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Steel Shadows

A 5e conversion guide by Astro


Introduction For hook 2, you may consider having the
character who is friends with Ash list the
This conversion requires the adventure
warforged as a Bond. Characters with the
Steel Shadows, written by Keith Baker and
soldier background are a good choice for
found in Dungeon Magazine #115. It is
Ash’s contact.
intended as a supplement to that product,
and not a replacement for it.
The Red Hammer:
Throughout this conversion guide, monsters
Ash is a Warforged Soldier (RftLW p.320)
will have their statblocks named in Bold
A character looking for patterns in Ash’s
With Title Case. The source and page that
notes can make a DC 13 Intelligence
the monster can be found is listed in
(Investigation) check, identifying the Tain
parentheses after the statblock name. If a
Foundry as a location of interest on a
page is listed without a source, this refers to
success.
a page within this document. If no source is
listed at all, the monster can be found in the
Converter’s note: Ash is an androgynous
5e Basic Rules.
name, and theres only one female NPC in
The following abbreviations for sources are
the entire adventure. It's a matter of taste,
found in this guide:
but I'd personally make Ash female to
DMG: Dungeon Master’s Guide
balance things out a bit.
RtfLW: Eberron: Rising from the Last War
VGM: Volo’s Guide to Monsters
Shadowblack and Dandy were given unique
All magic items in this book can be found in
stats in 3.5, but they’re all low level enough
the 5e basic rules. Magic items are named
to simply be more Warforged Soldiers. The
in bold lowercase.
PCs probably won’t fight them, anyways.
Spells are named in italics. Most of the
Copper has a custom statblock (p.8), but
spells in this document are found in the
for the sake of the mystery should be
Player’s Handbook or Basic Rules, but
presented to the PCs as another ordinary
some may be from Xanathar’s Guide to
warforged soldier.
Everything.
Occasionally, italicized Converter’s Notes
Treasure: If any of these characters die,
are inserted into the text. These are bits of
warforged PCs may find use for their
my own GMing advice or suggestions on
armblades.
changing the adventure.

Converter’s Note: Find me on the Eberron


Slogar’s Forgehold:
discord server to give feedback. Morla d’Cannith is a Magewright (RftLW
p.318) with the Mediator specialty.
Morla’s passive Wisdom (Insight) is 14, so a
Chapter 1: successful DC 14 Charisma (Intimidation,
Adventure Hooks: Deception, or Persuasion) check is required
Dahlias from hook 1 is a Veteran. He offers to gain access to the bodies. Characters
a simple +1 longsword to unmotivated who can claim membership of House
parties. Cannith have advantage on the check.
Alternatively, a member of House Cannith
with the House Agent background who is in

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good standing with Cannith South can Make sure to mention Slogar’s blue robes
leverage their background feature to get and gray hair – this may come up as a clue
Morla to cooperate without having to roll. later.

A successful DC 15 Intelligence Slogar is a skilled negotiator with no interest


(Investigation) or Wisdom (Medicine) check in revealing his plans. A successful DC 25
identifies that each victim has been killed by Charisma (Persuasion or Deception) check
the same weapon: a dagger, based on the will lead to Slogar taking a PC aside.
wounds in the victims’ chests, and that the Members of House Cannith have advantage
missing body parts were chiseled away for on this check. Otherwise, he no-sells the
preservation. The construct nature of PCs’ questions. If asked to speak under a
warforged grants disadvantage to attempts zone of truth, he will happily comply and
using Medicine, unless the character willingly fail the save, as his ring of mind
making the check has some specific shielding allows him to lie within the zone.
familiarity with warforged physiology. If the
PCs fail, they learn of the wounds, but are The Tain Foundry:
given no insight into their meaning. Molric’s combat stats and treasure are listed
in the Rumble! section (p.3).
Speak with dead no longer allows a save in Passive Perception of 15 or higher notices
5e. Instead, the warforged victims will be Molric’s unusual bracelet.
mildly unhelpful in their answers unless the A successful DC 20 Charisma (Persuasion,
caster presents themself as an ally of the Intimidation, or Deception) check is needed
warforged people. to make Molric cooperate. Warforged have
disadvantage to this check, while followers
The murderer’s methods of killing are of Dol Dorn and characters who negotiate in
updated to reflect 5e’s spells: the killer used the Dwarven language have advantage.
disguise self to appear like a fairly ordinary
looking, non-identifiable warforged, and Crime Scenes:
used enhance ability in “Cat’s Grace” mode Characters searching a crime scene who
to improve his stealth checks, causing him are proficient with Investigation will discover
to seem supernaturally ghostlike in his the gold chain without needing to roll. Other
stealthiness. Both spells were cast well characters must succeed at a DC 20
before the victims saw him. He then used Intelligence (Investigation) check to find
his +1 flaming dagger to kill them. He did anything of note. Unlike in 3.5, these cannot
not activate the dagger’s fire, to avoid be used to scry unless the PCs specifically
damaging the bodies. The victims could feel name Copper as a target, but if they do,
that the killer’s hands were metallic, they count as a possession of his.
confirming that the killer was indeed a
warforged despite the possibility of illusion
magic.

Lord Slogar has a custom statblock (p.11).

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Tunnel Ambush: and armblades, attacking instead with
Sszarkus and Warlask are Master Thieves unarmed strikes. These deal 5 (1d4+3)
(VGM p.216) with the following changes bludgeoning damage but are otherwise
reflecting their shifter heritage: identical to the armblade attack.
● New Trait: Shifting (refreshes on a The Tain guards use the Thug statblock.
long or short rest). As a bonus Molric is a Martial Arts Adept (VGM
action, the shifter gains 10 p.216), with the following changes reflecting
temporary HP. For the next minute, his dwarven heritage:
the shifter’s walking speed increases ● Speed 35 feet
by 10 feet (to 40 feet). ● Darkvision 60 ft.
● Darkvision 60 ft. ● Languages: Common, Dwarven.
● +8 to hit on their shortsword attacks ● Resistance to poison damage
(from +1 shortswords). Molric carries 2 basic potions of healing,
● They speak Common and Thieves’ his medallion of office, his money, and his
Cant gold chain bracelet, but not the magic items
from 3.5 – their value in 5e would be
Tactics: Be sure to give the PCs an significantly higher than it was in earlier
opportunity to detect the ambush: both editions, and not all of them made the jump
shifters must make Dexterity (Stealth) to 5e anyways.
checks against the highest passive
Perception in the party, alerting the party if Tactics: As all of these NPCs are potential
either fails. If they both succeed, the PCs allies that the PCs might want to save, give
will be surprised during the first round of them all death saving throws when they
combat. The shifters will try to take out the reach 0 hit points. Molric will use his
squishiest party members before they get a potions of healing to heal unconscious
chance to act, while avoiding the melee allies, but only if there are no easy
range of any frontline warriors. warforged targets to kill. If he gets low he
will retreat and use his potions on himself.
Rewards: Each shifter carries a +1 Otherwise, this is a very direct, all-out street
Shortsword, 10 crossbow bolts, and 5 gold brawl.
pieces (paid to them by Slogar).
Successfully defusing the conflict before it
Convincing a captured shifter to talk comes to blows grants 2,300 XP – the total
requires a successful DC 25 Charisma value of all NPC combatants. If the PCs join
(Persuasion or Intimidation) check. a side, they only get XP for their opponents.

Rumble! Treasure: In addition to Molric’s items, each


Keep the number of combatants the same – guard carries 2d4 silver pieces and 1d4
this encounter is fairly easy, but it's more copper pieces. Each warforged carries 1d8
about the act of defusing conflict or picking copper pieces. In addition, if the PCs side
sides than any physical threat to the PCs. with a faction, that faction will become
friendly. PCs who diffuse the situation
The warforged use the Warforged Soldier peacefully may also gain friends here, but
(RftLW p.320) statblock, but lack javelins that will depend on what they said.

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Copper Revealed:
Use the same skill checks to investigate the
new bodies as with the bodies in the
Slogar’s Forgehold section, above. Unlike
with those warforged, Shadowblack and
Ash’s behavior under speak with dead is
based on their relationship with the PCs in
life.
A successful DC 13 Intelligence (Smith’s
Tools or Tinker’s Tools) check identifies the
metal shavings on the victim’s hands as
copper that may have been scraped from
Copper’s unique metal plating.

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Chapter 2: Area 1. The Curious Closet
In place of the wands described in the 3.5
Tracking Copper:
adventure, Copper has been using spell
In place of the Gather Information check,
scrolls of stone shape to create the caves.
allow players to leverage any backgrounds
The secret door in Copper’s closet is
relevant to the Cogs or House Cannith to
automatically identified by a character with
learn of Copper’s closet. Molric or the other
passive Perception 17 or higher, otherwise it
foundry workers will freely share the
requires a successful DC 17 Intelligence
information if friendly or bribed with 100 gp.
(Investigation) check. Characters with
If neither of these options are available,
Mason’s Tools proficiency can use that
asking around requires a DC 17 Intelligence
proficiency in place of Investigation
(Investigation) or Charisma (Persuasion)
proficiency. Don’t bother with the Strength
check, finding someone who knows the
check to open it, that's just yet another
information on a success. Asking around
unnecessary bottleneck on progress.
near the Tain Foundry, specifically, grants
A successful DC 17 Wisdom (Survival)
advantage on the roll.
check identifies a set of warforged tracks in
the mold growing in the tunnel.
Converter’s Note: This check is a major
A successful DC 12 Intelligence (Mason’s
bottleneck in the adventure, so you really
Tools) or dwarven stonecunning check
can’t afford to have PCs completely fail it.
assures worried PCs that the tunnels are
I’ve kept the DC fairly high to reflect how it
safe.
was in the original adventure but,
personally, if the PCs come up with the idea
Area 2. The Field of Blades:
to ask around near the Foundry I’d make it
Before entering the area of the trap, passive
an automatic success. If they don’t do this,
Perception 18 notices the niches at the
or you choose to make it a roll and they fail,
base of the walls in this area, but not what
they should at least get information that
they’re for or anything in them. Remember
Copper has been seen coming in and out of
that darkvision only turns darkness into dim
the Foundry multiple times in the past. If
light, so characters relying exclusively on
they still can’t find the closet, I'd also
darkvision have disadvantage on
consider letting the PCs use an Intelligence
vision-based Perception checks here (that's
(Mason’s Tools) or dwarven stonecunning
a -5 to passive Perception).
check to analyze the Foundry’s floor plan
A successful DC 20 Intelligence
and identify the possibility of a secret area.
(Investigation) or Wisdom (Perception)
Identifying the correct closet as significant
check made by a trap-wary character
without help will still be nearly impossible in
identifies the hidden bypass switches in the
this case, but at least they’ll have a new line
wall.
of questioning to pursue.

Converter’s Note: This trap doesn’t actually


identify what triggers it, it just spontaneously
happens when someone enters the area,
which is weird and will probably feel cheap
to your PCs. I’d make it a pressure plate
that is nearly perfectly hidden by overgrown

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mold and mud. A successful DC 30 Wisdom have been activated, the area is difficult
(Perception) check or passive Perception 30 terrain. After 1 minute (10 rounds), the trap
notices the plate before it is triggered. Hey, I stops automatically. The trap is loud enough
know that's a ridiculous DC, but it’s to alert Copper in Area 4.
technically within reach of (hyper While the trap is active, a character who can
specialized) characters of this level, and it's reach one of the niches can make a DC 25
better than the original adventure making it Dexterity (Thieves’ Tools or Tinkers’ Tools)
literally impossible. check. On a success, the blades are
disabled.
This is a complex and dynamic trap which
should be handled in initiative order. The Area 3: Living Rubble:
trap acts on initiative count 20, and if the Tactics: The creatures in this area will be
PCs trigger it accidentally they are surprised able to see any creature that has been
for the first round. pushed to the far end of the trapped
The trap’s action on round 1 is sending the corridor, and the Ravid is under no
cable down the tunnel, which forces all obligation to patiently wait for the PCs to
characters of size medium or larger who are finish dealing with the trap before sending in
in its path to make DC 18 Strength saving the animated objects. However, the objects
throw. For this purpose the cable can hit the don’t step into the blades or bother moving
entire 10 ft wide tunnel. Characters who fail down the trapped corridor to attack
the save are pushed 5 to 10 feet, into the creatures on the other end of it. In combat,
blade area, while characters who fail by 5 or the Ravid uses its flying speed to stay out of
more are pushed to the far end of the blade harm's way, relying on it’s animated minions
area, where their easiest escape route is and the reach of its weapon attacks to deal
into the next encounter. damage from safety. It gives only simple
and straightforward orders to its animated
Converter’s Note: I’d recommend describing objects: “Kill!” “Hold Position!” “Protect Me!”
the cable flying towards the PCs before
asking for saves. That way, the PCs get a Converter’s Note: Ravids are snake or
small opportunity to describe a creative dragon-like outsiders from the plane of Irian
response to it, like perhaps trying to grab which didn’t make the jump to 5e. Their
onto the wire, which would be a Dexterity whole thing is generating positive energy
saving throw instead of a Strength. They’re that spontaneously animates objects around
still reacting to the trap’s action, not taking them. As a non-native of the material plane,
actions of their own, so anything they do banishment is a permanent solution to
should be in the form of a saving throw or a dealing with this ravid.
reaction ability. Remember that surprised
characters can't take reactions unless their This encounter contains the following
turn has already passed that round. creatures:
1 Ravid (p.7).
On the trap’s turn each subsequent round, 1 Living Chains: a rug of smothering, but
the blades spring out and deal 35 (10d6) it has 18 AC and its smother effect doesn’t
slashing damage to each character on the blind or suffocate the target.
ground in the blade area. Once the blades 1 Animated Scrap Metal (p.7).

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7 animated warforged body parts: use tiny
Animated Scrap Metal
objects as described in the animate objects Large construct, unaligned
spell. Roll initiative for the animated objects Armor Class 18 (Natural Armor)
as with normal creatures. Hit Points 51 (6d10+18)
Speed 35 feet.
Ravid
Medium monstrosity, true neutral STR DEX CON INT WIS CHA
Armor Class 15 (natural armor) 17(+3) 11(+0) 16(+3) 1 (-5) 3 (-4) 1 (-5)
Hit Points 91 (14d8+28)
Damage Immunities poison, psychic
Speed 20 ft., fly 60 ft (hover).
Condition Immunities blinded, charmed,
STR DEX CON INT WIS CHA deafened, exhaustion, frightened, paralyzed,
petrified, poisoned
13(+1) 10(+0) 14(+2) 7(-2) 12(+1) 14(+2) Senses blindsight 60 ft. (blind beyond this
Damage immunities radiant radius), passive Perception 6
Challenge 3 (700 XP)
Damage resistances fire
Skills Perception +3, Stealth +2, Survival +3 Antimagic Susceptibility. The scrap metal is
Senses Darkvision 60 ft., passive perception 13 incapacitated while in the area of an antimagic
Challenge 5 field. If targeted by dispel magic, the scrap metal
must succeed on a Constitution saving throw
Actions against the caster’s spell save DC or fall
unconscious for 1 minute.
Multiattack. The Ravid makes 2 radiant lash False Appearance. While the scrap metal
attacks, or a radiant claw attack followed by a remains motionless, it is indistinguishable from
radiant lash attack. mundane scrap metal.
Radiant Lash. Melee weapon attack: +4 to hit,
reach 10 ft., one target. Hit: 13 (2d10+2) radiant Actions
damage. Multiattack. The scrap metal makes two slam
Radiant Claw. Melee weapon attack: +3 to hit, attacks
Slam. Melee Weapon Attack: +6 to hit, reach 10
reach 5 ft., one target. Hit: 4 (1d6+1) slashing ft., one target. Hit: 12 (2d8+3) bludgeoning
damage plus 13 (2d10+2) radiant damage damage
Spontanious Animate Objects. The ravid
animates an object within 120 feet of it. The
Treasure: a ring of spell storing
object rolls initiative and acts on its own turn,
containing a 2nd level casting of the spell
obeying the ravid’s orders. Its combat statistics
scorching ray is found on the finger of one
are determined by its size, following the method
of the animated arms. A successful DC 16
laid out by the animate objects spell. However,
Intelligence (Investigation) check identifies
this is not a spell, and does not require
the ring as significant without the aid of
concentration. The ravid can have up to 10
detect magic.
objects animated this way at a time. If the ravid
dies or leaves this plane of existence, the
Shocking Gate Trap: This copper gate
animated objects carry out their last orders
deals 17 (5d6) lightning damage to any
indefinitely.
creature or object that touches it or hits it
with a melee attack. Once it deals the
damage, it takes 1 minute to reset. A
successful DC 20 Dexterity (Thieves’ Tools

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or Tinkers’ Tools) check disables the trap. A
creature can make one attempt at this
Copper
check in the time it takes for the trap to
Medium humanoid (warforged), chaotic neutral
reset. The gate is shut tight, but opens
Armor Class 17 (Breastplate, ring of protection,
when the trap is disabled. The gate is an
warforged resilience)
object with 18 AC, 27 HP, resistance to
HP 49 (9d8+9)
piercing, slashing, fire, cold, and radiant
Speed 30 ft.
damage and immunity to lightning, necrotic,
poison, and psychic damage. STR DEX CON INT WIS CHA

10(+0) 13(+1) 12(+1) 14(+2) 12(+1) 13(+1)


Area 4. Copper’s Sanctum:
Saving Throws Str +1, Dex +6, Con +6, Int +7,
Tactics: If he is alerted that the PCs are
Wis +2, Cha +2
coming, Copper (column right) will prepare
Damage Resistances poison
by casting Longstrider on the construct,
Skills Arcana +6, Stealth +5
then casting Protection from energy on
Tools Proficiencies (+4) smith’s tools, thieves’
himself, and false life on himself at 2nd
tools, tinkers’ tools, woodcarver’s tools
level. If an hour passes and the spells end,
Senses passive Perception 11
he will cast the spells a second time just in
Languages Common
case, but after this will deem it a false
Challenge 4 (1,100 XP)
alarm.
In combat, Copper will hide behind his
Spellcasting. Copper is a 9th-level spellcaster.
Juggernaut (p.9) while using his most
His spellcasting ability is Intelligence (Spell save
powerful spells to take down the enemy
DC 14, +6 to hit with spell attacks). Copper has
casters. He starts by using his wand of
the following artillerist spells prepared:
magic missiles, then switches to 3rd level
Cantrips (at will): firebolt, mending
scorching ray (if available), and then 2nd
1st level (4 slots): longstrider, false life, disguise
level scorching ray. If out of 2nd and 3rd
self
level spell slots, he will use firebolt. If caught
2nd level (3 slots): scorching ray, enhance ability
in melee, he will use his wand of magic
3rd level (2 slots): protection from energy
missiles if available, then switch to his
dagger.
Magic Weapons. Copper’s weapon attacks are
The juggernaut will attempt to use its spiked
magical.
hug to grapple a creature on its first turn,
but will use its oversized flaming gauntlet on
each subsequent turn. It is not very smart, Actions
so it can’t do anything more complex than Flaming Dagger. Melee weapon attack: +6 to
these direct attacks. hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing
damage plus 3 (1d6) fire damage.

Wand of Magic Missiles (1/day). Copper


expends all the charges in his wand, casting
magic missile at 7th level. Then, roll a d20. On a
1, the wand crumbles into dust and is destroyed.

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Copper’s Juggernaut Lightning Absorption. Whenever the
Medium construct, unaligned juggernaut is subjected to lightning damage, it
Armor Class 18 (plate armor) instead regains that many hit points and takes no
Hit Points 104 (11d8+55) damage.
Speed 30 ft.
Magic Resistance. The juggernaut has
STR DEX CON INT WIS CHA
advantage on saving throws against spells and
19(+4) 11(0) 20(+5) 6(-2) 10(+0) 5(-3) other magical effects
Damage Immunities lighting, poison;
bludgeoning, piercing, and slashing from Magic Weapons. The juggernaut’s weapon
nonmagical attacks that aren’t adamantine. attacks are magical
Damage Resistances psychic, fire
Condition Immunities Charmed, Exhaustion, Actions
Frightened, Paralyzed, Petrified, Poisoned Multiattack. The juggernaut makes either an
Senses Darkvision 60 ft., passive Perception 10 oversized flaming gauntlet attack or a spiked
Languages understands Common but can’t grapple attack, then makes a slam attack.
speak.
Challenge 9 (5,000 XP) Slam. Melee Weapon Attack: +7 to hit, reach 5
feet, one target. Hit: 13 (2d8+4) bludgeoning
Adamantine Armor. The juggernaut does not damage.
take extra damage from critical hits.
Oversized Flaming Gauntlet. Melee Weapon
Berserk. Whenever the juggernaut starts its turn Attack: +7 to hit, reach 10 feet, one target. Hit: 28
with 50 hit points or fewer, roll a d6. On a 5-6, it (4d10+4) bludgeoning damage plus 5 (1d10) fire
goes berserk. On each of its turns while berserk, damage.
it attacks the nearest creature it can see. If no
creature is near enough to move to and attack, Spiked Hug. The juggernaut charges up to 15
the juggernaut attacks an object, with a feet towards an enemy, then attempts to grapple
preference for objects smaller than itself. Once a creature within 5 feet of it. If the juggernaut
the juggernaut goes berserk, it continues to wins, the target is grappled, and takes 13
attack in this way until it is destroyed or regained (2d8+4) piercing damage. On the start of each of
all its hit points. Copper, if within 60 feet of the the juggernaut’s turns while it has a creature
berserk juggernaut, can try to calm it by using an grappled in this way, it deals an additional 8
action to make a DC 15 Charisma (Persuasion) (1d8+4) piercing damage to the grappled
check. If the check succeeds, the juggernaut creature.
ceases being berserk. If it takes damage while
still at 50 hit points or fewer, it might go berserk Treasure: Sadly, there is nothing akin to a
again. medallion of longstrider in this edition, so we
don't get the cool visual of one rolling to the
Immutable Form. The juggernaut is immune to PCs’ feet when the juggernaut dies. PCs
any spell or effect that would alter its form. can take Copper’s ring of protection, and if
not destroyed, his wand of magic missiles.
Copper’s +1 flaming dagger and bag of

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holding are both artificer infusions, so they
lose their magic a few hours after his death,
or when he chooses to end them. The
contents of the bag spill out when the bag
loses its magic. The bag contains a scroll
of longstrider, a scroll of stone shape,
and 24 gold chain links worth 10 gp each.
The juggernaut’s adamantine armor is
destroyed by battle damage when it is killed,
and the gauntlet is another infusion, so it
loses its magic a few hours after copper
dies. However, the adamantine making up
the armor can be recovered. It is enough
raw adamantine to create another medium
sized suit of armor.

The adventure’s conclusion requires no


conversion, though I suggest making the
assorted magical gear in Copper’s lair into a
Challenge 0-4 Treasure Hoard (DMG
p.137).

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Appendix: Lord Slogar d’Cannith
Lord Slogar d’Cannith: Medium humanoid (human), neutral evil
Armor Class 11
Tactics: If attacked, Slogar uses his potion
Hit Points 38 (7d8+7)
of invisibility to escape. He surrenders if Speed 30 ft.
he is reduced below half HP and is without
STR DEX CON INT WIS CHA
the protection of invisibility. If his invisibility
is compromised before he loses half HP, he 10 (0) 13(+1) 12(+1) 14(+2) 8(-1) 16(+3)
will throw whatever improvised weapons he
Saving Throws: Con +4, Int +5, Wis +2
can to cast conjure barrage while loudly Skills: Arcana +5, Deception +6, Persuasion +6,
calling for help. As a desperate last resort, Performance +6
he will cast magic weapon on his walking Tool Proficiencies (+3): calligrapher’s tools,
stick, though at that point he is more likely thieves’ tools, tinkers’ tools
to surrender than fight. Senses passive Perception 9
Languages Common, Draconic, Elven, Goblin
Challenge: 1/8 (25 XP)
Converter’s Note: Once he escapes, Slogar
should probably go either to the Sharn Ring of Mind Shielding. Slogar is immune to
Watch or the higher-ups of House Cannith magic that allows other creatures to read his
demanding that the “hooligans” who thoughts, determine if he is lying, know his
attacked him be arrested for assault. alignment, or know his creature type. Creatures
can telepathically communicate with him only if
he allows it. The ring is invisible until he dies.
Treasure: potion of invisibility (if
unconsumed), ring of mind shielding Innate Spellcasting (mark of making). Slogar
(containing Slogar’s soul if he was killed), can innately cast the following spells, requiring
8d6 gold pieces, 3d6 platinum pieces. no components. His spellcasting ability is
Intelligence (Spell save DC 13, +5 to hit with
spell attacks):
At will: mending, tenser’s floating disk (ritual),
identify (ritual)
1/day each: magic weapon, conjure barrage

Actions:
Potion of Invisibility (1 use). Slogar drinks his
potion of invisibility, becoming invisible for 1 hour
or until he attacks or casts a spell.

Walking Stick. Melee Weapon Attack: +3 to hit,


reach 5 ft., one target. Hit: 2 (1d4) bludgeoning
damage.

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