Temple Assault

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The Temple Assault

You have been tasked to stop the Clasped Cabal, a misled fringe sect from the Monastery of the Whole from enacting a long-lost ritual. The ritual is to strengthen a warrior - normally used to empower a chosen warrior before a crucial conflict. The empowerment causes gradual madness, so the owner of the tattoo traditionally commits ritual suicide before they go insane.

A recent development revealed the perfect opportunity to spring a trap. After setting a subtle ambush, you've tailed a heretic to their hidden hideout. Your goal is to infiltrate the temple, take out the guards, and fight your way to where the Cabal's leader is attempting the ritual - and put it all to an end.

Starting the adventure:

    The cool night air carries the feeling of dread - you have reached the imposing barred wooden door of the Cabal's temple, magically hidden but a moment before. The night sky above you darken as the moon glistens with a sanguine hue. The ritual had begun. No more time.

You and your team don hoods and throw some grappling hooks over the wall. Peeking over, you see several monks patrolling in the patio below. Dianne, your leader, spots a more promising entry point and you clamber on after her.

Over the wall the five of you go. A soft rustle behind you as a startled monk, features hidden in shadow, raises his arms to defend himself. Quick as his reactions were, Dianne was first to act.

Roll Initiative.

Entering the Temple

Before turns go through initiative, have Dianne (lvl 6 monk) make 4 attacks on the monk. Statistically, this is very likely to kill him and gives the group an idea of how much health the monk initiates have (see the next section on statblocks).

Next, describe the scene in front of them. (Map) They are hidden in bushes near the eastern-most part of the Bamboo Steppes section (south-west section). There are a couple of monks on low alert on the steppes above them. Diane turns to them hands them 4 superior healing potions, and says:

You must hurry. I must go and alert the elders that we have found their temple. You must stop the ritual, or at least hinder the cult leader. Fight him if you have to, we will be back soon with reinforcements. Oh, and you'll need these. (4 potions)

Behavior and Distractions

When an enemy sees a PC, roll 2d4 plus the NPC's wisdom modifier and choose from the table below. If on low alert, roll 3d4 drop highest, and on high alert, drop lowest.

Attacks on a stunned or grappled enemy are audible within 10 feet. A cry for help is audible 30 feet through a wall of 120 feet if there is line of sight. Once an enemy has heard or seen combat, they enter initiative. If you attack someone who isn't in initiative yet, they immediately enter initiative but take a suprise round. Players are aware of the efficacy of their own stealth checks.

Outer Section

This is supposed to feel stealthy, with tension. Enemies here will act similar to guards and will do their best to prevent entry. In addition to the set piece encounters, you can have occasional solo guards. Initiates will try to run and notify the nearest group. Adepts will try and fight.

Have guards oriented facing the main gate. Guards out of view of the main gate should have 2-3 patrol positions where they move back and forth between.

Inner Section

Passing through the barrier between sections grants the benefits of a short rest. You get the benefits of a long rest right before approaching the final boss.

Predesigned Encounter Array

You can build your own encounters using the next section, or use these preselected ones (balanced for a party of 4 lvl 6):

Encounter name Location Composition
Perimeter Guard Various 3x Initiate (any)
1x Adept (Magi)
Bow Sisters Bell Tower 2x Elite (Bow),
3x Initiate (Brute)
Brute Bros Pergola 2x Stoneheart.
1x Elite (Magi)
Food Fight Entry Dojo 2x Adept (Drunk),
1x Elite (Brawler)
Training Cherry Pavilion 10x Initiate (10 hp +
no multiattack)
Burning Hall Inner Pergola 2x Elite (Fire)
Spider Trap Cherry tower 2x Adept (Spider)
Release the Prisoner Dojo Dungeon 1x Tattooed Monk,
1x Adept (needle)
Guard Behavior
Roll Type Minor fail Major fail
3 Distracted No reaction One turn later, does a double take
4 Afraid Makes a search check. On a success, he becomes "Paranoid" - either way he tries to run back to the group (he doesn't tell them, or they don't believe him) Freezes and tries to figure out if you realized he saw you. If you allow him to, he will tell the others.
5 Reckless Investigates on his own Engages immediately while alerting others
6 Normal Makes a search check. On a success he notifies other that he is going to take a closer look. He cries out for backup and joins his group.
7 Leader All nearby enemies within line of sight of hidden monk act as if they had minor fail Sends out a global alarm if possible, making all normal behavior monks Alert.
8-9 Paranoid He cries out for backup and joins his group. Is frightened, alerts nearby enemies.
10-11 Crafty Pretends to have seen them despite not being sure Raises a silent alarm, or pretends not to notice anything but returns to the area with a group

Monk NPCS and Stat blocks

How to use

For the temple section, we use the monks generated by selecting a base and a template. The template grants the monk flavorful abilities, but does not significantly affect CR.

In any particular set piece or encounter, if you eschew the recommended composition, you can roll for the monks or choose them yourself. We recommend choosing only one or two variations per encounter.

Template monks

We have provided three monk "bases" below, one for a scout, another for a more experienced guard, and lastly an experienced member. Most templates have unarmored defense and unarmored movement, which are listed below and not included in any of the template stat blocks to save space.


Unarmored Defense. While the monk is wearing no armor and wielding no shield, its AC includes its Wisdom modifier and uses its Constitution modifier in place of its Dexterity modifier.

Unarmored Movement. While the monk is wearing no armor and wielding no shield, its walking speed increases by 10 feet (included in its speed).


Initiate (tier 1)

Medium [race], chaotic neutral


  • Armor Class 14 (rags)
  • Hit Points 21 (6d8-6)
  • Speed 30

STR DEX CON INT WIS CHA
10 (0) 16 (+3) 9 (-1) 12 (+1) 12 (+1) 10 (+0)

  • Saving Throws Dex +5
  • Skills Perception +3
  • Senses passive Perception 13
  • Languages Common
  • Challenge 1 (100 XP)

Actions

Multiattack. The monk makes two unarmed strikes. If both attacks hit, the monk can make an additional unarmed strike.

Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.


Adept (tier 2)

Medium humanoid [race], lawful neutral


  • Armor Class 15
  • Hit Points 65 (10d8+20)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 14 (+2) 12 (+1) 14 (+2) 10 (+0)

  • Saving Throws Con +5, Wis +5
  • Senses passive Perception 12
  • Languages Common
  • Challenge 2 (450 XP)

Actions

Multiattack. The monk makes two unarmed strikes. If both attacks hit the same target, the target must succeed on a DC 13 Constitution saving throw or be stunned until the end of their next turn.

Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage


Elite (tier 3)

Medium humanoid [race], lawful neutral


  • Armor Class 17
  • Hit Points 85 (13d8+26)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
10 (+0) 18 (+4) 15 (+3) 12 (+1) 17 (+3) 10 (+0)

  • Senses passive Perception 16
  • Languages Common
  • Challenge 3 (700 XP)

Actions

Multiattack. The monk makes two unarmed strikes. If both attacks hit the same target, the target must succeed on a DC 15 Constitution saving throw or be stunned until the end of their next turn.

Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage

Reactions

Hard Head. End either the stunned or incapacitated condition afflicting this creature and take 10 psychic damage.


Template Variants

A monk gains the Variant features that correspond to its tier and all the tiers below it. For example, an Elite monk gains all of the features listed under its Variant. Features can be additional actions (action), traits (traits), stat block changes (stat), and so on. (multi) refers to effects that alter or add onto the Multiattack feature.

Monk Feature name and Description
Magi
(Constellation)
(1) Dispelling Fist. (multi) If both unarmed strikes hit, the monk can cast dispel magic on target creature (no action required).
(2) Sense presence (action) 1/day, the monk can cast detect thoughts without expending a spell slot.
(3) Spellcasting. (trait) Spellcasting. After a hit with a melee attack, the monk can cast a spell or cantrip with a bonus action without requiring any components targeting the attacked creature. The monk is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). The monk has the following spells prepared: Cantrips (at will): shocking grasp, true strike 1st level (4 slots): command, charm person, sleep 2nd level (3 slots): crown of madness, levitate, hold person 3rd level (2 slots): bestow curse, vampiric touch
Bow
(Sure Strike)
(1) Bow. (attack) Ranged Weapon Attack: +5 to hit, range 120/240 ft., one target. Hit: [2x unarmed strike] piercing damage and the creature is marked until it breaks line of sight of the monk. An Bow attack with this monk attack on a creature that is marked deals an additional 11 (2d10) damage.
(2) Make Space (attack) Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage and the target is pushed back 15 feet. Can be used with Multiattack.
(3) Eagle eye (trait) An attack on a creature that hasn't moved in its last turn is at advantage, and crits on a 18-20.
Brute
(Brute)
(1) Strength Monk. (trait) The monk's strength is 16, and it can attempt to grapple or shove instead of an unarmed strike.
(2) Might (trait) Attacks on grappled creatures are at advantage, and attacks on prone creatures crit if they hit.
(3) Catch Blow. (reaction) The monk uses its reaction to reduce the damage of a melee attack by 11 (2d10). If it reduces the damage to 0, it is considered to be grappling the target. This special form of grapple can end early if the creature drops their weapon. Until the grapple ends, the creature can't attack with the trapped weapon.
Drunk
(Drunken Fist)
(1) Stumble (trait) After any unarmed strike the monk stumbles. The monk moves 5 feet in a random direction after each unarmed strike, without provoking opportunity attacks.
(2) Lucky dodge. (reaction) When the monk is targeted by an attack, it immediately stumbles and can choose to fall prone.
(3) Stumbling gait. (trait) If the monk stumbles into a creature’s space, that creature must make succeed on a DC15 Strength save or be pushed 5 feet back and fall prone.
Brawler
(Brawler)
(1) Throw Junk. (attack) Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: unarmed strike damage, and the target must succeed on a DC15 Strength save or be pushed 5 feet back.
(2) Don't Care (trait) If the monk has disadvantage on the attack roll of an unarmed strike, it gains advantage on that attack roll.
(3) Knock heads (multiattack) If the monk makes its two attacks on different creatures within 5 feet of each other, and hits both, each creature must succeed on a DC 15 Constitution saving throw or stunned until the end of their next turn.
Fire
(Blazing Cinders)
(1) Flame strike. (trait) Unarmed strikes deal an additional 1d4 fire damage.
(2) Ignite (multiattack) If both unarmed strikes hit, the target is on fire and takes 7 (2d6) damage at the start of its turn until it or a creature 5 feet of it uses its action to put it out.
(3) Spreading flames (trait) The monk's unarmed strikes gain 5 feet of reach. When the monk hits an unarmed strike on a creature that is on fire, it can use a bonus action to spread the fire to a creature within 5 feet of the target.
Spider
(Runemarked)
(1) Spellcasting. (trait) Spellcasting. The mage is a 3rd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). The mage has the following wizard spells prepared: Cantrips (at will): Acid spray, thorn whip 2nd level (3 slots): spider climb, Acid Arrow, Web
(2) Palm Sigil. (Multi) The monk casts three cantrips.
(3) Garrote (trait) If the monk hits with an unarmed strike at advantage, the monk can use a bonus action to grapple the target (escape DC 13). Until the grapple ends, the target can't breathe or talk, and it has advantage on attack rolls against the target.
Needle
(Golden Needle)
(1) Golden Needle (attack) Ranged Weapon Attack: +5 to hit, range 50/100 ft., one target. Hit: unarmed strike damage. Treated as an unarmed strike for purposes of multiattack.
(2) Healing (trait) The monk can target an ally with its Golden Needle Attack. Instead of rolling an attack roll, that creature gains 11 (2d10) temporary health.
(3) Block Chakra. (trait) A target hit with an attack by this monk has disadvantage on their next saving throw from a hostile creature until the end of their next turn.

Handcrafted monks


Stoneheart Monk

Medium humanoid (goliath), lawful neutral


  • Armor Class 14
  • Hit Points 32 (5d8 + 10)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 15 (+2) 12 (+1) 14 (+2) 10 (+0)

  • Skills Athletics +5, Perception +4
  • Senses tremorsense 10 ft., passive Perception 14
  • Languages Common, Giant
  • Challenge 2 (450 XP)

Enlarge (Recharges after a Short or Long Rest). As a bonus action, the monk magically increases in size for 1 minute, along with anything it is wearing or carrying. While enlarged, the monk is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the monk lacks the room to become Large, it attains the maximum size possible in the space available.

Stoneheart Defense. While the monk is wearing no armor and wielding no shield, its AC includes its Wisdom modifier and uses its Constitution modifier in place of its Dexterity modifier.

Unarmored Movement. While the monk is wearing no armor and wielding no shield, its walking speed increases by 10 feet (included in its speed).

Actions

Multiattack. The monk makes two melee attacks. If both attacks hit a Medium or smaller target, the target must succeed on a DC 13 Constitution saving throw or stunned until the end of their next turn.

Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage, or 10 (2d6 + 3) bludgeoning damage while enlarged.

Reactions

Parry. The monk adds 2 to its AC against one melee or ranged weapon attack that would hit it. To do so, the monk must see the attacker.




Tattooed Monk

Medium humanoid (human), lawful neutral


  • Armor Class 13
  • Hit Points 52 / 52 / 52 (24d8 + 48)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 15 (+2) 3 (-4) 11 (+0) 6 (-2)

  • Skills Athletics +5, Perception +4
  • Senses tremorsense 10 ft., passive Perception 14
  • Languages Common, Giant
  • Challenge 4 (450 XP)

Paragon Fortitude. The monk has multiple pools of hit points, each of which is tracked separately. All damage and healing must be completely applied to only one pool. When a pool is reduced to zero, all ongoing conditions and effects affecting the creature end. Once a pool is reduced to zero, that pool cannot receive any healing until after a long rest. If all hit point pools are reduced to zero, the creature is killed.

Paragon Insanity. The monk may take two additional turns in each round of combat. The creature gains a +15 to initiative for its first turn. Each subsequent turn the creature gains is inserted immediately after any one PC’s turn in the initiative order. For each hit point pool that has been reduced to zero, the creature spends one of its turns per round under the effect of the confusion spell.

Hallucinations. At the end of its turn, the monk is blinded to creature that the monk hit with an attack, until the end of the monk's next turn.

Blurring Speed. This monk's teleportation is considered nonmagical.

Actions

Multiattack. The monk makes two unarmed strikes. If both attacks hit, the target must succeed on a DC 13 Constitution saving throw or stunned until the end of their next turn.

***Alpha Strike (Recharge 5-6)***. The monk teleports up to 25 ft. as many as three times and uses an unarmed strike after each teleport. Roll recharge at the end of each turn.

Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 3) bludgeoning damage.



Thresh (monk leader)

Medium humanoid (human), lawful neutral


  • Armor Class 16
  • Hit Points 249 (33d8 + 99)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 18 (+4) 17 (+3) 13 (+1) 14 (+2) 6 (-2)

  • Saving Throws Dex+7 Con+6 Wis+5
  • Skills Athletics +7, Perception +8, Stealth +8
  • Senses darkvision 120 ft., passive Perception 15
  • Languages Common
  • Challenge 8 (3900 XP) | 3 CR 3 creatures

Insanity. For every 83 hitpoints the monk has missing, it spends one of its Legendary Actions Insane. The monk rolls a d6 to determine what it does for that action. On a 1-3, the creature does nothing. On a 4-5, the monk moves 10 feet in a random direction. On a 6, the monk can act and move normally.

Corrupted Wound. When the monk scores a critical hit, it can choose to forgo the damage to force the target to make a DC 13 Constitution saving throw. If the target fails, they must make death saving throws at the start of each of their turns. They don't gain one hit point on a roll of a 20, and when they would become stable the effect ends.

Death's Door. If all hit point pools are reduced to zero, the monk is dying and starts making death saving throws, but does not fall unconscious. Every time the monk succeeds on a death saving throw, it instead gains 33 temporary hit points.

Nightmare Stalk. Creatures can't see the monk if the monk is in dim light or darkness unless they can see through magical darkvision. The monk can hide while in dim light using a bonus action, or immediately before a Legendary Action as a reaction.

Hallucinations. The monk is blinded to creatures that it hit on its previous turn.

Painful Bargain. At the end of each turn, the monk can choose to take 11 (2d10) psychic damage in order to end one condition that is afflicting it."

Actions:

Multiattack. The monk makes two unarmed strikes. If both attacks hit, the target must succeed on a DC 15 Constitution saving throw or be stunned until the end of their next turn.

Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage. If the monk is enlarged, the attack deals 13 (2d8 + 4) bludgeoning damage, and pushes the target back 15 ft.

Enlarge. The monk casts enlarge on himself without components or expending a spell slot.

Succumb to Madness. Until the end of the monk's next turn, the monk has advantage on attacks and saving throws. The monk rolls two 1d4s and selects the higher one when determining the effect of Insanity.

Legendary Actions

Must take 3 Legendary Actions each round, choosing from the options below. Only one Legendary Action can be used at a time, and only at the end of another creature's turn.

Jab. The monk moves up to 10 feet and makes an unarmed strike.

Alpha Strike (Recharge 4-6). The monk teleports up to 25 ft. as many as three times making an unarmed strike after each teleport.

Living Nightmare (Recharge 5-6). Each creature within 30 ft. must succeed on a DC 15 Intelligence saving throw or be under the effects of phantasmal force. The phantasms, which can be seen by every creature that failed the save, deal 2d6 (7) psychic damage on one turn each round. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Infectious Despair (Recharge 6) Every creature within 300 feet must succeed on a DC15 Charisma saving throw or become frightened of the nearest hostile creature until the end of their next turn.


Ending the Adventure

If you kill Thresh, you win. If you die before reaching him, he is able to complete the ritual unmolested and uses his power to kill off those who opposed him first, and then accomplishes his original goal, whatever it may be. However, unwilling to relinquish his life, the ritual consumes him, leaving him a deranged and evil monster.

If you reach thresh and survive for 4 turns, Diane is able to make her way back and joins you. She can be played as a lvl 6 shadow monk, controlled by a PC whose character has died.

If you reduce thresh to 0 hitpoints but your party wipes, or if you survive 10 rounds, reinforcements come to finish him off. Those who aren't dead by then are stabilized.

Environment and Tactics

The room that the boss is in is a high-roofed dojo, with some large ornamental lanterns near the center. There are a pile of tattooing tools and ink next to a stool.

The locus of the tattoo glows brightly and an attack can only be aimed there if the monk cannot move, and scores a critical hit if it hits. If this area is hit with an acupuncture needle loaded with the magical ink, the monk is poisoned. At the start of each turn, it must make a DC10 Constitution saving throw or go to 0 hit points.

Thresh takes his first round by using Enlarge, Alpha Strike to teleport to each of the lanterns and smash them, Living Nightmare to make 4 phantasms, and then hiding.

 

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