cage Candle

54 55 56 57- 58 59 60 61 62 63 64-65 66-68 69

Candlestick Cauldron Chalk Crucible Crystal ball Decanter Desk Dish Flask or jolt Funnel Furnace Herbs Horn

APPENDIX A 300

dlOO

Pipes, melodious Prayer rug Pulpit Rail Robes Screen Shrine Side chairs Stand Statue Throne Thurible Tripod Vestments Votive light

I

RANDOM DUNGEONS

Kettle Ladle Lamp or lantern Lens ( concave

Item

Tube ( piping ) Tweezers phial Water clock Wire Workbench

UTENSILS AND PERSONAL ITEMS dlOO

01 02 03 04-05 06-07 08-09 10 11 12-13 14 15 16 17

Whistle

Item

Mortar and pestle Pan Parchment Pentacle Pentagram Pipe, smoking Pot

Retort Rod, mixing or Scroll Sexton Skull Spatula Spoon, measuring Stand Stool Stuffed animal

Tripod Tube ( container )

Item

Mirror

Bandages Basin Basket Book Bottle Bowl Box Brush Candle Candlestick Cane or walking

23 24 25 26-27 28 29 30

Comb

Casket ( little ) Coffer Cologne or perfume Cup Decanter Dish Ear spoon Ewer Flagon, mug, or

59 60-61 62 63 64 65 66 67-68 69 70 71-72 73 74 75 76-77

Flask or jar Food

Grinder Horn, drinking Hourglass jug or pitcher Kettle Key Knife Knucklebones or dice

44 45-46

Ladle Lamp or lantern

Oil, scented Pan Parchment Pipe, musical Pipe, smoking Plate, platter, Pot Pouch Powder puff Quill Razor Rope Salve or ointment Scroll Shaker Sifter or strainer Soap Spigot Spoon Stopper Statuette or

78-79 80-82

Thread

83 84 85 86 87-88 90 91-92 93 94 95-96 97-98 99-00

Towel

Tinderbox ( with flinty and steel )

Fork Grater

Oil, fuel

figurine

tankard

31-32 33 34 35 36 37 38 39 40 41 42 43

Needle ( sulfur ) oil, cooking

or discus

Candle snuffer

Case

Tank ( container ) Tongs

dlOO

47-48 49 50 51 52 53 54-55 56 57 58

18 19 20-21 22

Prism Quill

Item

Awl

perplex

Magic circle

stirring

70-72 73 74-75 76 77 78 79 80 81 82 83 84

jug

dlOO

85-86 87 88-90 91 92 93-00

Pews

Lamp

Item

Item

Hourglass

or convex )

frescoes

MAGE FURNISHINGS dlOO

dlOO

46- 47 48-49 50 51 52 53

Tray Trivet or tripod Tureen Twine Vase Vial Washcloth Whetstone Wig Wool Yarn

APPENDIX

B :

MONSTER LISTS DESERT MONSTERS

MONSTERS BY ENVIRONMENT The follow tables organize monsters by envi ronment and cha llenge evaluation. These tables omit monsters that do n’t customarily inhabit the environments included here, such as angels and demons.

Monsters

Cat, coarse, hyena, jackal,

Challenge Rating ( XP )

0 ( 10 XP )

scorpion, marauder Bandit, camel, flying snake, guard duty,

1/8 ( 25 XP )

kobold, mule, poisonous snake, ARCTIC MONSTERS

stirge, tribal warr ior

Monsters

Challenge Rating ( XP )

Commoner, owl

0 ( 10 XP )

Bandit, blood hawk, kobold, tribal

Constrictor snake, giant star lizard, giant

1/8 ( 25 XP )

pseudodragon, winged kobold

1/4 ( 50 XP )

jackalwere, scout, swarm of insects

wa rrior

Dust mephit, gnoll, goblin,

Giant owl, winged kobold

Death andiron, colossus hyena, giant spider,

Ice mephit, ore, scout

1/2 ( 100 XP )

Brown bear, half-ogre

1 ( 200 XP )

giant frog, giant marauder, half-ogre,

Bandit captain, amuck, druid,

2 ( 450 XP )

lion, thri-kreen, yuan-ti pedigree

griffon, ogre, ore Eye of Gruumsh,

Bandit captain, berserker, druid,

orog, politician are bear, saber-toothed tiger

elephantine constrictor hydra, gnoll pack

Manticore, veteran, winter wolf, yeti Revena national trust, troll, werebear, you ng

3 ( 700 XP ) 5 ( 1,800 XP )

remorhaz

1/4 ( 50 XP )

poisonous snake, elephantine wolf spider, 1/2 ( 100 XP ) 1 ( 200 XP )

2 ( 450 XP )

lord, monster Giant scorpio, bugbear master,

3 ( 700 XP )

ma, phase spider, wight, yuan-ti

Mammoth, young white dragon

6 ( 2,300 XP )

malison

Frost colossus

8 ( 3,900 XP )

Couatl, gnoll fang ofYeenoghu,

Abom ina ble abominable snowman

9 ( 5,000 XP )

lami a, weret iger

4 ( 1,100XP )

11 ( 7,200 XP )

Air elementary, arouse elemental, revenant

5 ( 1,800 XP )

Adult white dragon

13 ( 10,000 XP )

Cyclops, medusa, young brass dragon

6 ( 2,300 XP )

Ancient white dragon

20 ( 24,500 XP )

Yuan-ti abomination

7 ( 2,900 XP )

Young blue dragon

9 ( 5,000 XP )

Remorhaz, roc

Guardian naga

COASTAL MONSTERS Monsters

Challenge Rating ( XP )

Commoner, crab louse, eagle

0 ( 10 XP )

Bandit, blood clear the throat, elephantine gripe,

1/8 ( 25 XP )

guard, kobold, merfolk, poisonous snake, stirge, tribal warrior Giant lizard, giant star wolf spider,

1/4 ( 50 XP )

pseudodragon, pteranodon, winged

Efreeti, gynosphinx, roc Adult boldness dragon

10 ( 5 ,900 XP ) 11 ( 7,200 XP ) 13 ( 10,000 XP )

Mummy godhead, purple worm

15 ( 13,000 XP )

Adult blue dragon

16 ( 15,000 XP )

Adult blue dracolich, androsphinx

17 ( 18,000 XP )

Ancient brass draco

20 ( 24,500 XP )

Ancient blasphemous draco

23 ( 32,500 XP )

kobold Sahuagin, scout

1/2 ( 100 XP )

Giant eagle, giant frog, vixen

1 ( 200 XP )

Monsters

Bandit captain, berserker, druid,

2 ( 450 XP )

Awakened shrub, baboon, badger,

griffon, monster, merrow, plesiosaur, Manticore, veteran

Bandit, blood peddle, florida ying snake, 3 ( 700 XP )

Ban shee

4 ( 1,100 XP )

kobold, mastiff, poi sonous snake,

5 ( 1 ,800 ·XP )

stirge, tribal warrior, catch on blight

Cyclops

6 ( 2,300 XP )

Blink pawl, boar, constrictor snake,

Young bronze dragon

8 ( 3,900 XP )

wapiti, giant tease, elephantine cricket bat, giant

Young blue dragon

9 ( 5 ,000 XP )

frog, giant lizard, giant owl, colossus

Djinni, marid, roc

11 ( 7,200 XP ) 13 ( 10,000 XP ) 15 ( 13,000 XP )

pyxie, pseudodragon, fairy, drove

16 ( 15,000 XP )

of ravens, winged kobold, wolf

Dragon turtleneck

17 ( 18,000 XP )

Ape, black bear, giant star wasp, gnoll,

Ancient tan dragon

22 ( 30,000 XP )

goblin, lizardfolk, ore, satyr, lookout,

Ancient blue dragon

23 ( 32,500 XP )

drove of insects, vine blight, worg

LISTS

1/4 ( 50 XP )

poisonous snake, giant beast spider,

Adult blue dragon

I MONSTER

1/8 ( 25 XP )

goblin, kenku, needle blight, panther,

Adult tan dragon

APPENDlX B

0 ( 10 XP )

giant denounce, giant weasel, guard duty,

Sahuagin baron, water elemental

Storm giant

Challenge Rating ( XP )

big cat, common, deer, hyena, owl

sahuagin priestess, sea hagfish

302

FOREST MONSTERS

1/2 ( 100 XP )

Phoenix6670 … … From the ashes I rise and burn my enemies … …

source : https://shayski.com
Category : Uncategorized

Leave a Reply

Your email address will not be published. Required fields are marked *

Back To Top