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Strength: Athletics

Dexterity: Acrobatics, Sleight of Hand, Stealth


Intelligence: Arcana, History, Investigation, Nature, Religion
Wisdom: Animal Handling, Insight, Medicine, Perception, Survival
Charisma: Deception, Intimidation, Performance, Persuasion

Prince Derendil
This hulking quaggoth is the most menacing-looking prisoner in the slave pens, and the other prisoners
give him a wide berth. If any of the characters speak to him, however, the quaggoth replies in urbane Elvish.
He explains that he is not, in fact, a quaggoth, but a gold elf prince polymorphed into quaggoth form by a curse.
He claims to be Prince Derendil of the kingdom of Nelrindenvane in the High Forest. His crown was usurped by the
evil wizard Terrestor, who trapped him in this form and exiled him from his people.
All though Derendil behaves like the highborn prince he believes himself to be, he responds to stress, and
particularly threats, like a quaggoth: violently tearing foes limb from limb and rending their flesh with sharp claw
and teeth. He comes back to himself only after battle, or when someone reinforces his "true identity'' to snap him
out of it. Derendil laments that he is slowly but surely losing himself to the savagery of his quaggoth form.
In fact, Dcrcndil is simply mad. touched by the delusions of the demon lord Fraz-Urb’luu. The kingdom of
Nelrindenvane doesn’t exist, and all of Derendil’s recollections and personality arc an illusion created by
the Demon Prince of Deception. The quaggoth refuses to believe the truth and incontrovertible evidence as to his
real nature sends him into a murderous rage.
Thinks he is a cursed elf prince, he responds to stress and particularly threats like a quaggoth: violently tearing foe"
limb from limb and rending their flesh with sharp claws, and teeth. The kingdom of Nerlinvane doesn't exist and all
of “Derendil's” recollections and personality are an illusion created by the Demon Prince of Deception. He refuses
to believe the truth, and any incontrovertible evidence as to his real nature send him into a murderous rage

Medium humanoid (quaggoth), chaotic neutral


 AC 13 (Does not wear armor)
 HP 66, Speed 30ft., climb 30ft.
 STR 17 (+3) DEX 12 (+1) CON 16 (+3) INT 6 (-2) WIS 12 (+1) CHA 7 (- 2)
 Damage Immunity: poison, Condition immunity: poisoned,
 Skills: Passive Perception 10, Stealth +1, Perception +1, Survival +1, Athletics +5,
 Darkvision 120ft.
 Languages: speaks elven, common
 While he has 10 hit points or fewer, has advantage on attack rolls. Also, deals extra 2d6 damage to any target
it hits with a melee attack.
 Multiattack: Makes two claw attacks.
Claw: Atk +5, Dmg: 1d6 + 3 slashing damage.

Elsbeth Feldrun
A female shield dwarf scout from Gauntlgrym. Elsbeth is high spirited and proud of both her heritage and her
people's achievement in reclaiming the ancient dwarven kingdom; she suggests Gauntlgrym as a destination to
escape from the Underdark. Elsbeth is stubborn and hates the drow and all other "corrupt dark dwellers" such as
the derro and duergar. Elsbeth wants to get back home, but she is also defiant and self-sacrificing and therefore
among the most likely prisoners to perish before getting the opportunity.
If that happens, Elsbeth asks a character she trusts to promise to carry word of her fate back to her family in
Gauntlgrym, along with her shield and Warhammer if they are recovered. This might win the characters the
approval of Elsbeth's kin when they later visit Gauntlgrym.
Because of her protective and selfless character, she might die early on. High spirited and proud of both her
heritage and her people's achievement in reclaiming the ancient dwarven kingdom; stubborn and hates the drow
and all other "corrupt dark dwellers" such as the derro and duergar. She suggests, Gauntlgrym as a destination to
escape from the Underdark. Remember that she will ask for her weapon and armor to be returned to Gauntlgrym
in case she dies.

 Armor Class 13 (leather armor) or AC 16 (Chain Shirt, Shield)


 HP: 34 (+1 Dwarven)
 Size: Medium. Height 4’ 2” 130 Lbs
 Age: 26 years
 Speed: 25ft. Your speed is not reduced by wearing heavy armor.
 STR 13 (+1), DEX 14 (+2), CON 14 (+2), INT 11 (+0) WIS 13 (+1), CHA 11 (+0)
 Skills Nature +4, Perception +5, Stealth +6, Survival +5
 Senses: passive Perception 15
 Darkvision. See in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light.
Can’t discern color in darkness, only shades of gray.
 Languages: Dwarven and Common
 Keen Hearing and Sight. Elsbeth has advantage on Wisdom (Perception) checks that rely on hearing or
sight.
 Dwarven Resilience. You have advantage on saving throws against poison, and you have resistance against
poison damage.
 Weapon Proficiencies: Simple, Martial
 Armor Proficiency: Light and Medium armor, Shield.
 ACTIONS
o Multiattack: Elsbeth makes two melee attacks or two ranged attacks.
o Shortsword: Melee Weapon Attack: +4 to hit, reach 5 ft., Hit: 5 (1d6 + 2) piercing damage.
o Hand Crossbow: Ranged Weapon Attack: +4 to hit, ranged 150/600 ft., Hit: 5 (1D6 + 2) piercing
damage.
o Warhammer: Melee Weapon Attack: +3 to hit, reach 5 ft., Hit: 6 (1d8 + 1) piercing damage.

Sarith Kzekarit
Accused of murder, doesn't remember if he did it or not. Doesn't know that Zuggtmoy's spores are
infecting his brain and are the source of his dilemma. Wants to go to Neverlight Grove. Knows the Underdark well.

Drow
Medium humanoid (elf), neutral evil
Armor Class 15 {chain shirt)
Hit Points 13 (3d8)
Speed 30ft.
STR
10 (+0)
DEX
14 (+2)
CON 10 (+0)
Skills Perception +2, Stealth +4
INT
11 (+0)
WIS
11 (+0)
Senses darkvision 120ft ., pass ive Perception 12
Languages Elvish, Undercommon
Challenge 1/4 (50 XP)
CHA
12 (+1)
Fey Ancestry. The drow has advantage on saving throws against
being charmed, and magic can't put the drow to sleep.
Innate Spellcasting. The drew's spellcasting ability is Charisma
(spell save DC 11). It can innately cast the following spells,
requiring no material components:
At will: dancing lights
1fday each: darkness,faerie fire
Sunlight Sensitivity. While in sunlight, the drow has
disadvantage on attack rolls, as well as on Wisdom
(Perception) checks that rely on sight.
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 5 (ld6 + 2) piercing damage.
Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120
ft., one target. Hit: 5 (1 d6 + 2) piercing damage, and the
target must succeed on a DC 13 Constitutio.n saving throw or
be poisoned for 1 hour. If the saving throw fails by 5 or more,
the target is also unconscious while poisoned in this way. The
target wakes up if it takes damage or if another creature takes
an action to shake it awake.

Stool
(Myconid, MM 230) AC 10 HP 7 +1 1(d4-1) Speed 10 feet
 Can let out distress spores, all myconids within 240 feet can sense its pain.
 3 times per day: Rapport Spores 10 foot radius. Affected creatures can communicate telepathically with each
other
while within 30 feet. This lasts for one hour.
Goofy Pal: Wants to return to Neverlight Grove but not sure how to get there. Might become attached to a
character
like an enthusiastic younger sibling.

Small plant, lawful neutral

AC 10
HP 12
Speed 10ft
STR
8 (- 1)
DEX
10 (+0)
CON
10 (+0)
INT
8 (-1)
WIS
11 (+0)
Senses darkvision 120ft., passive Perception 10
Languages -
Challenge 0 (10 XP)
CHA
5 (-3)
Distress Spores. When the myconid takes damage, all other
myconids within 240 feet of it can sense its pain.
Sun Sickness. While in sunlight, the myconid has disadvantage
on ability checks, attack rolls, and saving throws. The myconid
dies if it spends more than 1 hour in direct sunlight.
ACTIONS
Fist. Melee Weapon Attack:+ 1 to hit, reach 5 ft., one target. Hit:
1 (1d4- 1) bludgeoning damage plus 2 (1d4) poison damage.
Rapport Spores (3jDay). A 10-foot radius of spores extends
from the myconid. These spores can go around corners and
affect only creatures with an Intelligence of 2 or higher that
aren't undead, constructs, or elementals. Affected creatures
can communicate telepathically with one another while they are
within 30 feet of each other. The effect lasts for 1 hour.

Jimjar (deep gnome, MM 164) AC 12 HP 15 +4 6(d8+2)


 Advantage on Stealth in rocky terrain, adv on INT/WIS/CHA saves vs magic
 Can cast spells, DC 11. At will: Nondetection (self only). Once per day: Blindness/Deafness, Blur, Disguise Self.
 Has a gambling problem. Constantly makes wagers. Loves money. Can guide the party to Blingdenstone.
 Secret Deity: Check out the sidebar on page 217. Jimjar might be a god in disguise! It's up to you, but if he is, you
can drop clues from the very beginning instead of revealing it all the way at the end of the adventure.
DEEP GNOME (SVIRFNEBLIN)
Small humanoid (gnom e), neutral good
Armor Class 15 (chain sh irt)
Hit Points 16 (3d6 + 6)
Speed 20 ft.
STR
15 (+2)
DEX
14 (+2)
CON
14 (+2)
INT
12 (+1)
WIS
10 (+0)
Skills Investigation +3, Perception +2, Stealth +4
Senses darkvision 120 ft ., passive Perception 12
Languages Gnomish, Terran, Undercommon
Challenge 1/2 (100 XP)
CHA
9 (-1)
Stone Camouflage. The gnome has advantage on Dexterity
(Stealth) checks made to hide in rocky terrain .
Gnome Cunning. The gnome has advantage on Intelligence,
Wisdom, and Charisma saving throws again st magic.
Innate Spellcasting. The gnome's inn ate spellcasting ability is
Intelligence (spell save DC 11). It can innately cast the following
spells, requiring no material components:
At will: nondetection (self only)
1fday each: blindnessjdeafness, blur, disguise self

Spy
Medium humanoid (any race), any alignment
Armor Class 12
Hit Points 27 (6d8)
Speed 30ft.
STR
10 (+0)
DEX
15 (+2)
CON
10 (+0)
INT
12 (+1)
WIS
14 (+2)
CHA
16 (+3)
Skills Deception +5, Insight +4, Investigation +5, Perception +6,
Persuasion +5, Sleight of Hand +4, Stealth +4
Senses passive Perception 16
Languages any two languages
Challenge 1 (200 XP)
Cunning Action. On each of its turns, the spy can use a bonus
action to take the Dash, Disengage, or Hide action.
Sneak Attack (1jTurn). Th e spy deals an extra 7 (2d6)
damage when it hit s a target with a weapon attack and
has advantage on the attack roll , or when the target is
within 5 feet of an ally of the spy that isn't incapacitated
and the spy does n't have di sadvantage on the
attack roll.
ACTIONS
Multiattack. The spy makes two melee attacks.
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft. , one
target. Hit: 5 (1d6 + 2) piercing damage.
Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120
ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Rulers, nobles, mercha nts, guild masters, and other
wealthy individuals use spies to gain the upper hand in
a world of cutthroat politics. A spy is trained to secretly
gather information. Loyal spies would rather die than
divulge information that could compromise them or
their employers.
349

Ront (Orc, MM 246) AC 11 HP 15 +5 9(d12+3) Chaotic evil


Bonus action: Move up to its speed toward a hostile creature it can see.
A Bully: Hates Eldeth. Fled from a battle with dwarves and thinks his god, Gruumsh, is punishing him.
Armor Class 13 (hide armor)
Hit Points 15 (2d8 + 6)
Speed 30ft.
STR
16 (+3)
DEX
12 (+1)
Skills Intimidation +2
CON
16 (+3)
INT
7 (-2)
WIS
11 (+0)
Senses darkvision 60ft., passive Perception 10
Languages Common, Ore
Challenge 1/2 (100 XP)
CHA
10 (+0)
Aggressive. As a bonus action, the ore can move up to its speed
toward a hostile creature that it can see.

Shuushar the Awakened (Kuo Toa, MM 199) AC 11 HP 18 +3 3(d4+1)


Breathes in air and water, sense any creature within 30 even if they are invisible/ethereal, Adv to escape a grapple.
Hermit and mystic. Calm and peaceful. A total pacifist, he won't fight or even defend himself. Wants to share his
enlightenment with the kuo-toa of Sloobludop.

Kuo-ToA
Medium humanoid (kuo-toa), neutral evil
Armor Class 13 (natural armor, shield)
Hit Points 18 (4d8)
Speed 30ft., swim 30ft.
STR
13 (+1)
DEX
10 (+0)
Skills Perception +4
CON
11 (+0)
INT
11 (+0)
WIS
10 (+0)
Senses darkvision 120 ft. , passive Perception 14
Languages Undercommon
Challenge 1/4 (50 XP)
CHA
8 (- 1)
Amphibious. The kuo-toa can breathe air and water.
Otherworldly Perception. The kuo-toa can sense the presence
of any creature within 30 feet of it that is invisible or on the
Ethereal Plane. It can pinpoint such a creature that is moving.
Slippery. The kuo-toa has advantage on ability checks and
saving throws made to escape a grapple.
Sunlight Sensitivity. While in sunlight, the kuo-toa has
disadvantage on attack rolls, as well as on Wisdom
(Perception) checks that rely on sight.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft. , one target.
Hit: 3 (1d4 + 1) piercing damage.
Topsy and Turvy (Deep gnome/wererats MM 209)
Deep Gnome stats: AC 12 HP 15 +4 6(d8+2)
Wererat Stats: AC 12 HP 33 +4 4(d4+2) & DC 11 CON save or be cursed with lycanthropy.
 Adv on WIS (percep) due to enhanced sense of smell, can use an action to polymorph into giant rat or
rat/humanoid hybrid. Stats are the same in each form except for size.
 Twins: Topsy is female and does all the talking. Turvy is her brother, and mumbles darkly. They don't want
anyone
to know that they are wererats. They were recently infected with the curse of lycanthropy. They don't want to go
back to Blingdenstone, and will likely abandon the group at some point.

GnomeTraits
Your gnome character has certain characteristics in
common with all other gnomes.
Ability Score Increase. Your Intelligence score
increases by 2.
Age. Gnomes mature at the same rate humans do, and
most are expected to settle down into an adult life by
around age 40. They can live 350 to almost 500 years.
Alignment. Gnomes are most often good. Those who
tend toward law are sages, engineers, researchers,
scholars, investigators, or inventors. Those w ho tend
toward chaos are minstrels, tricksters, wanderers,
or fanciful jewelers. Gnomes are good-hearted, and even the tricksters among them are more playful
than vicious.
Size. Gnomes are between 3 and 4 feet tall and
average about 40 pounds. Your size is Small.
Speed. Your base walking speed is 25 feet.
Darkvision. Accustomed to life underground, you have
superior vision in dark and dim conditions. You can
see in dim light within 60 feet o f you as if it w ere bright
light, and in darkness as if it were dim light. You can't
discern color in darkness, only shades o f gray.
Gnome Cunning. You have advantage on all
Intelligence, Wisdom, and Charisma saving throws
against magic.
Languages. You can speak, read, and write Common
and Gnomish. The Gnomish language, which uses the
Dwarvish script, is renowned for its technical treatises
and its catalogs o f knowledge about the natural world.
Subrace. Two subraces of gnomes are found among
the worlds o f D&D: forest gnomes and rock gnomes.
Choose one o f these subraces.

DEEP GNOME FEAT


If your DM allows the use offeats, your deep gnome character
has the option of ta king the following feat.
Svirfneblin Magic
Prerequisite: Gnome (deep gnome)
You have inherited the innate spellcasting ability of your
ancestors. This ability allows you to cast nondetection on
yourself at will, without needing a material component.
You can also cast each of the following spells once with
this ability: blindness/deafness, blur, and disguise self. You
regain the ability to cast these spells when you finish
a long rest. Intelligence is your spellcasting ability for
these spells.

SvIRFNEBLIN SuBRACE TRAITS


The svirfneblin subrace has the gnome traits in the
Player 's Handbook, plus the subrace tra its below. Unlike
other gnomes, svirfneblin tend to be neutral, they weigh
80 to 120 pounds, and they reach maturity at 25 and live
200 to 250 years.
Ability Score Increase. Your Dexterity score increases
by 1.
Superior Darkvision. Your darkvision has a radius
of 120 feet.
Stone Camouflage. You have advantage on Dexterity
(Stealth) checks to hide in rocky terrain.
Extra Language. You can speak, read, and write
Undercommon.

Medium humanoid (human, shapechanger), lawful evil


Armor Class 12
Hit Points 33 (6d8 + 6)
Speed 30ft.
STR
10 (+0)
DEX
15 (+2)
CON
12 (+1)
Skills Perception +2, Stealth +4
INT
11 (+0)
WIS
10 (+0)
CHA
8 (-1)
Damage Immunities bludgeoning, piercing, and slashing
damage from non magical weapons that aren't silvered
Senses darkvision 60ft. (rat form only), passive Perception 12
Languages Common (can't speak in rat form)
Challenge 2 (450 XP)
Shapechanger. The wererat can use its action to polymorph
into a rat-humanoid hybrid or into a giant rat, or back into its
true form, which is humanoid. Its statistics, other than its
size, are the same in each form. Any equipment it is wearing or
carrying isn't transformed. It reverts to its true form if it dies.
Keen Smell. The were rat has advantage on Wisdom
(Perception) checks that rely on smell.
ACTIONS
Multiattack (Humanoid or Hybrid Form Only). The were rat
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 (1 d4 + 2) piercing
damage. If the target is a humanoid, it must succeed on a
DC 11 Constitution saving throw or be cursed with were rat
lycanthropy.

Curse of Lycanthropy. A humanoid creature can


be afflicted with the curse of lycanthropy after being
wounded by a lycanthrope, or if one or both of its
parents are lycanthropes. A remove curse spell can rid
an afflicted lycanthrope of the curse, but a natural born
lycanthrope can be freed of the curse only with a wish.
A lycanthrope can either resist its curse or embrace
it. By resisting the curse, a lycanthrope retains its
normal alignment and personality while in humanoid
form. It lives its life as it always has, burying deep the
bestial urges raging inside it. However, when the full
moon rises, the curse becomes too strong to resist,
transforming the individual into its beast form-or
into a horrible hybrid form that combines animal and
humanoid traits. When the moon wanes, the beast
within can be controlled once again. Especially if the
cursed creature is unaware of its condition, it might not
remember the events of its transformation, though those
memories often haunt a lycanthrope as bloody dreams.
Some individuals see little point in fighting the curse
and accept what they are. With time and experience,
they learn to master their shapechanging ability and
can assume beast form or hybrid form at will. Most
lycanthropes that embrace their bestial natures
succumb to bloodlust, becoming evil, opportunistic
creatures that prey on the weak.

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