Waterdeep Chapter 1 | NPCs

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Krentz/Bandit

Medium humanoid (human), CE


  • Armor Class 12 (Leather Armor)
  • Hit Points 11 (2d8 + 2)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 10 (+0)

  • Senses Passive Perception 10
  • Languages Common, Undercommon
  • Challenge 1/8 (25 XP)

Actions

Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.

Light Crossbow. Ranged Weapon Attack: +3 to hit, range 80 ft./320 ft., one target. Hit: 5 (1d8 + 1) piercing damage.

Creature Hit Points
Krentz (3 hp):
Bandit 1 (11 hp):
Bandit 2 (11 hp):
Bandit 3 (11 hp):
Bandit 4 (11 hp):
Yagra (32 hp):

Yagra

Medium humanoid (half-orc), N


  • Armor Class 11 (Leather Armor)
  • Hit Points 32 (5d8 + 10)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 11 (+0) 14 (+2) 10 (+0) 10 (+0) 11 (+0)

  • Skills Intimidation +2
  • Senses Passive Perception 10
  • Languages Common, Orc
  • Challenge 1/2 (100 XP)

Relentless Endurance. When reduced to 0 hit points, Yagra drops to 1 hit point instead (but can’t do this again until she finishes a long rest).

Actions

Multiattack. Yagra makes two melee attacks.

Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) bludgeoning damage.

Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.

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Troll

Large giant, chaotic evil


  • Armor Class 15 (Natural Armor)
  • Hit Points 84 (8d10 + 40)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 20 (+5) 7 (-2) 9 (-1) 7 (+2)

  • Skills Perception +2
  • Senses Darkvision 60 ft., Passive Perception 12
  • Languages Giant
  • Challenge 5 (1,800 XP)

Keen Smell. The troll has advantage on Wisdom (Perception) checks that rely on smell.

Regeneration. The troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage, this trait doesn't function at the start of the troll's next turn. The troll dies only if it starts its turn with 0 hit points and doesn't regenerate.

Actions

Multiattack. The troll makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.


Stirge

Tiny beast, unaligned


  • Armor Class 14 (Natural Armor)
  • Hit Points 2 (1d4)
  • Speed 10 ft., fly 40 ft.

STR DEX CON INT WIS CHA
4 (-3) 16 (+3) 11 (+0) 2 (-4) 8 (-1) 6 (-2)

  • Senses Darkvision 60 ft., Passive Perception 9
  • Languages --
  • Challenge 1/8 (25 XP)

Actions

MBlood Drain. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) piercing damage, and the stirge attaches to the target. While attached, the stirge doesn't attack. Instead, at the start of each of the stirge's turns, the target loses 5 (1d4 + 3) hit points due to blood loss.

The stirge can detach itself by spending 5 feet of its movement. It does so after it drains 10 hit points of blood from the target or the target dies. A creature, including the target, can use its action to detach the stirge.



Durnan

Medium humanoid, neutral


  • Armor Class 16 (Elven Chain)
  • Hit Points 144 (17d8 + 68)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 18 (+4) 13 (+1) 12 (+1) 10 (+0)

  • Saving Throws STR +8, CON +8
  • Skills Athletics +8, Perception +5
  • Senses Passive Perception 15
  • Languages Common, Dwarvish
  • Challenge 9 (5,000 XP)

Special Equipment. Durnan wields a greatsword of sharpness called Grimvault. He wears boots of striding and springing, elven chain, and a ring of spell turning.

Indomitable (Recharges after a Long Rest). Durnan can reroll a saving throw that he fails. He must use the new roll.

Spell Turning. While wearing his ring of spell turning, Durnan has advantage on saving throws against any spell that targets only him (not in an area of effect). If Durnan rolls a 20 for the save and the spell is 7th level or lower, the spell has no effect on him and instead targets the caster, using the slot level, spell save DC, attack bonus, and spellcasting ability of the caster.

Actions

Multiattack. Durnan makes four melee weapon attacks.

Grimvault. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. If the target is an object, the hit instead deals 16 slashing damage. If the target is a creature and Durnan rolls a 20 on the d20 for the attack roll, the target takes an extra 14 slashing damage, and Durnan rolls another d20. On a roll of 20, he lops off one of the target’s limbs, or some other part of its body if it is limbless.

Double Crossbow. Ranged Weapon Attack: +6 to hit, range 60/240 ft., one target. Hit: 13 (2d10 + 2) piercing damage.

Boots of Striding and Springing

Wondrous Item, uncommon (requires attunement)


While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn't reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can't jump farther than your remaining movement would allow.

Creature Hit Points
Troll (44 hp):
Stirge 1 (2 hp):
Stirge 2 (2 hp):
Stirge 3 (2 hp):
Durnan (144 hp):

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Kenku

Medium humanoid, chaotic neutral


  • Armor Class 13
  • Hit Points 13 (3d8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 10 (+0) 11 (+0) 10 (+0) 10 (+0)

  • Skills Deception +4, Perception +2, Stealth +5
  • Senses Passive Perception 12
  • Languages Auran, Common understands but speaks only through the use of its Mimicry trait
  • Challenge 1/4 (50 XP)

Ambusher. The kenku has advantage on attack rolls against any creature it has surprised.

Mimicry. The kenku can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check.

Actions

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

Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Creature Hit Points
Kenku 1 (13 hp):
Kenku 2 (13 hp):
Kenku 3 (13 hp):
Kenku 4 (13 hp):

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Renaer Neverember

Medium human (Illuskan), chaotic good


  • Armor Class 17 (Leather Armor)
  • Hit Points 66 (12d8 + 12)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 12 (+1) 14 (+2) 11 (+0) 15 (+2)

  • Skills Acrobatics +8, Athletics +5, Persuasion +6 Senses
  • Senses Passive Perception 10
  • Languages Common
  • Challenge 3 (700 XP)

Lightfooted. The swashbuckler can take the Dash or Disengage action as a bonus action on each of its turns.

Suave Defense. While the swashbuckler is wearing light or no armor and wielding no shield, its AC includes its Charisma modifier.

Actions

Multiattack. The swashbuckler makes three attacks: one with a dagger and two with its rapier.

Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage.

Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.



Gazer

Tiny aberration, neutral evil


  • Armor Class 13
  • Hit Points 13 (3d4 + 6)
  • Speed 0 ft., fly 30 ft. (hover)

STR DEX CON INT WIS CHA
3 (-4) 17 (+3) 14 (+2) 3 (-4) 10 (+0) 7 (-2)

  • Saving Throws WIS +2
  • Skills Perception +4, Stealth +5
  • Condition Immunities Prone
  • Senses Darkvision 60 ft., Passive Perception 14
  • Languages --
  • Challenge 1/2 (100 XP)

Aggressive. As a bonus action, the gazer can move up to its speed toward a hostile creature that it can see.

Mimicry. The gazer can mimic simple sounds of speech it has heard, in any language. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.


Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage.

Eye Rays. The gazer shoots two of the following magical eye rays at random (reroll duplicates), choosing one or two targets it can see within 60 feet of it:

1. Dazing Ray. The targeted creature must succeed on a DC 12 Wisdom saving throw or be charmed until the start of the gazer’s next turn. While the target is charmed in this way, its speed is halved, and it has disadvantage on attack rolls.

2. Fear Ray. The targeted creature must succeed on a DC 12 Wisdom saving throw or be frightened until the start of the gazer’s next turn.

3. Frost Ray. The targeted creature must succeed on a DC 12 Dexterity saving throw or take 10 (3d6) cold damage.

4. Telekinetic Ray. If the target is a creature that is Medium or smaller, it must succeed on a DC 12 Strength saving throw or be moved up to 30 feet directly away from the gazer.

If the target is an object weighing 10 pounds or less that isn’t being worn or carried, the gazer moves it up to 30 feet in any direction. The gazer can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a container

Creature Hit Points
Gazer (13 hp):
Goblin 2 (7 hp):

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Goblin

Small humanoid, neutral evil


  • Armor Class 15 (Leather Armor, Shield)
  • Hit Points 7 (2d6)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 10 (+0) 10 (+0) 8 (-1) 8 (-1)

  • Skills Stealth +6
  • Senses Darkvision 60 ft., Passive Perception 9
  • Languages Common, Goblin
  • Challenge 1/4 (50 XP)

Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.

Actions

Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.

Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.











Creature Hit Points
Goblin 1 (7 hp):
Goblin 2 (7 hp):

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Zemk

Medium humanoid (duergar), lawful evil


  • Armor Class 16 (Scale Mail, Shield)
  • Hit Points 26 (4d8 + 8)
  • Speed 25 ft.

STR DEX CON INT WIS CHA
14 (+2) 11 (+0) 14 (+2) 11 (+0) 10 (+0) 9 (-1)

  • Damage Resistances Poison
  • Senses Darkvision 120 ft., Passive Perception 10
  • Languages Dwarvish, Undercommon
  • Challenge 1 (200 XP)

Duergar Resilience. The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.

Sunlight Sensitivity. While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Enlarge (Recharges after a Short or Long Rest). For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar 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 duergar lacks the room to become Large, it attains the maximum size possible in the space available.

War Pick. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage, or 11 (2d8 + 2) piercing damage while enlarged.

Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 9 (2d6 + 2) piercing damage while enlarged.

Invisibility (Recharges after a Short or Long Rest). The duergar magically turns invisible until it attacks, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it.

Creature Hit Points
Zemk (26 hp):
Krentz (11 hp):

Krentz

Medium humanoid (human), CE


  • Armor Class 12 (Leather Armor)
  • Hit Points 11 (2d8 + 2)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 10 (+0)

  • Senses Passive Perception 10
  • Languages Common, Undercommon
  • Challenge 1/8 (25 XP)

Actions

Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.

Light Crossbow. Ranged Weapon Attack: +3 to hit, range 80 ft./320 ft., one target. Hit: 5 (1d8 + 1) piercing damage.

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Gray Ooze

Medium ooze, unaligned


  • Armor Class 8
  • Hit Points 22 (3d8 + 9)
  • Speed 10 ft., climb 10 ft.

STR DEX CON INT WIS CHA
12 (+1) 6 (-2) 16 (+3) 1 (-5) 6 (-2) 2 (-4)

  • Skills Stealth +2
  • Damage Resistances Acid, Cold, Fire
  • Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Prone
  • Senses Blindsight 60 ft. (blind beyond this radius), Passive Perception 8
  • Languages --
  • Challenge 1/2 (100 XP)

Amorphous. The ooze can move through a space as narrow as 1 inch wide without squeezing.

Corrode Metal. Any nonmagical weapon made of metal that hits the ooze corrodes. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the ooze is destroyed after dealing damage.

The ooze can eat through 2-inch-thick, nonmagical metal in 1 round.

False Appearance. While the ooze remains motionless, it is indistinguishable from an oily pool or wet rock.

Actions

Pseudopod. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage plus 7 (2d6) acid damage, and if the target is wearing nonmagical metal armor, its armor is partly corroded and takes a permanent and cumulative −1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.

Creature Hit Points
Gray Ooze (22 hp):

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Intellect Devourer

Tiny aberration, lawful evil


  • Armor Class 12
  • Hit Points 21 (6d4 + 6)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
6 (-2) 14 (+2) 13 (+1) 12 (+1) 11 (+0) 10 (+0)

  • Skills Perception +2, Stealth +4
  • Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
  • Condition Immunities Blinded
  • Senses Blindsight 60 ft. (blind beyond this radius), Passive Perception 12
  • Languages Deep Speech understands but can't speak, Telepathy 60 ft.
  • Challenge 2 (450 XP)

Detect Sentience. The intellect devourer can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the creature is protected by a mind blank spell.

Actions

Multiattack. The intellect devourer makes one attack with its claws and uses Devour Intellect.

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage.

Devour Intellect. The intellect devourer targets one creature it can see within 10 feet of it that has a brain. The target must succeed on a DC 12 Intelligence saving throw against this magic or take 11 (2d10) psychic damage. Also on a failure, roll 3d6: If the total equals or exceeds the target’s Intelligence score, that score is reduced to 0. The target is stunned until it regains at least one point of Intelligence.

Body Thief. The intellect devourer initiates an Intelligence contest with an incapacitated humanoid within 5 feet of it. If it wins the contest, the intellect devourer magically consumes the target’s brain, teleports into the target’s skull, and takes control of the target’s body. While inside a creature, the intellect devourer has total cover against attacks and other effects originating outside its host. The intellect devourer retains its Intelligence, Wisdom, and Charisma scores, as well as its understanding of Deep Speech, its telepathy, and its traits. It otherwise adopts the target’s statistics. It knows everything the creature knew, including spells and languages.

If the host body drops to 0 hit points, the intellect devourer must leave it. A protection from evil and good spell cast on the body drives the intellect devourer out. The intellect devourer is also forced out if the target regains its devoured brain by means of a wish. By spending 5 feet of its movement, the intellect devourer can voluntarily leave the body, teleporting to the nearest unoccupied space within 5 feet of it. The body then dies, unless its brain is restored within 1 round.



Nihiloor

Medium aberration (mindflayer), lawful evil


  • Armor Class 15 (Breastplate)
  • Hit Points 71 (13d8 + 13
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 12 (+1) 12 (+12) 19 (+4) 17 (+3) 17 (+3)

  • Saving Throws INT +7, WIS +6, CHA +6
  • Skills Arcana +7, Deception +6, Insight +6, Perception +6, Persuasion +6, Stealth +4
  • Senses Darkvision 120 ft., Passive Perception 16
  • Languages Deep Speech, Telepathy 120 ft., Undercommon
  • Challenge 7 (2,900 XP)

Magic Resistance. The mind flayer has advantage on saving throws against spells and other magical effects.

Innate Spellcasting (Psionics). Nihiloor’s innate spellcasting ability is Intelligence (spell save DC 15). He can innately cast the following spells, requiring no components:

At will: detect thoughts, levitate

1/day each: dominate monster, plane shift (self only)

Actions

Tentacles. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 15 (2d10 + 4) psychic damage. If the target is Medium or smaller, it is grappled (escape DC 15) and must succeed on a DC 15 Intelligence saving throw or be stunned until this grapple ends.

Extract Brain. Melee Weapon Attack: +7 to hit, reach 5 ft., one incapacitated humanoid grappled by the mind flayer. Hit: The target takes 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, the mind flayer kills the target by extracting and devouring its brain.

Mind Blast (Recharge 5–6). Nihiloor magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 22 (4d8 + 4) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Nihiloor's Psionics

Detect Thoughts

Divination


  • Casting Time: 1 Action
  • Range: Self
  • Components: V, S
  • Duration: Concentration 1 Minute

For the duration, Nihiloor can read the thoughts of certain creatures. When Nihiloor casts the spell and as his action on each turn until the spell ends, he can focus your mind on any one creature that he can see within 30 feet of him. If the creature he chooses has an Intelligence of 3 or lower or doesn't speak any language, the creature is unaffected.

Nihiloor initially learns the surface thoughts of the creature--what is most on its mind in that moment. As an action, Nihiloor can either shift his attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If Nihiloor probes deeper, the target must make a Wisdom saving throw. If it fails, Nihiloor gains insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that Nihiloor is probing into its mind, and unless Nihiloor shifts his attention to another creature's thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends.

Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation.

Nihiloor can also use this spell to detect the presence of thinking creatures he can't see. When Nihiloor cast the spell or as his action during the duration, Nihiloor can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks him. Nihiloor can't detect a creature with an Intelligence of 3 or lower or one that doesn't speak any language.

Once Nihiloor detects the presence of a creature in this way, he can read its thoughts for the rest of the duration as described above, even if Nihiloor can't see it, but it must still be within range.

Levitate

Transmutation


  • Casting Time: 1 Action
  • Range: 60 ft
  • Components: V, S
  • Duration: Concentration 10 Minutes

One creature or object of Nihiloor's choice that he can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.

The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. Nihiloor can change the target's altitude by up to 20 feet in either direction on his turn. If he is the target, Nihiloor can move up or down as part of his move. Otherwise, Nihiloor can use your action to move the target, which must remain within the spell's range.

When the spell ends, the target floats gently to the ground if it is still aloft.

Dominate Monster ○

Enchantment


  • Casting Time: 1 Action
  • Range: 60 ft
  • Components: V, S
  • Duration: Concentration 1 Hour

Nihiloor attempts to beguile a creature that he can see within range. It must succeed on a Wisdom saving throw or be charmed by Nihiloor for the duration. If Nihiloor or creatures that are friendly to you are fighting it, it has advantage on the saving throw.

While the creature is charmed, Nihiloor have a telepathic link with it as long as the two of you are on the same plane of existence. Nihiloor can use this telepathic link to issue commands to the creature while he is conscious (no action required), which it does its best to obey. Nihiloor can specify a simple and general course of action, such as "Attack that creature," "Run over there," or "Fetch that object." If the creature completes the order and doesn't receive further direction from Nihiloor, it defends and preserves itself to the best of its ability.

Nihiloor can use your action to take total and precise control of the target. Until the end of Nihiloor next turn, the creature takes only the actions you choose, and doesn't do anything that Nihiloor don't allow it to do. During this time, Nihiloor can also cause the creature to use a reaction, but this requires Nihiloor to use your own reaction as well.

Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.

Plane Shift ○

Conjuration


  • Casting Time: 1 Action
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous

Nihiloor is transported to a different plane of existence. Nihiloor can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination. If you are trying to reach the City of Brass, for example, you might arrive in its Street of Steel, before its Gate of Ashes, or looking at the city from across the Sea of Fire, at the GM's discretion.

Alternatively, if Nihiloor knows the sigil sequence of a teleportation circle on another plane of existence, this spell can take Nihiloor to that circle.



Grum’shar

Medium humanoid (half-orc), chaotic evil


  • Armor Class 10
  • Hit Points 9 (2d8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 14 (+2) 10 (+0) 11 (+0)

  • Skills Arcana +4, History +4
  • Senses Darkvision 60 ft., Passive Perception 10
  • Languages Common, Orc
  • Challenge 1/4 (50 XP

Relentless Endurance. When reduced to 0 hit points, he drops to 1 hit point instead (but can’t do this again until he finishes a long rest).

Spellcasting. Grum’shar is a 1st-level spellcaster. His spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). He has the following wizard spells prepared:

Cantrips (at will): fire bolt, mending, prestidigitation

1st level (2 slots): burning hands, disguise self, shield

Actions

Dagger. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 2 (1d4) piercing damage.








Creature Hit Points
Nihiloor (71 hp):
Intellect Devourer (21 hp):
Grum’shar (9 hp):

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Grum’shar spells

Cantrips

Fire Bolt

Evocation


  • Casting Time: 1 Action
  • Range: 120 ft
  • Components: V, S
  • Duration: Instantaneous

Grum’shar hurls a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.

Mending

Transmutation

  • Casting Time: 1 Minute
  • Range: Touch
  • Components: V, S, M (two lodestones)
  • Duration: Instantaneous

This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.

This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.

Prestidigitation

Transmutation


  • Casting Time: 1 Action
  • Range: 10 ft
  • Components: V, S
  • Duration: 1 Hour

This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:

  • You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
  • You instantaneously light or snuff out a candle, a torch, or a small campfire.
  • You instantaneously clean or soil an object no larger than 1 cubic foot.
  • You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
  • You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
  • You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.

If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action

First Level ○○

Burning Hands

Evocation


  • Casting Time: 1 Action
  • Range: Self (15 ft cone)
  • Components: V, S
  • Duration: Instantaneous

Grum’shar holds his hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from his outstretched fingertips. Each creature in a 15-foot cone must make a DC 12 Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.

The fire ignites any flammable objects in the area that aren't being worn or carried.

Disguise Self

Illusion


  • Casting Time: 1 Action
  • Range: Self
  • Components: V, S
  • Duration: 1 Hour

Grum’shar makes himself--including his clothing, armor, weapons, and other belongings on his person--look different until the spell ends or until you use your action to dismiss it. He can seem 1 foot shorter or taller and can appear thin, fat, or in between. He can't change your body type, so he must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to him.

The changes wrought by this spell fail to hold up to physical inspection. For example, if he uses this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If he uses this spell to appear thinner than he is, the hand of someone who reaches out to touch him would bump into you while it was seemingly still in midair.

To discern that he is disguised, a creature can use its action to inspect his appearance and must succeed on an DC 12 Intelligence (Investigation) check.

Shield

Abjuration


  • Casting Time: 1 Reaction which you take when you are hit by an attack or targeted by the magic missile spell
  • Range: Self
  • Components: V, S
  • Duration: 1 Round

An invisible barrier of magical force appears and protects Grum’shar. Until the start of his next turn, he has a +5 bonus to AC, including against the triggering attack, and he takes no damage from magic missile.



Roscoe

Small humanoid (wererat), lawful evil


  • Armor Class 12
  • Hit Points 27 (6d6 + 6) hit points
  • Speed 30 ft

STR DEX CON INT WIS CHA
10 (+0) 15 (+2) 12 (+2) 11 (+0) 10 (+0) 8 (-1)

  • Skills Perception +2, Stealth +4
  • Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
  • Senses Darkvision 60 ft., Passive Perception 12
  • Languages Common, Halfling, Thieves’ Cant (can't speak in rat form)
  • Challenge 2 (450 XP)

Brave. He has advantage on saving throws against being frightened.

Halfling Nimbleness He can move through the space of a Medium or larger creature

Shapechanger. Roscoe can use his action to polymorph into a rat-humanoid hybrid or into a giant rat, or back into his true form, which is halfling. His statistics, other than his size, are the same in each form. Any equipment he is wearing or carrying isn't transformed. He reverts to its true form if he dies.

Keen Smell. Roscoe has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Multiattack.(Humanoid or Hybrid Form Only). Roscoe makes two attacks, only one of which can be a bite.

Bite (Rat or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. If the target is a humanoid, it must succeed on a DC 11 Constitution saving throw or be cursed with wererat lycanthropy.

Shortsword (Humanoid or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Hand Crossbow (Humanoid or Hybrid Form Only). Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Creature Hit Points
Roscoe (27 hp):

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