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Conclusion
If the party is able to defeat the council, they should still be
able to transport back to the battlefield. Once they do, they
will notice that the battle is still going on, but the tide of it
seems to have changed. Because the council is down, the
main communication infrastructure of the elven army is now
gone. Because of this, the armies start losing their footing,
which is the only thing Faris' armies needed to break
through. This however does not remove the large amount of
bodies currently littering the island. One of which might be
that of King Faris.
Appendix A: Stat Blocks
This appendix contains the stat blocks of all the NPC's and
creatures you'll need in this adventure, in addition to the ones
in the Monster Manual. Whenever the adventure references Bonus Actions
stats from Appendix A, it references these stat blocks. Change Shape (2/Day). The Elder magically
polymorphs into a beast with a challenge rating of 2
Elven Generals or less, and can remain in this form for up to 4
hours. The elven Elder can choose whether its
These are the stat blocks for the generals defending the keep. equipment falls to the ground, melds with its new
form, or is worn by the new form. The elder druid
Wood elven Elder reverts to its true form if it dies or falls unconscious.
The elder druid can revert to its true form using a
An elder of the elves, tasked with defending the Keep. He bonus action on its turn.
leads several forces to try to take down any one that invades.
He is one of few with quite decent druidic powers and will Combat Wild Shape. While the Elder is transformed
use them to take out any one. by Wild Shape, he can use a bonus action to expend
one spell slot to regain 1d8 hit points per level of
the spell slot expended.
Actions
The Contracted Hydra Multiattack. The hydra makes as many bite attacks as
it has heads. It can replace any of its bite attack by
Huge monstrosity Eldritch bolts.
Armor Class 15 Bite. Melee Weapon Attack: +10 to hit, reach 10 ft.,
Hit Points 172 one target. Hit: (1d10 + 5) piercing damage.
Speed 30 ft., swim 30 ft. Eldritch bolt. Ranged Spell Attack: +10 to hit,
range(120/120), one target. Hit: (1d10 + 5) force
damage.
STR DEX CON INT WIS CHA
20 (+5) 12 (+1) 20 (+5) 10 (+0) 12 (+1) 20 (+5)
Legendary Actions
The Contracted Hydra can take anumber of
Saving Throws Wis +6, Cha +10 legendary actions equal to its amount of remaining
Skills Deception +10, Persuasion +10, History +5, heads, choosing from the options below. Only one
Religion +5, Athletics +10 legendary action can be used at a time and only at
Senses passive Perception 11, Darkvision (in normal the end of another creature's turn. The Contracted
and magical darkness) 120 ft. Hydra regains spent legendary actions at the start of
Languages Common, Elvish, Undercommon its turn.
Bite. The Hydra uses a bite action against a target
Hold Breath. The hydra can hold its breath for 1 in reach.
hour. Eldritch bolt. The Hydra uses a Eldritch bolt
against a target in range.
Multiple Heads. The hydra has five heads. While it Higher magic (Costs 3 Actions). The Hydra can use
has more than one head, the hydra has advantage on one of the spells it can cast (both the ones using
saving throws against being blinded, charmed, a spell slot, or the ones it can cast daily)
deafened, frightened, stunned, and knocked
unconscious.
Whenever the hydra takes 25 or more damage in a Lair Actions
single turn, one of its heads dies. If all its heads die, On initiative count 20 (losing initiative ties), The Contracted
the hydra dies. At the end of its turn, it grows two
heads for each of its heads that died since its last
Hydra can take a lair action to cause one of the following
turn, unless it has taken fire damage since its last
effects; it can't use the same effect two rounds in a row:
turn. The hydra regains 10 hit points for each head The contracted hydra regains one used spell slot, or the
regrown in this way. use of one of its once per day spells as it absorbs the dark
Reactive Heads. For each head the hydra has beyond magic in its lair.
one, it gets an extra reaction that can be used only A dark pulse of energy goes through the room. Every
for opportunity attacks. enemy of the contracted hydra must make a Constitution
Wakeful. While the hydra sleeps, at least one of its Saving Throw vs DC 18 or take 2d6 points of necrotic
heads is awake. damage.
Fey Ancestry. The Hydra has advantage on saving
throws against being charmed, and magic can’t put
him to sleep.
Spellcasting. The Contracted Hydra is a 9th level
spellcaster. Its spellcasting ability is Charisma (+10
to hit with spell attacks, spell save DC 18). It regains
its expended spell slots when it finishes a short or
long rest. It knows the following warlock spells:
Cantrips: Minor illusion, Mage hand
1st: Hex, Armor of Agathys
2nd: Invisibility, Suggestion
3rd: Counterspell, Thunder step
4th: Wall of Fire, Blight
5th: Flame Strike, Hold Monster
The contracted hydra has 2 5th level spell slots.
Appendix B: Running a war
The battle at elven keep was made using the Strongholds and
Followers supplement. Because of this, you can run that
battle two ways. Either you do not use it at all and just
assume that a large scale battle is going on while the party
fights the leaders of the enemy forces. This only requires you
to destroy the walls of the keep at some point, if the party
would not have a way to get into the keep otherwise.
The other way is to actually use the Strongholds and
Followers rules. In order to do so, treat the elven keep as a
level 4 keep. The enemy forces consist of a d8 unit of elite
infantry, a d6 unit of veteran flying creatures, a d6 unit of
veteran archers and a d6 veteran siege unit. All of them are
elves and carry heavy equipment.
The commanders of these units are the wood elven cleric, the
wood elven elder, the high elven artificer and high elven
general respectively.
If you use this system, do not forget that your players also
have to buy units. The treasure from "The King's Spy" is a
great way to do this. If you did not run "The King's Spy", you
can give your players 3000 gold pieces to spend on their
army.
Appendix C: Example Keep Map
This appendix just shows an example map of the keep, in
case you need it.
Appendix D: References
This chapter mentions some references used to create this
adventure. The wood elven cleric, the wood elven elder, the
high elven artificer and the high elven general are based off of
classes found in the Dungeons And Dragons 5E Player's
handbook. Specifically the cleric, druid, artificer and fighter
class. In addition, the contracted hydra got powers from the
warlock class.
The map for the keep was made in Dungeonographer.
The file itself was made in GMBinder.
The template for the cover image was made by Matthew
Gravelyn and can be found here. The image used in the
template is a photo by Stefan Keller on Pixabay (be it
changed, but still wanted to give credit).