A 2nd Level Adventure For 3-4 Players
A 2nd Level Adventure For 3-4 Players
A 2nd Level Adventure For 3-4 Players
Appendix B - monsters
Midras, black dragon Ghoul
medium undead, chaotic evil
wyrmling
medium dragon, chaotic evil Armor Class 12
Hit Points 22 (5d8)
Armor Class 17 Speed 30 ft.
Hit Points 33 (6d8 + 6)
Speed 30ft., fly 60ft., swim 60ft.
STR DEX CON INT WIS CHA
13 (+1) 15 (+2) 10 (+0) 7 (-2) 10 (+0) 6 (-2)
STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 13 (+1) 10 (+0) 11 (0) 13 (+1) Damage Immunities poison
Condition Immunities charmed, exhaustion,
Saving Throws Dex +4, Con +3, Wis +2, Cha +3 poisoned
Skills Perception +4, Stealth +4 Senses darkvision 60 ft., passive Perception 10
Damage Immunities Acid Languages Common
Senses blindsight 10 ft., darkvision 60 ft., passive Challenge 1 (200 XP)
Perception 14
Languages Common, Draconic
Challenge 2 (450 XP)
Actions
Amphibious. The dragon can breathe air and water. Bite. Melee Weapon Attack: +2 to hit, reach 5 ft.,
one target. Hit: 9 (2d6+2) piercing damage.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., Claws. Melee Weapon Attack: +4 to hit, reach 5ft.,
one target. Hit: 7 (1d10+2) piercing damage plus 2 one target. Hit 7 (2d4 + 2) slashing damage. If the
(1d4) acid damage. target is a creature other than an elf or undead, it
Acid Breath (Recharge 5-6). The dragon exhales acid must succeed on a DC 10 Constitution saving
in a 15-foot line that is 5 feet wide. Each creature throw or be paralyzed for 1 minute. The target can
in that line must make a DC 11 Dexterity saving repeat the saving throw at the end of each of its
throw, taking 22 (5d8) acid damage on a failed turns, ending the effect on itself on a success.
save, or half as much on a successful one.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 14 (+1) 2 (-4) 11 (0) 4 (-3) 7 (-2) 15 (+2) 9 (-1) 8 (-1) 7 (-2) 8 (-1)
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
1 (-5) 14 (+2) 11 (0) 10 (0) 10 (0) 11 (+0) 3 (-4) 13 (+1) 10 (+0) 1 (-5) 7 (-2) 1 (-5)
Damage Resistance acid, cold, fire, lightning, Damage Resistance bludgeoning, piercing, slashing
thunder; bludgeoning, piercing, slashing from Condition Immunities charmed, frightened,
nonmagical attacks grappled, paralyzed, petrified, prone, restrained,
Damage Immunities necrotic, poison stunned
Condition Immunities charmed, exhaustion, Senses blindsight 10 ft., passive Perception 8
grappled, paralyzed, petrified, poisoned, prone, Languages -
restrained, unconscious Challenge 1/2 (100 XP)
Senses darkvision 60 ft., passive Perception 10
Languages Understands all languages it knew in life Swarm. The swarm can occupy another creature's
but cant't speak space and vice versa, adn the swarm can move
Challenge 1 (200 XP) through any opening large enough for a Tiny insect.
The swarm can't regain hit points or gain temporary
Incorporeal Movement. The specter can move hit points.
through other creatures and objects as if they were
difficult terrain. It takes 5 (1d10) force damage if it Actions
ends its turn inside an object.
Sting. Melee Weapon Attack: +3 to hit, reach 0ft.,
Sunlight Sensitivity. While in sunlight, the kobold one target in the swarms space. Hit 10 (4d4)
has disadvantage on attack rolls, as well as on piercing damage, or 5 (2d4) piercing damage when
Wisdom (Perception) checks that rely on sight. the swarm has half hit points or fewer.
Actions
Life Drain. Melee Weapon Attack: +4 to hit, reach
5ft., one creature. Hit 10 (3d6) necrotic damage.
The target must succeed on a DC 10 Constitution
saving throw or its hit point maximum is reduced
by an amount equal to the damage taken. This
reduction lasts until the creature finishes a long
rest. The target dies if this effect reduces its hit
point maximum to 0.
Appendix C - temple map
1 Square = 5 ft.