Under the Tower
Plot points/Scenes
Troglodyte CR: 1/4
STR
14 +2
DEX
10 +0
CON
14 +2
INT
6 -2
WIS
10 +0
CHA
6 -2
Chameleon Skin: The troglodyte has advantage on Dexterity (Stealth) checks made to hide. Stench: Any creature other than a troglodyte that starts it's turn within 5ft of the troglodyte must succeed on a DC 12 Constitution saving throw or be poisoned until the start of the creatures' next turn. On a successful saving throw, the creature is immune to the stench of the troglodytes for 1 hour. Sunlight Sensitivity: While in sunlight, the troglodyte has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Actions
Multiattack. The troglodyte makes three attacks, one with it's bite and two with it's claws. Bite. Melee Weapon Attack +4 to hit, reach 5 ft, one target. Hit 4 1d4+2 piercing damage. Claw: Melee Weapon Attack +4 to hit, reach 5 ft, one target. Hit 4 1d4+2 slashing damage.
Suggested Environments
The Underdark.
Monster Manual p316
Zombie CR: 1/4 (50 XP)
STR
13 +1
DEX
6 -2
CON
16 +3
INT
3 -4
WIS
6 -2
CHA
5 -3
Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.
Actions
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 ( 1d6+1 ) bludgeoning damage.
Assassin
Medium Humanoid (any race, Any
STR
11
( +0 )
DEX
16
( +3 )
CON
14
( +2 )
INT
13
( +1 )
WIS
11
( +0 )
CHA
10
( +0 )
Description
Trained in the use of poison, assassins are remorseless killers who work for nobles, guild masters, sovereigns, and anyone else who can afford them.
Assassinate. During its first turn, the assassin has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin scores against a surprised creature is a critical hit. Evasion. If the assassin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the assassin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. Sneak Attack. Once per turn, the assassin deals an extra 14 4d6 damage when it hits a target with a weapon attacking has advantage on the attack roll, or when the target is within 5 ft of an ally of the assassin that isn't incapacitated and the assassin doesn't have disadvantage on the attack roll.
Actions
Multiattack. The assassin makes two shortsword attacks. Shortsword. Melee Weapon Attack: +6 to hit d20+6 , reach 5 ft., one target. Hit: 6 1d6+3 piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 7d6 poison damage on a failed save, or half as much on a successful one. Light Crossbow. Ranged Weapon Attack:+6 to hit d20+6 , reach 80/320 ft., one target. Hit: 7 1d8+3 piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 7d6 poison damage on a failed save, or half as much on a successful one.
Relations
Adversaries
Vitus Nhung
Medium Human Necromancer , Neutral Evil
Description
Vitus Nhung is a necromancer over 400 years old. He was part of the Roman Legion force that originally settled in the Valley of the Crucified. Before his turn to necromancy he was a the Catholic priest for the legionnaires before finding the cavern system that lay in the mountain (originally a volcano). There he found a hidden set of caverns that held a temple to dark gods that converted to him to their cause. He is tallish, thin and bald with almost skeletal features. His skin is pallid and he has a smell of decay. The tips of his fingers are reddish, as if he has continually dipped them in blood.
Ideals
The living world will serve me in death
Bonds
The dark gods will lift me up to immortality
Flaws
I prefer to be with the dead than the living
Suggested Environments
The Valley and Tower of the Crucified.
Spellcasting: Vitus Nhung is a 16th level spellcaster. His spellcasting ability Intelligence (spell save DC 15, +7 to hit with spell attacks).
Spellcasting 4 Times a Day: 1st Level - False Life, Mage Armour, Ray of Sickness. Grim Harvest (1/turn): when he kills a a creature that is neither a construct nor undead, with a spell of 1st level or higher, he regains lost hit points equal to twice the spell's level or three times if it is a necromantic spell.
Actions
Withering Touch: Melee Spell Attack +7 to hit, reach 5 ft, one creature, Hit 5 2d4 necrotic damage.
Comments