The Great Modron March 5e Conversion (10461089)
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THE GREAT MODRON MARCH 5th Edition Conversion A Free Conversion by Jarred Caldwell
This is an easy conversion for all mechanics in the campaign “The Great Modron March” from Planescape AD&D Second Edition to D&D Fifth Edition. You must own the original campaign book to use this conversion. Thanks to the community on the Paizo Messageboards for their assistance with this conversion. Special thanks to William Bryon for his immense help in converting many of the unique characters. Credit for the Abishai statistics goes to Strerd on the Planewalker.com forums. ============================ Introduction Modrons (Page 8): The 5e Monster Manual only has 5 of the modrons listed, monodrones, duodrones, tridrones, quadrones, and pentadrones. That still leaves the decatons, nonatons, octons, septons, hexons, and quintons. Statistics for these can be found in the appendix. Note: all modrons in this campaign have maximum hit points. Spell and Modrons (Page 10): Modrons already have axiomatic mind, meaning that they can't be compelled to perform an action against its nature or its orders; this takes care of their spell immunities. The spells which modrons are susceptible no longer exist in 5e. ============================ Prologue No change. ============================ Chapter 1 - The March Begins Jysson (Page 13). Use the cat statistics (PHB 305), with the following modifications: speaks common, Intelligence 13 The Book (Page 17). Once per Long Rest: - Mentally communicate with up to six creatures with simple messages like "come to me." - Cast Detect Thoughts - Inflict 1d6 psychic damage and stun for 1d4 rounds (Con Save, DC 14 negates damage). Legos Scrog's Agents (Page 17, 21). Fighter Thugs: Use Thug statistics (MM 350) Thief Thugs: Use Spy statistics (MM 349) Thandol (Page 18). Use commoner Statistics, Race: Human (MM 345). Tourlac (Page 18).
Use Commoner statistics. Race: halfling. (MM 345). Muenscaal (Page 19). Use Veteran Statistics, race: Tiefling (MM 350) Chance to notice thugs following (Page 19). Change to an active stealth roll by the thugs vs the PCs passive perception. Mordenkainen's Magnificent Mansion (Page 19). This spell now lasts 24 hours; Heiron does not have to recast every 14 hours. Automata City Guardsman (Page 19). Use Guard statistics (MM 347) Dexterity Checks (Page 20). DC 11 dex check Heiron Lifegiver (Page 21). Male Half-elf, TN Armor Class: 14 Hit Points: 45 (13d8) Speed: 30 ft S 9 (-1) D 14 (+2) C 9 (-1) I 20 (+5) W 14 (+2) Ch 11 (+0) Saving Throws: Int +10, Wis +7 Skills: Arcana +10, History +10, Senses: Darkvision, Passive Perception 11 Special Defenses: Can't be put to sleep magically, advantage vs charm Languages: Planar Common, Elven, Celestial, Infernal, Abyssal, Axiomatic CR: 9 Heiron is a 13th level spell caster. His spell casting ability score is INT, Spell DC: 18, Spell Attack: +10. He has the following spells: Cantrips (at-will): Acid Splash, Mage Hand, Mending, Message, Prestidigitation, 1st (4): Comprehend Languages, Detect Magic, Disguise Self, Identify, Magic Missile, Shield, Unseen Servant 2nd (3): Alter Self, Blur, Invisibility, Melf's Acid Arrow, Suggestion 3rd (3): Counterspell, Dispel Magic, Fly, Lightning Bolt, Non-detection, 4th (3): Arcane Eye, Dimension Door, Fabricate, Stoneskin, 5th (2): Animate Object, Creation, Passwall, Telekinesis 6th (2): Globe of Invulnerability, Disintegrate 7th (1): Mordenkainen's Magnificent Mansion At this point in the adventure, Heiron casts Mordenkainen's Magnificent Mansion every day, so his 7th level spell slot is unavailable. He also casts non-detection three times per day, so his 3rd level slots may be cast depending on the time of day the PCs meet up with him.
Special Equipment: Portable Hole, Ring of Protection +2 Actions Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft or 20/60 ft. One target, hit 4 damage (1d4+2) piercing. Jezrene the Quickeye (Page 21) NE Female High Elf Armor Class: 16 Hit Points: 66 (12d8) Speed: 30 ft S 8 (-1) D 18 (+4) C 12 (+1) I 16 (+3) W 15 (+2) Ch 10 (+0) Saving Throws: Int +7, Wis +6, Dex +8 Skills: Arcana +7, Deception +4, Insight +6, Investigation +7, Perception +6, Persuasion +4, Sleight of Hand +8 Senses: Passive Perception 16 Languages: Planar Common, Elven Special Defenses: Can't be magically put to sleep, advantage vs charm CR: 8 Cunning Action. On each of her turns, Jazrene may use her Bonus Action to take the Hide, Disengage, or Dash actions. Sneak Attack (1/turn). Jazrene deals an extra 7 (2d6) damage when she hits a target and has advantage, or when the target is within 5 ft of an ally of Jazrene and isn't incapacitated and Jazrene doesn't have disadvantage on the attack roll. Jazrene is a 9th level spell caster. Her spell casting ability score is INT, Spell DC: 15, Spell Attack: +7. She has the following spells: Cantrips (at-will): Fire Bolt, Mage Hand, Message, Prestidigitation 1st (4): Charm Person, Detect Magic, Disguise Self, Magic Missile, Thunderwave 2nd (3): Blindness/Deafness, Hold Person, Mirror Image, See Invisibility, Ray of Enfeeblement 3rd (3): Counterspell, Dispel Magic, Lightning Bolt 4th (3): Confusion, Greater Invisibility 5th (1): Dominate Person, Teleportation Circle Special Equipment: +1 Short Sword, Bracers of Defense (+2 AC) Actions. Multiattack. Jazrene can make two melee attacks. Short Sword. Melee Weapon Attack: +9 to hit, reach 5 ft. One target, hit 8 damage (1d6+5) piercing. ============================ Chapter 2 - The Unswerving Path
Couldronborn (Page 28). Use Knight statistics (MM 347). Exceptions: Has a magic +1 weapon and magic +1 armor. Race: Aasimar, +1 Wis, +2 Cha, Darkvision, Resistance to necrotic and radiant damage, light cantrip, lesser restoration (1st) and daylight (3rd) once per long rest. ============================ Chapter 3 – Ambushed Sir Vaimish Crasad (Page 35). LG Male Human Paladin 12 Sir Vaimish is not involved in any combat where the PCs will be. Yeth Hound (Page 36). Medium fiend, lawful evil Armor Class 15 (natural armor) Hit Points 45 (7d8 + 14) Speed 50 ft. Fly 50 ft. STR 17 (+3) DEX 12 (+1) CON 14 (+2) INT 6 (-2) WIS 13 (+1) Perception +5 CHA 8 (- 1) Senses. darkvision 60ft., passive Perception 15 Languages Infernal (cannot speak) Challenge 3 (700 XP) Weakness. Silver (needs silver to hit), Daylight (in daylight Yeth Hounds have Disadvantage to everything. Keen Hearing and Smell. The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell. Pack Tactics. The hound has advantage on an attack roll against a creature if at least one of the hound's 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: 7 (1d8 + 3) piercing damage. Bay (Recharge 5-6}. Those who hear the Yeth Hound must succeed on a DC 11 Wisdom saving throw against this magic or become frightened until the end of the next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the hound’s baying for the next 24 hours. Tacharim Knights (Page 36). Medium humanoid (any race), Neutral Evil Speed 30 ft
Senses passive perception 10 AC 16 (ring mail, shield) hp 45 (6d8+18) Str 16 (+3) Dex 10 (+0) Con 16 (+3) Int 11 (+0) Wis 11 (+0) Cha 12 (+1) Saves CON +5, WIS +2 CR 3 Languages planar common Combat Gear Brave. The knight has advantage on saving throws against being frightened. Second Wind: bonus action to heal 1d10+2, once per short rest Actions Multiattack. The knight makes two melee attacks. Melee Longsword: +5 to hit, reach 5 ft., one target. Hit: (1d8 + 3) slashing damage. Ranged Heavy Crossbow: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage. Guards (Page 37). Use Guards statistics (MM 348) Tacharim Workers (Page 39). Use Commoner Statistics (MM 345) Greir Crasad (Page 39). Use Veteran statistics (MM 350) with the following exception: Sneak Attack (3d6) Alchemists (Page 39). Medium humanoid (any race), any alignment Armor Class 10 Hit Points 4 (1d8) Speed 30ft. STR 10 (+0) DEX 10 (+0) CON 10 (+0) INT 12 (+1) WIS 10 (+0) CHA 10 (+0) Senses passive Perception 10 Languages any one language (usually Common) Challenge 1/8 (25 XP) Actions. Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: (1d4) slashing damage. Tactics. The alchemists are noncombatant cowards. They will try hurling a random alchemical
liquid in a vial out of fear but will quickly surrender. 1-Acid 2-Alchemists Fire 3-Empty Vial 4-Holy Water 5-Oil 6-Ink Denrac Grundarein (Page 39). Use Commoner statistics (MM 345) with the following exceptions: HP 9 Speed 40 ft CR 1 (100 xp) Club. Melee Weapon Attack: +7 to hit, reach 5ft, one target. Hit: 9 (1d8+5), bludgeoning damage Charge: Melee Weapon Attack +7 to hit, reach 5ft, one target. Hit: 13 (3d8), 50% change to knock target prone. Denrac must move at least 10 feet to use this attack. Immune to illusions Yissa Nyclar (Page 40). Use alchemist statistics above with the following exceptions: Str 12 Dex 10 Con 13 Int 14 Wis 11 Cha 13 Skills Arcana +4, History +4 Sethetis (Page 40). Male Human, NE AC 17/19 with shield (Dex, half plate, shield) hp 57 (9d8+9) Speed 30 ft Str 9 (-1) Dex 16 (+3) Con 12 (+1) Int 13 (+1) Wis 18 (+4) Cha 14 (+2) Saves WIS +6, CHA +5 Skills Insight +6, Persuasion +5, Medicine +6, Religion +4 Condition Immunities. poisoned Damage Resistances. Poison Languages planar common, snake Combat Gear chain mail, shield, dagger, Channel Divinity: 2/ short or long rest Wrath of Storms. You can thunderously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a DEX saving throw. The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one. You can use this feature 4/long rest. Channel Divinity: Destructive Wrath. You can use your Channel Divinity to wield the power of the storm with unchecked ferocity. When you roll lightning or thunder damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.
Thunderbolt Strike. When you deal lightning damage to a Large or smaller creature, you can also push it up to 10 feet away from you. Spellcasting. Sethetis is a 7th level spellcaster, using wisdom as the casting ability score (DC 15, +7). Sethetis can cast the following spells: Cantrips—mending, spare the dying, thaumaturgy 1st—fog cloud, thunderwave, command, detect poison and disease, sanctuary, 2nd—gust of wind, shatter, hold person, silence, spiritual weapon 3rd—call lightning, clairvoyance, dispel magic, glyph of warding, sleet storm, 4th—control water, freedom of movement, ice storm, locate creature Actions. Melee Dagger: +6 to hit, reach 5 ft., one target. Hit: (1d4 + 3) piercing damage. 2 attacks Kr’klclk (Page 40). Use Azer statistics (MM 23). ============================ Chapter 4 - Politics of the Beasts Lil’s Rou (Page 45). Use Scout statistics (MM 349) Alisiphone the Nymph (Page 45). Use Dryad statistics (MM 121) Exception: Fey Charm causes blindness instead of charming. Jhaxon and the Dogs (Page 47). Use Mastiff statistics (PHB 307). Exceptions: Jhaxon has INT 12. Other dogs have INT from 3-12. Dogs with higher int may also be spellcasters; add spells from Acolyte (MM 342) or Druid (MM 346). The Hierophant of Trees (Page 47). Use Druid statistics (MM 346). If the PCs attack and kill her, another Druid will call the alarm for battle. There are dozens of them, so it won't be an issue. All other Druids, if called, can use the same statistics. Wild Dogs (Page 47). Use Wolf statistics (PHB 311). Exceptions: Int ranges from 4-12, some may have spell casting abilities; add spells from Acolyte (MM 342) or Druid (MM 346). Finding the source of contamination (Page 47-48) Wisdom (Survival) or Intelligence (Investigation) DC 16. Druids, Rangers, and anyone with the Outlander background automatically succeed. Wemics (Page 48) Use Centaur statistics (MM 38). Exception: Change hooves attack to Claws attack (slashing instead of bludgeoning).
Averials (Aka winged elves) (Page 49). Use Aarocokra statistics (MM 12). Exceptions: Languages: Elven. Change talon attack to long sword (+2 to hit, 1d8+0 damage). Change javelin to long bow (+4 to hit, 1d8+2 damage). Breath of Life (Page 50) AC 20, Speed: Fly 60ft, HP: 200 Immune to weapon attacks Spell DC: 17 Once per round: Conjure Minor Elemental (Air only), Fog Cloud, Gust of Wind, Ice Storm, Lightning Bolt (10d6), Wall of Ice, Wind Wall Three times per long rest: Control Weather As an action, Breath of Life can grant another creature the ability to cast Call Lightning or Fly once per short rest for one week. ============================ Chapter 5 - Modron Madness Xaldra Miloni (Page 52). Use Guard statistics (MM 348). Alisanaa Boughbender (Page 54). Use Mage statistics (MM 347). Modronoid Xaldra (Page 56). Female Modronoid, CN AC 9 (Dex) hp 93 (11d8+44) Speed 30 ft Str 17 Dex 9 Con 18 Int 8 Wis 8 Cha 5 Senses Darkvision 60ft, passive perception 9 Damage Immunities: lightning, poison; bludgeoning, piercing, and slashing from non magical weapons that aren't adamantine Condition Immunities: charmed, exhaustion, frightened, paralyzed, petrified, poisoned Advantage vs fear-based effects, Advantage on saving throws against spells and other magical effects. Aversion of Metal Alteration. If the modronoid takes any damage from altering its metal state, it has disadvantage on attack rolls and ability checks until the end of its next turn. Immutable Form. The modronoid is immune to any spell or effect that would alter its form. Lightning Absorption. Whenever the modronoid is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt. Magic Weapons. The modronoid’s weapon attacks are magical. Actions. Multiattack. The modronoid can make two slam attacks. Slam: +6 to hit, reach 5 ft., one target. Hit: (2d8 + 3) bludgeoning damage.
Brigands (Page 57). Use Thugs statistics (MM 350). Ildurn Grimm (Page 57) male half-elf/Rogue 5/Bleak Cabal/CN AC 16 (leather, Dex, Feat) hp 53 (10d8) Speed 30 ft, Climb 30 ft Str 12 Dex 17 Con 10 Int 14 Wis 14 Cha 15 Saves DEX +6, INT +5 Skills acrobatics +6, athletics +4, history +8, intimidate +5, perception +5, sleight of hand +6, stealth +9 Feats: Duel Wielder. You master fighting with two weapons, gaining the following benefits: • You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand. • You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren’t light. • You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one. Senses Darkvision 60 ft, passive perception 15 Languages: planar common, Combat Gear: leather armor +1, two short swords +1, potion of healing Special Attacks: Sneak Attack +3d6 Cunning Action: You can take a bonus action on each of your turns in combat in order to take the Dash, Disengage, or Hide action. Additionally, you can make a Dexterity (Sleight of Hand) check, use your thieves’ tools to disarm a trap or open a lock, or take the Use an Object action. Pack Tactics. The thug has advantage on an attack roll against a creature if at least one of the thug's allies is within 5 feet of the creature and the ally isn't incapacitated. Expertise Rogue Archetype: Thief Uncanny Dodge: When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you. Actions. Melee Short Swords: +7 to hit, reach 5 ft., one target. Hit: (1d6 + 3) slashing damage. 2 attacks plus 1 bonus attack Ranged Light Crossbow: +6 to hit, range 80/320, one target. Hit: (1d8 + 3) piercing damage. Crystal Ball Trap (Page 58). Touching the crystal ball without saying the magic word causes the trap to go off. Wisdom Saving Throw, DC 16, or paralyzed. Cannot move until a command word is spoken or a Dispel Magic of at least 4th level spell slot is cast to remove the trap. Trap reset every round. Library Spells (Page 58). Use Arcane Lock (PHB 215) instead of Wizard Lock.
Replace the Fire Trap spell with the following trap: Fire Trap (magical trap) A trap is placed on the cabinet lock in this room. Fiddling with the lock without the matching magical key sets the trap off. Perception DC 15 to notice the scorch marks on the ground, giving evidence for the trap. A creature standing in front of the cabinet must make a DC 13 Dexterity Save or take 22 (4d10) Fire damage, half as much on a successful save. The trap resets in one minute. Breaking the lock will destroy the trap; opening/picking the lock will pause the trap until it is locked again. A successful Dispel Magic (DC 14) will destroy the trap. Modronoids (Page 59). AC 18 (metal plates), HP 31 (6d8) ATTACK Arm Blades, +5 to hit, 1d6+2 slashing damage) Multiattack. A modronoid can make two attacks with its arm blades as an action. Special Defense: Modronoids have advantage against all spell saving throws, except mind affecting effects. Special Weakness: Modronoids have disadvantage on all mind affecting effects. CR 2 (400 XP) Surgery Spells (Page 59) Replace Continual Light with Continual Flame (PHB 227). Valran Stonefist (Page 61) (male human/Wizard 9/SoS/CN) As per the Mage in the MM pg 347 with the following exceptions AC 17 (with Mage Armor) Speed 30 ft Wis 9 Cha 12 Saves WIS +2 Senses passive perception 9 Languages planar common, slaadi, tanar’ri (abyssal), fey Combat Gear staff of striking (10 charges/expend 1 charge[up to 3] for d6 force damage), eyes of minute seeing, helm of comprehending languages, bracers of defense Damage Resist via spell Spells Known DC 14, +6 Cantrips—friends, shocking grasp, mending, ray of frost 1st—grease, mage armor, shield 2nd— detect thoughts, hold person, lightning bolt 3rd—counterspell, gaseous form, hypnotic pattern, protection from energy 4th—polymorph 5th—legend lore Actions. Melee Staff: +6 to hit, reach 5 ft., one target. Hit: (1d8 + 2) bludgeoning damage plus extra force damage ============================
Chapter 6 - Law in Chaos Intelligence Checks (Page 65) Treat as Concentration Checks (PHB 203), using intelligence saves instead of constitution saves. Red & Blue Slaadi (Page 66). Use Red Slaad and Blue Slaad statistics (MM 276). Chaos Whirlpool (Page 66). Intelligence Save, DC 15 Immeasurable (Page 67). Intelligence Save, DC 11 Torrenth (Page 67). (female githyanki assassin, LE) as per “Assassin” in the MM pg 344 except for the following… Psionics At will: mage hand (the hand is invisible) 3/day each: jump, misty step, nondetection (self only), tongues 1/day each: plane shift, telekinesis Spells 1-4th—Conjure Chaos Imp* 3-3rd—Fear, Lightning Bolt, Gaseous Form 3-2nd—Hold Person, Invisibility, Web 4-1st—burning hands, charm person, magic missile, Fog Cloud Cantrips—True Strike, Minor Illusion, Light, Firebolt Equipment: Astral short sword +2 *This is a unique spell that summons 2d4 Chaos Imps, requires one minute to cast, lasts for 1 hour (concentration), and has a range of 90ft. Chaos Imps (Page 67). AC 17, HP 12 (2d8) Speed 20ft, Fly 40ft Str 6 (-2), Dex 17 (+3), Con 13 (+1), Int 11 (+0), Wis 12 (+1), Cha 14 (+2) Skills: Deception +4, Insight +3, Persuasion +4, Stealth +5 Damage Resistance: Cold, Bludgeoning, Piercing, Slashing from non-magical weapons that are not silvered. Damage Immunity: Fire, Poison Condition Immunity: Poison Senses: Darkvision 120ft, Passive Perception 11 Languages: Chaos, Planar Common Special Abilities Possession: The Chaos Imp can possess objects. If it takes an action, there is a 50% chance of failure. If it takes a full round, there is no chance of failure. Performing this as a full round requires concentration. Possessing a magic items always presents a chance of failure: 65%
+5% for each +1 the item possesses. While possessing the object, it is treated as Animate Object (PHB 213), using the Chaos Imp’s mental stats. The imp is forced out if the item is destroyed or if one of the following spells is cast upon it: Animate Object, Banishment, Dispel Magic, or a similar spell. ============================ Chapter 7 - The Modron Judge Bachalis (Page 71). Use Archmage statistics (MM 342). Sarex Fighter (Page 72). Use Veteran statistics (MM 351). Sarex Wizard (Page 73). Use Mage statistics (MM 348). Sarex Cleric (Page 73). Use Priest statistics (MM 349) Different Holy Symbols: —Anshar (Black Sphere) —Talos (3 lightning bolts) —Ho Masubi (a fiery inferno) —Loki (red and black boots [actually wearing the black jackal symbol]) Sarex Rogue (Page 73). Use Veteran statistics (MM 351). Exceptions: AC 13, Sneak Attack +3d6 damage Trictacalus (Page 77). (modified rogue modron decaton) AC 17 hp 50 (8d8+8) Speed 30 ft, Fly 30 ft Str 15 Dex 15 Con 12 Int 12 Wis 12 Cha 14 Skills perception +5 Condition Immunities exhaustion Languages Modron, Celestial, Infernal, Planar common Disintegration. If the Decaton dies, its body disintegrates into an oily liquid, leaving behind its weapons and anything else it was carrying. Innate Spellcasting. Trictacalus can cast the following spells using charisma as the casting ability score (DC 13, +5) At Will: Command and Remove Paralysis Actions. Multiattack. A decaton makes 10 tentacle attacks.
Melee tentacle +4, 1d6+2 bludgeoning damage Notes: Typically, Rogue modrons become quadrons. Trictacalus has not reverted. Escaping Through Bedlam (Climax) (Page 77). Stealth checks are made at disadvantage. Zone 1: DC 8 Zone 2: DC 12 Zone 3: DC 16 Zone 4: DC 20 Tharick Bleakshadow (Page 78). (male human, Sorcerer 12, Xaositect, CN) use ARCHMAGE stats, MM pg 343 AC 13 (16 with Mage Armor) Damage Immunities: Psychic Condition Immunities: Charmed Zone 4: Barmy Mob (Page 78). AC 12, HP 200 Str 14 (+2), Dex 10 (+0), Con 14 (+2), Int 9 (-1), Wis 8 (-1), Cha 10 (+0) When the PCs meet the angry crowd, the chase scene begins (DMG 252). Any time the distance is 5ft or less, each PC (and NPC in the party) within range takes 1d6+2 bludgeoning damage from the angry mob (automatic attack, no crits). The starting distance is 5ft. Treat the crowd as a single unit for the purposes of exhaustion and giving up. If the crowd cannot catch any member of the party for three consecutive rounds, they cease the chase and search more thoroughly. Use the Urban Complications table (DMG 254) every round. Any PC who takes damage for three consecutive rounds is considered captured by the crowd and is dragged off by the Serex. The PCs cannot continue to Zone 5 until they elude their pursuers. Any path that leads to Zone 5 is cut off (blocked by a wagon, more mob members, Serex members, unaffiliated crowd won't let them pass or do damage, etc…) Hrava (Page 79). (shadow fiend) Use Shadow Demon statistics (MM 65). ============================ Chapter 8 - Camp Followers DM Notes (Page 81).
Conjure Powerful Entity is a new spell (6th level conjuration) used as the plot hook for this chapter. It accidentally summons the PCs as if they were the summoned creatures, and they must obey the caster’s wishes for the duration of the spell. If any PC wants to resist the compulsion to obey, then the spell requires a Wisdom Save (DC 14). If successful, they can ignore the compulsion to obey for 1d6 rounds. This Resistance requires concentration. If any PC does during the course of this chapter while under the effects of this spell, they return to the spot they were first summoned exactly as they were when they were first summoned (exact same HP, gear, spells prepared, etc…). The only thing they keep is XP. Taraere Illsmiser (Page 83). female tiefling, Wiz (conjurer)12, NE AC 15 (dex, bracers, ring) hp 63 (12d6+12) 14 Speed 30 ft, Climb 30 ft Str 9 Dex 15 Con 12 Int 18 Wis 12 Cha 10 Saves STR +0, DEX +3, CON +6, INT +9, WIS +6, CHA +1 Skills arcana +8, history +8, investigation +8, persuasion +4 Senses Darkvision 60 ft., passive perception 11 Damage Resistance fire Feats Spell Sniper Languages abyssal, planar common, infernal, elvish, fey Combat Gear amulet of life protection, bag of holding, bracers of defense, Abyssal dagger +2, ring of protection, slippers of spider climbing Innate Spellcasting. Charisma is the casting ability score. DC 12, +4. At Will: Thaumaturgy 1/long rest: Hellish Rebuke, Darkness. Spellcasting. Intelligence is the casting ability score. DC 16, +8 Cantrips—acid splash, blade ward, friends, message shocking grasp, ray of frost 1st—comprehend languages, chromatic orb magic missile, read magic, 2nd—continual light, ray of enfeeblement, see invisibility 3rd—fireball, haste 4th—banishment, confusion, polymorph 5th—dominate person, telekinesis, wall of force 6th—Conjure Powerful Entity Actions. Melee Dagger: +8 to hit plus bless, reach 5 ft., one target. Hit: (1d4 + 4) piercing damage Amulet of Life Protection (Source: Dungeon Masters Guide, 2nd Edition): This pendant or brooch device serves as protection for the psyche. The wearer is protected from the magic jar spell or any similar mental attack that would usurp control of the wearer's body. If the wearer is slain, the psyche enters the amulet and is protected for seven full days. Thereafter, it departs to the plane of its alignment. If the amulet is destroyed during the seven days, the psyche is utterly and irrevocably annihilated. Spell Sniper • When you cast a spell that requires you to make an attack roll, the spell’s range is doubled. • Your ranged spell attacks ignore half cover and three-quarters cover. You learn one cantrip
that requires an attack roll. (already chosen) Vrock (Page 83). Use Vrock statistics (MM 65) Entrance Hall (Page 85) The door to the Guardroom has Arcane Lock (PHB 215) cast on it. DC 25 to pick. Armanite door - Dexterity Save DC 15 for half damage; those with metal armor do not get a save. Perception DC 18 to detect. Armanites (Page 85). Use Barlgura statistics (MM 57) Narithulitan the Glabrezu (Page 87). Use Glabrezu statistics (MM 59) Arena Quicksand (Page 88). Wisdom check to avoid quicksand: DC 14. Strength check to get out: DC 16 If failed, PC goes under in one round unless saved by allies. Disputed Ground (Page 88). Dexterity check to get across the mouth of the passageway: DC 12 Dexterity check to get out from trampling feet: DC 15 Chaos River (Page 88). Every time a PC casts a spell in this area, make concentration check (PHB 203, replacing constitution for intelligence. On a failed save, the spell triggers a wild surge (See Wild Magic, PHB 104).
Vilinathraxes the Arcanaloth (Page 89). Use Arcanolith statistics (MM 314) ============================ Chapter 9 - Sidetracked Aach (Page 93) (female human rogue 14/Revolutionary League[former]/CE) AC 16 hp 115 (14d8+42) Speed 30 ft, Climb 30 ft Str 13 Dex 18 Con 16 Int 14 Wis 10 Cha 15 Saves DEX +9 evasion, INT +7
Skills: (all proficient skills roll at a ’10’ minimum) acrobatics +9, deception +12, insight +10, perception +5, sleight of hand +14, stealth +9 A Tools Thieves’ Tools (+14) Senses Blindsense 10 feet, Passive Perception 15 Background: Criminal Languages: Planar common, Combat Gear: Carcerian longsword +2, leather armor +2, potion of invisibility, potion of extra healing, Wand of Binding (7 charges) Rogue Archetype: Thief. Sneak Attack. +7d6 Cunning Action. Dash, Disengage, Hide, or Sleight of Hand as a bonus action. Uncanny Dodge. Use your reaction to half damage vs one attack. Use Magic Device. You ignore all class, race, and level requirements on the use of magic items. Wand of Binding, rare (requires attunement by a spellcaster) This wand has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. Spells. While holding the wand, you can use an action to expend some of its charges to cast one of the following spells (save DC 17): hold monster (5 charges) or hold person (2 charges). Assisted Escape. While holding the wand, you can use your reaction to expend 1 charge and gain advantage on a saving throw you make to avoid being paralyzed or restrained, or you can expend 1 charge and gain advantage on any check you make to escape a grapple. Actions. Melee Longsword. +11 to hit, reach 5 ft., one target. Hit: (1d8 + 6) piercing damage Ranged Hand Crossbow. +9 to hit, range 30/120 feet, one target. Hit: (1d6 + 4) piercing damage Special Attacks Abyssal Gate (Page 95). Intelligence Save for Feeblemind: DC 17 Charm Ward (Page 95). Change Charm spell for Charm Person spell. Wisdom Save for Charm Person: DC 18 Red Abishai (Page 95). Large fiend (baatezu), lawful evil Armor Class 18(natural armor) Hit Points 84 (10d8+40 HD) Speed 30 ft., Fly 40 ft. STR 18 (+4) DEX 18 (+4) CON 19 (+4) INT 12 (+1) WIS 12 (+1) CHA 13 (+1) Saving Throws: STR +6, CON +6 Senses: darkvision 120 ft., passive Perception 14 Damage Resistances: cold; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
Vulnerabilities: holy water Damage Immunities: fire, poison Condition Immunities: poisoned Languages: Common, Infernal, telepathy 120 ft. Challenge 5 (1,800 XP) Devil's Sight. Magical darkness doesn't impede the abishai’s darkvision. Magic Resistance. The abishai has advantage on saving throws against spells and other magical effects. Swift flight. Abishai attacking on the wing do not grant opportunity attacks as they move away from their targets. Innate spellcasting. The abishai can cast gate (1/day; 3d4 lemures or 1d4 abishai) Actions. Multiattack. Abishai may make 2 claw and 1 tail attack each round. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) piercing damage. Tail. Melee weapon attack: +7 to hit, reach 10ft., one target.Hit: 11 (1d8 + 7) bludgeoning damage. Notes: Conversion for this creature and other Abishai can be found here: http://www.planewalker.com/content/creating-abishai-5e-dd The Dark of the Pillar (Page 96) Intelligence check to figure out the secret: DC 22 Master of the Gates (Page 96). Cryvistin is a vampire (MM 297), and uses his Shapechange ability to become mist to learn about the PCs. He will try to catch one separated from the rest of the group and use his Charm ability to turn the PC into a spy. Bats! (Page 97). Use Bat Swarm statistics (MM 337). Possible Dexterity Save to avoid put trap: DC 20 Energy Sphere (Page 97). No AC, no HP. Cannot be hit, dispelled, or destroyed in any way. It will not leave the pit trap area. Movement: 20 ft. Life Drain. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 5 (1d10) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. Vampire’s Lair (Page 97). Treat the cords on the curtains as if they had Entangle (PHB ) cast on them. DC 16 Coffin Curse: Wisdom Save (DC 16). Permanent until a Remove Curse spell is cast. Causes everyone to have their worst attitude come out towards the character. All charisma checks have disadvantage. No NPC attitude can be friendly (PHB 185).
Cryvistin (Page 97). Use Vampire statistics (MM 297), including Lair actions while Cryvistin is in his Lair. Exception: Cryvistin has an Amulet of Protection from Turning +2, he has a +2 bonus on saves vs Turn Undead. Harpies (Page 99). Use Harpies statistics (MM 181). Hallway Trap (Page 99). Strength Save DC 20 or be forced down the 20ft hallway into the room by an invisible force. It moves at 10ft per round. For each 5ft of movement, another save can be made. One round after the moving force reaches the door, a stone slab drops down and seals the entrance into the room. It is 6” thick, AC 15, 30 HP per inch of thickness. Destroying the stone wall collapsed the stone and allows the PCs to leave. Alternatively, lifting the stone wall requires a strength (athletics) check, DC 27. Those trapped in the room are attacked by hundreds of animated hooks (the hooks are chained to the wall with a 20ft chain). There are 200 hooks. Each round, 1d6 hooks attacks one living creature in the room. +5 to hit, 3 (1d6) piercing damage. Each hook and chain is AC 18, 20 HP. Large Spiders (Page 100). Use Giant Spider statistics (PHB 306). Paellistra (Page 100). Use Drow Priestess of Lloth statistics (MM 129). Exceptions: Add Suggestion to spell list. She possesses a Necklace of Wall Passing (Wearer can use Passwall on themselves 3/long rest) and a Rod of Smiting (19 charges, on a crit, can spend a charge to do triple dice damage instead of double). Marraenoloth (Page 101). Use Nycoloth statistics (MM 314) with variant Yugoloth Summoning (MM 311). Hydroloths (Page 101). Use Mezzoloth statistics (MM 313) with variant Yugoloth Summoning (MM 311). ============================ Chapter 10 - The Flower Infernal Gate to Gahenna (Page 105). Strength (Athletics) to climb, DC 12. Dexterity (Acrobatics) or Strength (Athletics) to jump, DC 14. Blood March (Page 105). Constitution Save to avoid illness, DC 13 Tacharim Guards and Squires (Page 109). Use Guards statistics (MM 347).
Tacharim Knights (Page 109). Medium humanoid (any race), Neutral Evil AC 18 (chainmail, shield), or ELITE 19 (splint, shield) hp 45 (6d8+18) Speed 30 ft Str 16 Dex 10 Con 16 Int 11 Wis 12 Cha 12 Saves CON +4, WIS +3 Advantage vs Fear Senses passive perception 11 Languages planar common Brave. The knight has advantage on saving throws against being frightened. Second Wind: bonus action to heal 1d10+2 Actions. Multiattack. The knight makes two melee attacks. Melee Longsword: +5 to hit, reach 5 ft., one target. Hit: (1d8 + 3) slashing damage. 2 attacks Ranged Heavy Crossbow: +2 to hit, range 100/400 ft., one target. Hit: (ld10) piercing damage. Doran Blackarm (Page 109). Medium humanoid (human), Neutral Evil AC 18 (plate) hp 172 (6d8+18) Speed 40 ft Str 18 Dex 10 Con 16 Int 13 Wis 9 Cha 15 Saves CON +6, WIS +2 Skills athletics +4 (jumping has Advantage), deception +5, intimidation +5, Advantage vs Fear Senses passive perception 10 Languages planar common Combat Gear +1 Maul (forged in Gehenna), Brave. The knight has advantage on saving throws against being frightened. Leadership (Recharges after a Short or Long Rest). For 1 minute, Doran can utter a special command or warning whenever a non hostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the knight. A creature can benefit from only one Leadership die at a time. This effect ends if the knight is incapacitated. Parry. The knight adds 2 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker. Second Wind: bonus action to heal 1d10+16
Modronoid Enhancement: Doran has the legs of a Nonaton, which gives her an enhanced movement speed of 40ft. Actions. Multiattack. The knight makes three melee attacks. Melee Maul: +8 to hit (plus bless), reach 5 ft., one target. Hit: (2d6 + 5) slashing damage. Ranged Heavy Crossbow: +3 to hit, range 100/400 ft., one target. Hit: (ld10) piercing damage. Valran Stonefist (Page 109). Large Modronoid, LN/CN (conflicted) AC 17 (Natural Armor) Hit Points 59 (9d10+9) Speed 40ft, Fly 10ft Str 13 (+1) Dex 15 (+2) Con 11 (+1) Int 17 (+3) Wis 9 (-1) Cha 12 (+1) Skills: Perception +3 Senses: Truesight 120ft, Passive Perception 13 Disintegration. If Valran dies, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying. Telepathic. Valran can communicate telepathically to a range of 44 miles. Innate Spellcasting. Valran can cast the following spells without requiring material components. These spells only effect Modrons. At Will: Cure (The decaton can heal 1 point of damage to all modrons within 144ft), Heal (touch only, up to ten Modrons), Lesser Restoration (touch only, up to ten Modrons). Spellcasting. Valran as a modronoid does not have a connection to the Primus, and cannot cast divine spells. However, he still retains his arcane abilities. He is an 11th level spellcaster. His spellcasting ability is Inteligence (spell save DC 14, +6 to hit with spell attacks). He has the follow spells: Cantrips (at will): Firebolt, Friends, Mending, Poison Spray, Prestidigitation 1st level (4 slots): Charm Person, Color Spray, Shocking Grasp, Sleep, Tasha’s Hideous Laughter, 2nd level (3 slots): Blindness/Deafness, Shatter, Suggestion, Web 3rd level (3 slots): Blink, Lightning Bolt, Slow, Counterspell 4th level (3 slots): Evard’s Black Tentacles, Fabricate, Greater Invisibility, Polymorph 5th level (2 slot): Dominate Person, Wall of Force, Legend Lore 6th level (1 slot): Prismatic Spray, Disintegrate Actions.
Multiattack: Valran can attack with all ten of its arm attacks or nine arm attacks and one staff of striking. Arm. Melee Weapon Attack. +9 to hit, reach 10ft, one target. Hit: 5 (1d6+1) bludgeoning damage. Staff of Striking. +12 to hit, reach 10ft, one target. Hit: 8 (1d6+4) bludgeoning damage. On a hit, can expend 3 charges to add 1d6 force damage. Staff has 10 charges and regains 1d6+4 charges daily at dawn. If last charge is used, roll a d20; on a roll of a 1, the staff becomes a nonmagical quarterstaff.
All other NPCs in this chapter: Use Commoner statistics (MM 345). ============================ Chapter 11 - The Last Leg Villich (Page 114). Use Spy statistics (MM 349). Erinos Vail (Page 115). Use Mage statistics (MM 347). Rigus Soldiers (Page 115). Use Guard statistics (MM 347). Rigus Captains (Page 115). Use Gladiator statistics (MM 346). Opince, Leader of Left Eye (Page 115). Use Assassin statistics (Page 343). Left Eye Knights (Page 116). Use Spy or Scout statistics (MM 349). Goblin Guard (Page 117). Use Goblin statistics (MM 166). Exceptions: AC 17 (chain shirt instead of leather armor), HP 14 Regrilias, Goblin Shaman (Page 117). Use Goblin Boss statistics (MM 166). Exceptions: HP 88, has spells as if a priest (MM 349). Carries a +2 Battleaxe. Steelbiters, Mounted Goblin Dragoons (Page 117). Use Hobgoblin Captain stats (MM 186). Mounted on Winter Wolves. Winter Wolves (Page 117). Use Winter Wolf statistics (MM 340). Duergar (Page 118).
Use Duergar statistics (MM 122). Archaierai (Page 119). Use Chuul statistics (MM 41). Exceptions: LEG AC 20 Bite: +6 to hit, reach 5 ft., one target. Hit: (2d8 + 4) bludgeoning damage. 2 Talons: +6 to hit, reach 5 ft., one target. Hit: (1d8 + 4) slashing damage. Toxic Smoke. If a leg comes off, smoke comes pouring out in a 10x10 centered on the achaierai. A CON 13 save must be made or suffer from confusion for 1 hour. 8, the Rogue Modron (Page 121). Use Quadron stats (MM 226). Exceptions: Remove Axiomatic Mind. Double HP. Undead Hobgoblins (Page 221). Use Zombie statistics (MM 316). Exceptions: AC 14 (Ring Mail), Long Sword (1d8+1, slashing). Bladelings (Page 121). AC 14 (Dex, natural) hp 46 Speed 25 feet Str 16 Dex 14 Con 12 Int 8 Wis 12 Cha 9 Saves STR +5, CON +3 Skills athletics +5, intimidation +5, survival +3 Resistance against acid, cold, and non adamantine slashing weapons Languages bladeling Barbed Hide. At the start of each of its turns, a bladeling deals 1d10 piercing damage to any creature grappling it. This effect is nullified if the bladeling has benefited from his razor storm and it has not recharged. Razor Storm: (Recharge: 5-6) A bladeling can burst forth a barrage of blades from his body targeting everyone in a 10 foot burst. This attack does 4d6 damage on a failed save (DC 13 DEX save), half damage on a successful save. Actions. Melee Claws: +5 to hit, reach 5 ft ., one target. Hit: (2d4 + 3) piercing damage. 2 attacks Craggis, the Intelligent Blade (Page 122). +2 long sword, INT 16, WIS 12 CHA 12, LANGUAGES planar common, goblin, bladeling, and orc. Blindsense out to 60 feet. Lawful Evil Spell-like Abilities: 3/day: animate object, ventriloquism; 1/day: haste 76 Warlord Craggis (Page 122). Intelligent Blade with Animated Armor AC 18 20 hp 100 (12d8+36) Speed 30 ft
Str 19 Dex 9 Con 18 Int 16 Wis 12 Cha 13 Saves DEX -1, WIS +3, CHA +4 Skills persuasion +4 Advantage with Dexterity Saving Throws Damage Immunities force, necrotic, poison Condition Immunities blinded, deafened, frightened, paralyzed, poisoned, stunned Resist bludgeoning, piercing, and slashing from nonmagical weapons that aren’t adamantine Vulnerabilities being disarmed Senses blindsense 60 feet Languages planar common, goblin, bladeling, and orc Leadership (Recharges after a Short or Long Rest). For 1 minute, Craggis can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand Craggis. A creature can benefit from only one Leadership die at a time. This effect ends if Craggis is incapacitated. Parry. Craggis adds 3 to its AC against one melee attack that would hit it. To do so, Craggis must see the attacker and be wielding a melee weapon. Innate Spellcasting. 1/day: haste 3/day: animate object, ventriloquism. Actions. Multiattack. 2 attacks plus haste. Melee Longsword: +9 to hit, reach 5 ft., one target. Hit: (2d10 + 6) slashing damage ============================ Epilogue No changes ============================ Appendix All Modrons on the March have maximum hit points. Decaton Large Construct, LN AC 17 (Natural Armor) Hit Points 99 (9d10+9) Speed 40ft, Fly 10ft Str 13 (+1) Dex 15 (+2) Con 11 (+1) Int 16 (+3) Wis 16 (+3) Cha 14 (+2)
Skills: Perception +7 Senses: Truesight 120ft, Passive Perception 17 Alert: Cannot be surprised, +5 Initiative. Axiomatic Mind: The Decaton can’t be compelled to act in a manner contrary to its nature or instructions. Disintegration. If the deaton dies, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying. Telepathic. The decaton can communicate telepathically to a range of 44 miles. Innate Spellcasting. The decaton can cast the following spells without requiring material components. These spells only effect Modrons. At Will: Cure (The decaton can heal 1 point of damage to all modrons within 144ft), Heal (touch only, up to ten Modrons), Lesser Restoration (touch only, up to ten Modrons). Spellcasting. The decaton is a 9th level spellcaster. Its spellcasting ability is wisdom (spell save DC 14, +6 to hit with spell attacks). The decaton has the follow spells: Cantrips (at will): None 1st level (4 slots): Command, Protection from Good and Evil, Sanctuary 2nd level (3 slots): Aid, Expeditious Retreat, Find Traps, Protection from Poison 3rd level (3 slots): Clairvoyance, Dispel Magic, Water Breathing, Aura of Vitality 4th level (3 slots): Guardian of Faith, Dimension Door, Dominate Beast 5th level (1 slot): Dispel Evil and Good, Wall of Force Actions. Multiattack: the decaton can attack with all ten of its arm attacks. Arm. Melee Weapon Attack. +9 to hit, reach 10ft, one target. Hit: 5 (1d6+1) bludgeoning damage. Nonaton Large Construct, LN AC 18 (Natural Armor) Hit Points 121 (11d10+11) Speed 50ft Str 15 (+2) Dex 15 (+2) Con 12 (+1) Int 17 (+3) Wis 17 (+3) Cha 14 (+2) Skills: Perception +7 Senses: Truesight 120ft, Passive Perception 17 Alert: Cannot be surprised, +5 Initiative. Axiomatic Mind: The nonaton can’t be compelled to act in a manner contrary to its nature or instructions. Disintegration. If the nonaton dies, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying. Telepathic. The nonaton can communicate telepathically to a range of 63 miles. Innate Spellcasting. The nonaton can cast the following spells, using Charisma (DC 14, +6), without requiring material components.
At Will: Detect Charm (treat as detect magic, but only for the enchantment school), Detect Thoughts, Slow, Zone of Truth. 1/Day: Power Word, Stun. Spellcasting. The nonaton is an 11th level spellcaster. Its spellcasting ability is wisdom (spell save DC 15, +7 to hit with spell attacks). The nonaton has the follow spells: Cantrips (at will): Light 1st level (4 slots): Bless, Command, Cure Wounds 2nd level (3 slots): Expeditious Retreat, Hold Person, Silence, Spiritual Weapon 3rd level (3 slots): Protection from Energy, Tongues, Water Breathing, Water Walk 4th level (3 slots): Freedom of Movement, Dimension Door, Dominate Beast 5th level (2 slot): Flame Strike, Mass Cure Wounds, Wall of Force 6th level (1 slot): Mass Suggestion Actions. Multiattack: the nonaton can attack with all nine of its arm attacks. Arm. Melee Weapon Attack. +9 to hit, reach 10ft, one target. Hit: 5 (1d6+2) bludgeoning damage. Octaton Large Construct, LN AC 17 (Natural Armor) Hit Points 132 (12d10+12) Speed 25ft, Fly 25ft Str 15 (+2) Dex 15 (+2) Con 12 (+1) Int 18 (+4) Wis 18 (+4) Cha 14 (+2) Skills: Perception +8 Senses: Truesight 120ft, Passive Perception 18 Alert: Cannot be surprised, +5 Initiative. Axiomatic Mind: The octaton can’t be compelled to act in a manner contrary to its nature or instructions. Disintegration. If the octaton dies, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying. Telepathic. The octaton can communicate telepathically to a range of 80 miles. Innate Spellcasting. The octaton can cast the following spells, using charisma (DC 14), requiring no material components. At Will: Detect Good and Evil, Haste, Telekinesis, Water Walking. Spellcasting. The octaton is a 12th level spellcaster. Its spellcasting ability is wisdom (spell save DC 16, +8 to hit with spell attacks). The octaton has the follow spells: Cantrips (at will): None. 1st level (4 slots): Bless, Command, Cure Wounds, Sanctuary, Zone of Truth 2nd level (3 slots): Flame Blade, Hold Person, Heat Metal, Spiritual Weapon 3rd level (3 slots): Aura of Vitality, Protection from Energy, Water Breathing, Water Walk 4th level (3 slots): Freedom of Movement, Dimension Door, Dominate Beast, Stone Shape 5th level (2 slot): Animate Object, Mass Cure Wounds, Wall of Force 6th level (1 slot): Find the Path, True Seeing
Actions. Multiattack: the octaton can attack with all eight of its arm attacks. Arm. Melee Weapon Attack. +9 to hit, reach 10ft, one target. Hit: 6 (1d8+2) bludgeoning damage. Septon Large Construct, LN AC 18 (Natural Armor) Hit Points 143 (13d10+13) Speed 25ft Str 15 (+2) Dex 15 (+2) Con 12 (+1) Int 17 (+3) Wis 17 (+3) Cha 14 (+2) Skills: Perception +8 Senses: Truesight 120ft, Passive Perception 18 Alert: Cannot be surprised, +5 Initiative. Axiomatic Mind: The septon can’t be compelled to act in a manner contrary to its nature or instructions. Disintegration. If the septon dies, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying. Telepathic. The septon can communicate telepathically to a range of 190 miles. Innate Spellcasting. The septon has the following spells always active: Detect Magic, Detect Thoughts (Page 231). Spellcasting. The septon is a 12th level divine spellcaster and a 12th level arcane spellcaster Its spellcasting ability is wisdom (spell save DC 16, +8 to hit with spell attacks). The septon has the follow spells: Cantrips (at will): Acid Splash, Light, Mending, Sacred Flame 1st level (4 slots): Bless, Burning Hands, Color Spray, Command, Cure Wounds, Magic Missile, Protection from Good and Evil, Sanctuary, Thunderclap 2nd level (3 slots): Blur, Flame Blade, Hold Person, Heat Metal, Invisible, Melf’s Acid Arrow, Spiritual Weapon, Web 3rd level (3 slots): Aura of Vitality, Fireball, Fly, Haste, Lightning Bolt, Protection from Energy, Water Breathing, Water Walk 4th level (3 slots): Dimension Door, Dominate Beast, Freedom of Movement, Ice Storm, Stoneskin, 5th level (2 slots): Animate Object, Cloudkill, Cone of Cold, Dominate Person, Flame Strike, Mass Cure Wounds, Telekinesis, Wall of Force 6th level (2 slots): Chain Lightning, Globe of Invulnerability, Harm, Heal 7th level (1 slot): None 8th level (1 slot): None 9th level (1 slot): None Actions. Multiattack: the septon can attack with all seven of its arm attacks.
Arm. Melee Weapon Attack. +11 to hit, reach 10ft, one target. Hit: 7 (1d10+2) bludgeoning damage. Hexton Large Construct, LN AC 19 (Natural Armor) Hit Points 154 (14d10+14) Speed 30ft, Fly 30ft Str 15 (+2) Dex 15 (+2) Con 12 (+1) Int 19 (+4) Wis 19 (+4) Cha 16 (+3) Skills: Perception +9 Senses: Truesight 120ft, Passive Perception 19 Alert: Cannot be surprised, +5 Initiative. Axiomatic Mind: The hexton can’t be compelled to act in a manner contrary to its nature or instructions. Disintegration. If the hexton dies, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying. Telepathic. The hexton can communicate telepathically to a range of 216 miles. Innate Spellcasting. The hexton can cast the following spells, using charisma as the casting stat (DC 15), requiring no material components. At Will: Clairvoyance, Command, Dimension Door, Teleportation Circle, Wall of Force. Spellcasting. The hexton is a 14th level divine spellcaster. Its spellcasting ability is wisdom (spell save DC 16, +8 to hit with spell attacks). The septon has the follow spells: Cantrips (at will): Light 1st level (4 slots): Bless, Cure Wounds, Protection from Good and Evil, Sanctuary. 2nd level (3 slots): Flame Blade, Hold Person, Heat Metal, Spiritual Weapon. 3rd level (3 slots): Aura of Vitality, Protection from Energy, Tongues, Water Breathing, Water Walk 4th level (3 slots): Dominate Beast, Banishment, Stoneshape 5th level (2 slots): Animate Object, Dominate Person, Flame Strike, Mass Cure Wounds. 6th level (1 slot): Harm, Heal 7th level (1 slot): Regenerate Actions. Multiattack: the hexton can attack with all six of its arm attacks. Arm. Melee Weapon Attack. +13 to hit, reach 10ft, one target. Hit: 9 (1d12+3) bludgeoning damage. Quinton Large Construct, LN AC 20 (Natural Armor) Hit Points 165 (15d10+15) Speed 25ft, Fly 25ft Str 16 (+3) Dex 15 (+2)
Con 12 (+1) Int 20 (+5) Wis 20 (+5) Cha 18 (+4) Skills: Perception +10 Senses: Truesight 120ft, Passive Perception 20 Alert: Cannot be surprised, +5 Initiative. Axiomatic Mind: The quinton can’t be compelled to act in a manner contrary to its nature or instructions. Disintegration. If the quinton dies, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying. Telepathic. The quinton can communicate telepathically to a range of 238 miles. Innate Spellcasting. The quinton can cast the following spells, using charisma as the casting stat (DC 15), requiring no material components. At Will: Clairvoyance, Command, Detect Good and Evil, Dimension Door, Teleportation Circle, Wall of Force. Spellcasting. The quinton is a 14th level divine spellcaster. Its spellcasting ability is wisdom (spell save DC 16, +8 to hit with spell attacks). The septon has the follow spells: Cantrips (at will): Light 1st level (4 slots): Bless, Cure Wounds, Protection from Good and Evil, Sanctuary. 2nd level (3 slots): Flame Blade, Hold Person, Heat Metal, Spiritual Weapon. 3rd level (3 slots): Aura of Vitality, Protection from Energy, Tongues, Water Breathing, Water Walk 4th level (3 slots): Dominate Beast, Banishment, Stoneshape 5th level (2 slots): Animate Object, Dominate Person, Flame Strike, Mass Cure Wounds. 6th level (1 slot): Harm, Heal 7th level (1 slot): Regenerate Actions. Multiattack: the quinton can attack with all five of its arm attacks. Arm. Melee Weapon Attack. +13 to hit, reach 10ft, one target. Hit: 12 (2d8+3) bludgeoning damage.
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