MargoMods NPCsMonsters SunlessCitadel Companion
MargoMods NPCsMonsters SunlessCitadel Companion
Appearance. A hulking bugbear with long braids that Grip and Fang? “Gorgeous creatures and my
moves with an uncanny grace. closest friends. Named Grip and Fang after their
Personality. A man with a heart of gold. He is best attributes. I will never forgive Belak.”
happiest with his pet rats, Grip and Fang. He absent-
mindedly pets them in conversation. Belak? A druid obsessed with life and death.
Believes. All creatures are equal in the eyes of nature.
He tends to the tree in the Grove and carries out
Belak’s and Balsag’s agreement on this sustained an his foul experiments nearby. I will help you stop
amicable working relationship.. Until Belak decided that Belak however I can. I might know some things
Balsag’s pet rat Grip was the perfect specimen for his you could use.
experiments.
Secret. Balsag knows the locations of a few scattered The Grove? The grove crawls with Belak’s
dragon shrines in the area. He knows the dragon shrine monsters. Beware his lieutenants — you’ll know
in Area 46 to the south hurts you and then speaks to you them by their bark-like skin. They are under his
if you insert your hand in the dragon’s mouth. He steers
clear of the dragon shrine in Area 51 because he’s seen control. Be wary of dragon shrines. A shrine to
a dark monster lurking in its shadows. the south has a soul bound to it, I think, and a
shadowy monster lurks near the other in the
north past Belak’s arboretums.
Balsag
Medium humanoid (bugbear), neutral evil
Brute. A melee weapon deals one extra die of its damage when the bugbear hits with it
(included in the attack).
Surprise Attack. If the bugbear surprises a creature and hits it with an attack during the
first round of combat, the target takes an extra 7 (2d6) damage from the attack.
A ctions
Greatsword. Melee Weapon Attack: +4 to hit, Reach 5 ft., one target. Hit: 13 (3d6+2)
slashing damage.
B onus A ctions
Command. As a bonus action, Balsag may command an allied creature to move up to 5
feet and make a melee attack.
NPC Spotlight: Erky Timbers Dialogue Options
Erky (he/him), a gnomish cleric and Kon’s husband, has Here are the original options with tweaks and additions.
been trapped in the Durbuluk prison for months.
Note: Erky’s a common choice as Durnn’s execution What are you doing? “I am Belak, called the
victim (A41) because he is inherently sympathetic as a
victim of the Durbuluk. Outcast. My circle expelled me, the fools. Why?
Because I dared to expand nature’s reach in
Appearance. A bearded gnome with an oversized
golden amulet hanging from his neck. ways they couldn’t grasp. I have found what I
sought in the Gulthias Tree.”
Personality. Erky is upbeat and eager to please. He is
overjoyed to hear of Kon and frets over Kon’s safety. Rahg? “An eager disciple of Ashardalon. It was
Secret. Erky feels guilty that he was used to extort I that encouraged him to prove himself by taking
Kon into trapping travelers for the Durbuluk. over the kobolds.”
Knows. The fruit from the the Gulthias tree can heal or Durnn? “A fool useful enough to delegate to,
poison and is distributed by goblins under Belak’s
command. Talgen, Sharwyn, and Sir Braford (three lost but not quite worthy of becoming a thrall.”
human adventurers) were captives for a week until
Belak wanted them. Ashardalon? “He is a god-like dragon
Erky’s dialogue options are laid out well in the expelled from the Material Plane. His followers,
original module, so refer to A34 there. like Gulthias here, want to bring him back.”
NPC Spotlight: Belak
Belak the Outcast (he/him) has been tending to the The tree? “It’s beautiful, no? It lives, though it
Gulthias tree for about 12 years by the time the party looks dead. In an age long past, someone staked
encounters him. He gives the goblins the fruit to sell, he a vampire on this very spot. The stake took root.
gave Durnn one of Ashardalon’s claws, and he has been
the primary source of conflict in the fortress. And so grew the Gulthias Tree, reverberating
with primal power for those who can tap it.”
Appearance. A middle aged, bearded man with pallid
skin from lack of sunlight in a hooded brown robe. The blights? “The twig blights grow from
Wants. To spread the blight of the Gulthias tree across seeds of the tree’s fruit.”
the surface world.
The fruit? “I give fruit to the goblins with
Knows. The tree contains the vampire Gulthias. His orders to disperse their seeds. The goblins
study of the tree gives him the limited ability to
communicate with Gulthias inside. barter the fruit, but the seeds are dispersed all
the same. My plan for colonizing the surface
Assumes. That destroying the tree would also destroy
Gulthias. This is false - destroying the tree without with the children of Gulthias continues and the
burning Gulthias’s bones frees him. fruit I’ve sent elsewhere will surely expand our
reach.”
Secret. When Belak first arrived, there were many
years worth of Gulthias fruit scattered around the tree. The other adventurers? “They were the
Instead of stockpiling the fruit in the Citadel, he sent
them away to a nearby city (of your choice). If you intend first supplicants. The Gulthias Tree has
to connect this to another Underdark adventure, accepted them, and they are mine to control,
consider choosing Derro, a criminal in Gracklstugh. just like the twig blights. You can’t save them.”
A P P E N DI X A : N P C S
5
Dialogue Options
Why are you executing people? Why not? If
they could fight for themselves, they’d be alive
still. Not my problem they can’t.
Durnn incapacitated, Durnn may use his reaction to call out to them
to protect each other. Durnn may use this feature on himself if
Medium Humanoid (goblinoid), lawful evil he has an ally within 5 ft. The attacking creature must roll the
attack again and must accept the lower of the two rolls.
Armor Class 17 (splint)
Hit Points 33 (6d8+6)
Speed 30ft. A ctions
Longsword (One-Handed). Melee Weapon Attack: +4, Reach 5 ft.,
STR DEX CON INT WIS CHA one target. Hit: 6 (1d8 + 2) slashing damage or 7 (1d10+2)
15 (+2) 12 (+1) 12 (+1) 10 (+0) 10 (+1) 9 (-1) slashing damage if used with two hands.
Senses Darkvision 60 ft., Passive Perception 10 Longbow. Ranged Weapon Attack:+4, Range 150/600 ft., one
Skills Athletics +4 target Hit: 5 (1d8 + 1) piercing damage
Languages Common, Goblin
Challenge 1 (200 XP) Proficiency Bonus +2 L air A ctions
On initiative count 20 (losing initiative ties), Durnn takes a lair
Martial Advantage. Once per turn, Durnn can deal an extra 7 action to cause one of the following effects; Durnn can’t use
(2d6) damage to a creature it hits with a weapon attack if that the same effect two rounds in a row.
creature is within 5 ft. of an ally of the hobgoblin that isn’t
incapacitated. Get them! Durnn commands an ally that he can see to move up
to 5 feet and then grapple an enemy within their reach (escape
Special Equipment. Durnn carries Blight’s Call, a magic horn DC 14).
gifted to him by Belak and fashioned from one of Ashardalon’s
claws. Durnn also has a potion of healing and two vials of Shove! Durnn uses the shove (PHB 195) action on a creature
antitoxin. within 5 ft. of him.
R eactions Blight’s Call. This action can not be used in the first round of
combat. Durnn blows his horn and 2 prickle blights emerge
Form up! If an attack would hit a hobgoblin that Durnn can see from the well and roll initiative. They take
A P Ptheir first
E N DI X Aturn
: NPnext
CS
that is within 5 ft. of another hobgoblin that is not round. 6
NPC Spotlight: Gork
Gork (she/her), the bugbear gardener, can be found Gork
directly south of the entrance to Area 48. She has Medium humanoid (bugbear), neutral evil
barklike skin and is a thrall of the Gulthias tree tasked Armor Class 16 (barkskin)
with protecting and researching the arboretums’ plants. Hit Points 27(5d8 + 5)
She carries a wicked sickle-bladed glaive and a small Speed 30ft.
notebook that contains everything she knows.
Gork’s orders are to “protect and research the plants” STR DEX CON INT WIS CHA
and she fights to the death. Until then, her orders don’t 15 (+2) 14 (+2) 13 (+1) 8 (-1) 11 (+0) 9 (+1)
forbid conversation, so she happily talks.
Gork attacks anyone she sees entering any of the Skills Stealth +6, Survival +2
adjoining arboretums (Area 49). Senses darkvision 60 ft., passive Perception 10
Languages Common, Goblin
Appearance. A bugbear with a slight frame (for a Challenge 1 (200 XP)
bugbear), Gork’s skin is rough, gray, and barklike
underneath her fur. Her hair is unkempt and she Brute. A melee weapon deals one extra die of its damage when
doesn’t seem to mind the massive cracks in her glasses. the bugbear hits with it (included in the attack).
Does. Gork’s nose is often buried in the small Surprise Attack. If the bugbear surprises a creature and hits it
notebook she fills with botanical notes and drawings. with an attack during the first round of combat, the target takes
an extra 7 (2d6) damage from the attack.
Wanted. To unlock the secrets of the Gulthias tree
before she was made a thrall. Alchemical Specialist. Gork designed her healing potions
specifically for her own body and the number of dice rolled
Wants. To follow Belak’s orders above all else: tend to
when she drinks a potion is doubled. Any healing over her
and protect the plants in the garden galleries. maximum is converted to temporary hitpoints.
A ctions
Knows. The effects of the two magical fruits that the
Gulthias tree bears. Planted seeds become twig blights Glaive. Melee Weapon Attack: +4 to hit, Reach 10 ft., one target.
and twig blights can bind themselves to trees to spread Hit: 13 (2d10+2) slashing damage.
the blight through the tree’s tainted fruit. Belak wants to
create more Gulthias trees. Her life is now tied to the Reap (recharge 5-6). Creatures within 10 feet of Gork must
tree — if it dies, so does she. succeed on a DC15 Dexterity saving throw or suffer 13 (2d8+2)
slashing damage on a failure or half on a success as she
sweeps her blade in a circle. This attack can trigger her Brute
Dialogue Options trait.
A P P E N DI X A : N P C S
7
NPC Spotlight: Grenl Dialogue Options:
Grenl (she/her) is the shaman of the Durbuluk council Why talk to us/why were we attacked? “The
of elders, but she has now been relegated to an advising guards who attacked you were under Durnn’s
role. As the last remaining member of the Durbuluk’s
previous elder council, she resents Durnn’s violent ways orders. He kills dissenters. Please spare us.”
and believes he will be their downfall.
The stolen wyrmling dragon? “She is a
Appearance. Always crouching without her staff, the menace. Already, she has murdered the first
many years of worry have left a deep furrow in her
brow. assigned to attend her. If I could, I’d kill her. If you
want, I can give you the key to her den.”
Wants. Grenl values her
people’s safety above all else — The fruit/Belak? “Durnn spreads sickness
even her own wellbeing. for the druid - the blights grow in number
Believes. Durnn’s actions have and threaten us all. Our elders tried to
brought too much attention to the
goblins. The appearance of refuse the gift of the fruit, but Durnn
adventurers and the escalation of the slaughtered them and took control.”
ongoing conflict have all but confirmed
her fears: the healing fruit, the far- The Old Way? The Old Way kept
ranging raiding parties, and the us safe for centuries. Stay small,
acquisition of a dragon have brought
danger and violence to them all. She stay safe. Steal, but never kill.
sees the party’s violent encounters Simple rules designed to
with goblins as the inevitable minimize our presence.
result of Durnn’s aggression
and violence and doesn’t Durnn changed that.
blame the party for self
defense. Durnn? Durnn exposes us
to danger with the druid’s fruit.
Knows. She isn’t powerful
enough to defeat Durnn alone. The He does not respect the Old Way.
growing dragon is a ticking time
bomb. The twig monsters? “Plant the seeds
and the monsters grow after a time.”
Secret. As a young woman, she went to the Grove,
where she found a golden dragon statue. When she The lost adventurers? “Durnn killed two — one
placed her hand on it, she heard a woman’s voice (A46).
Returning month after month, she traded her health for is dead to the northeast and one lies at the bottom
knowledge — the acolyte inside taught her the mystical of Durnn’s well. The others are with Belak below.”
arts even as the statue drained her life. Eventually, she
asked Grenl to break the statue and release her. Grenl goblin shaman
refused. - dean spencer (https://www.deanspencerart.com/)
Nimble Escape. The goblin can take the Disengage or Hide action
Grenl as a bonus action on each of its turns.
Small Humanoid (Goblinoid), Neutral Evil
Spellcasting. Grenl is a 1st-level spellcaster. Her spellcasting
Armor Class 13 (leather armor) ability is Wisdom (spell save DC 11, +3 to hit with spell attacks).
Hit Points 7 (2d6) She has the following cleric spells prepared:
Speed 30ft.
Cantrips (at will): poison spray, thaumaturgy
STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 10 (+0) 10 (+0) 13 (+1) 8 (-1) 1st level (2 slots): bane, inflict wounds**
A P P E N DI X A : N P C S
8
NPC Spotlight: Kon NPC Spotlight: Meepo
Kon (he/them) has the kobold statblock from the Meepo (he/him) is a fan favorite of many Sunless
Monster Manual, but they learned Spare the Dying from Citadel campaign groups, largely because they lean into
their husband Erky (SC Area 34). Kon is a member of his general ineptitude. No need to fix something that
the kobold colony living in the citadel, but he spends isn’t broken, but here are some additional details for
very little time there — instead, he spends most of his new DMs to this campaign. Meepo probably is totally
time attempting to hire himself out to travelers. unaware of the amorality of holding a sentient creature
as a pet. Perhaps he misinterprets the dragon’s
Appearance. A tiny and jittery copper-scaled kobold. attempts at his life as overly affectionate love-taps. He
Their smiles often seem a bit forced. has a kobold statblock.
Personality. Talks fast and is terrified of everything.
Note: Meepo’s a fun choice for Durnn’s execution
He tries not to talk too much to hide his nervousness. (A41) if he survives that long.
Pack Tactics. Kon has advantage on an attack roll against a What about Yusdrayl? Smart boss lady gave
creature if at least one of the kobold’s allies is within 5 feet of the me the best job! Maybe if you promise to rescue
creature and the ally isn’t incapacitated.
the dragon, Yusdrayl will be nice to you too.
Spellcasting. Kon is a level 1 spellcaster. His spellcasting ability is
Wisdom. He knows the following cleric spell:
Cantrips (at will): spare the dying.
What about the cage? “Goblins had the key!
I thought only Rahg, boss lady, and I had keys.”
A ctions
Dagger. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit
4 (1d4
A P P+E2)
N DI X A : N P C S
9
NPC Spotlight: Olafiel
Olafiel (she/her) is an acolyte trained by and still loyal to
Gulthias. She followed him to the citadel and has been
trapped for decades. Gulthias, who was experimenting
with what he’d found in the citadel, trapped her here.
Appearance. She was a rotund elf with immaculate
fashion sense. Now, she is a golden dragon statue.
Does. Talks slowly and calmly, despite her situation.
She offers magical training in exchange for lifeforce.
Wants. A body. Immortality is nice, but so is moving.
Knows. Gulthias is a powerful vampire obsessed with
necromancy and intent on resurrecting Ashardalon. She
lived much of the history described in Chapter 1.
Secret. Olafiel trained Grenl in magic in exchange for
years of her life. She is close to escaping because of
how much she fed her over the years.
Dialogue Options
Upon waking. “I am Olafiel. Please, may I have
more? Consciousness comes and goes these
hungry days.
A P P E N DI X A : N P C S
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NPC Spotlight: Rahg Dialogue Options
Rahg’s (he/him) short temper backed up by his fighting Who were those raiders? “Call themselves
prowess has landed him a position as the captain of the Durbuluk. More aggressive recently. Durnn, their
guard. Known for his brutal interrogation methods,
Rahg likes to use prisoners as target practice. chief wants to expand their territory. Big problem
Note: Rahg is a good potential victim for Durnn’s for us if he decides to wipe us out.”
execution if he is exiled (A41).
How do you like it here? “Don’t get me
Appearance. Short, but muscled. Shows too many
teeth when he laughs and carries a huge broken started. Lots of problems. You’ll see.”
sword.
Why are kobolds here? “Hmph.
Personality. Smart enough to know he Can’t speak for others, but as a
should be secretive about his plans to
overthrow Yusdrayl, but not smart kobold, this fortress is my ancestral
enough to end disagreements in home. Heard there are valuable
much besides bloodshed. relics somewhere too. Not sure
Believes. Dragons are where or what, but worth a look.”
sacred beings and deserve
freedom and worship, even What’s with the sword? “A
if they actively endanger good sword broken is better
those around them. than a bad sword whole.
Knows. Clues to rituals of Hasn’t failed me yet.”
great power are scattered
throughout the Citadel in What work is there?
association with dragon
statues. Yusdrayl has the key to “Biggest problems are bad
an enclave to the south of the leadership and the war. If you
kobold settlement (A12). can fight, I’m sure you’ll be useful.”
Secret. Rahg secretly leads a draconic cult dedicated
to Ashardalon. Many guards are his followers and have How long have you been here? “Yusdrayl’s
begun to enact his plan to overthrow Yusdrayl been here a few months. One month for me. Not
(violently). He wants to make contact with Gulthias. enough time to fix everything, but enough to get
Even Spicier Secret. Rahg and the goblin chief started.”
Durnn worked together to release the white dragon
wyrmling, Calcryx from captivity. Rahg supplied the key kobold with sword
to the cell. Evidence can be found in the locked drawer - dean spencer (https://www.deanspencerart.com/)
in A18 or by NPC interaction (e.g. Calcryx).
Special Equipment. While Rahg wields Toothpick, he may enter a
Rahg rage as a bonus action once per day. Each time this feature is
Small, lawful evil
used, roll a 1d6. On a 1, the sword shatters and loses its magical
properties.
Armor Class 15 (Unarmored Defense)
Hit Points 19 (3d6+3) A ctions
Speed 30 ft.
Toothpick. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
STR DEX CON INT WIS CHA Hit 6 (1d8+3) slashing damage or 7 (1d10+3) slashing damage if
16 (+3) 14 (+2) 16 (+3) 8 (-1) 8 (-1) 10 (+0) used with two hands.
A P P E N DI X A : N P C S
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NPC Spotlight: Yusdrayl Dialogue Options
Yusdrayl (she/her) is looking for help to contend with Why are kobolds in this place? “I led our
the goblins living nearby. She is the leader of the
Ordahir, who followed her because of the promise of a bravest to this ancient holy site, where dragons
healing fruit for their loved ones (or their research). were worshiped long ago. If not for the goblins, we
Unfortunately, she is trying to juggle a violent conflict could rule this place and use the healing fruit
with the Durbuluk, she recently lost control of a captive
dragon wyrmling, and she has a burgeoning mutiny on ourselves.” Yusdrayl knows nothing else about the
her hands she isn’t yet aware of. history of the fortress, except the name of the
Note: Yusdrayl is a good potential victim for Durnn’s dragon that was once revered here (Ashardalon).
execution (A41) if she is exiled after Rahg’s coup. She
can be played as a pitiable figure that the party might The goblins/fruit/Belak? “Belak the Outcast
want to rescue.
lives below. He grows the fruit, which he gives to the
Appearance. Lithe and poised, Yusdrayl takes goblins. The dragon-thieving goblins are his
immense care to keep her claws immaculately
manicured. servants!”
Does. Yusdrayl prefers to speak from her throne and The twig monsters? “Twig blights are pets of the
frequently inspects her claws. Outcast. They are more numerous below, in the
Believes. She is destined for greatness and that she Twilight Grove.”
deserves control of the Gulthias fruit.
The lost human adventurers? “They went to
Personality. She struggles to take others’
perspectives — her attempts at negotiation with the fight the goblins and never returned.”
goblins have been met with mockery and bloodshed. Do you know where they are keeping Erky?
Knows. Holding Calcryx in a cage was a temporary “Not a kobold name, but if the goblins have him, I’m
solution to a much larger problem: Calcryx only
becomes more and more dangerous as she grows. Now sure he’s in their prison to the north.”
that she’s free, who knows what she will do? The stolen wyrmling? “If you return Calcryx to
Secret. She would be reluctant to admit it, but Rahg us, you will be rewarded. Go to Meepo for more
taking control of the miltary situation was a relief. information. Take him with you if you’d like.”
Yusdrayl Cantrips (at will): mage hand, prestidigitation, ray of frost, shocking
Small humanoid, lawful evil grasp
Armor Class 12 (15 with mage armor) 1st level (4 slots): burning hands, chromatic orb, mage armor
Hit Points 16 (3d6+6)
Speed 30 ft. Sunlight Sensitivity. While in sunlight, Yusdrayl has disadvantage
on attack rolls, as well as on Wisdom (Perception) checks that
STR DEX CON INT WIS CHA rely on sight.
8 (-1) 15(+2) 14 (+2) 10 (+0) 10 (+0) 16 (+3)
Pack Tactics. Yusdrayl has advantage on an attack roll against a
creature if at least one of her allies is within 5 feet of the creature
Skills Arcana +2, Insight +2, Stealth +4 and the ally isn’t incapacitated.
Senses darkvision 60 ft., passive Perception 10
Languages Common, Draconic
Challenge 1 (200 XP)
A ctions
Spellcasting. Yusdrayl is a 2nd-level spellcaster. Her spellcasting Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
ability is Charisma (spell save DC 13, +5 to hit with spell Hit: 4 (1d4 + 2) piercing damage.
attacks). She knows the following sorcerer spells:
A P P E N DI X A : N P C S
12
Appendix B: Monsters
Blights
Prickle Blight
Small undead (plant), Neutral Evil
Armor Class 13
Hit Points 5 (1d6+1)
Speed 30 ft., climb 30 ft.
Skills Stealth +6
Senses Darkvision 60 ft., Passive Perception 9
Languages Common, Goblin
Challenge 1/4 (50 XP)
A ctions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
1 (2d4) necrotic damage.
B onus actions
Latch. When the blightsnake hits a creature with an attack, it
may latch on as a bonus action. While the snake is latched onto
a creature, the snake and its target are paralyzed. An ally within
5 ft. may use their action to attempt a DC15 Strength check. On
a success, the snake is removed and the condition ends.
R eactions
Lunge. When a creature moves within 10 ft. the snake, the snake
makes a bite attack against that creature.
Swarm. The swarm can occupy another creature’s space and
Swarm of Prickle Blights vice versa, and the swarm can move through any opening large
Medium swarm of small plants, neutral evil
enough for a Small Prickle Blight. The swarm can’t regain hit
points or gain temporary hit points.
Armor Class 13
Hit Points 26 (4d6) Prickly Company. The swarm latches onto any creature that it
Speed 30ft. touches. A Large or smaller creature that shares the same
space as the swarm is grappled by it (escape DC 12). While
STR DEX CON INT WIS CHA grappled, the creature takes 7 (2d6) piercing damage a the end
4 (-2) 16 (+3) 10 (+0) 4 (-3) 8 (-1) 3 (-4) of their turn.
Diseased Giant Rat Pack Tactics. The rat has advantage on an attack roll against a
Small beast, unaligned creature if at least one of the rat’s allies is within 5 feet of the
creature and the ally isn’t incapacitated.
Armor Class 12
Hit Points 7(2d6)
Speed 30ft.
A ctions
Bite. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 4
STR DEX CON INT WIS CHA (1d4 + 2) piercing damage. If the target is a creature, it must
7 (-2) 15 (+2) 11 (+0) 2 (-4) 10 (+0) 4 (-3) succeed on a DC 10 Constitution saving throw or contract a
disease. Until the disease is cured, the target can’t regain hit
Senses darkvision 60 ft., passive Perception 12 points except by magical means, and the target’s hit point
Languages Common maximum decreases by 3, 1d6, every 24 hours. If the target’s hit
Challenge 1/8 (25 XP) point maximum drops to 0 as a result of this disease, the target
dies.
Keen Smell. The rat has advantage on Wisdom (Perception)
checks that rely on smell.
Giant Rat Keen Smell. The rat has advantage on Wisdom (Perception)
Small beast, unaligned
checks that rely on smell.
Armor Class 12
Pack Tactics. The rat has advantage on an attack roll against a
Hit Points 7(2d6)
creature if at least one of the rat’s allies is within 5 feet of the
Speed 30ft.
creature and the ally isn’t incapacitated.
STR DEX CON INT WIS CHA
7 (-2) 15 (+2) 11 (+0) 2 (-4) 10 (+0) 4 (-3) A ctions
Bite. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 4
Senses darkvision 60 ft., passive Perception 12 (1d4 + 2) piercing damage.
Languages Common
Challenge 1/8 (25 XP)
Guthash Pack Tactics. The rat has advantage on an attack roll against a
Medium beast, unaligned creature if at least one of the rat’s allies is within 5 feet of the
creature and the ally isn’t incapacitated.
Armor Class 12
Hit Points 16(2d6)
Speed 30ft.
A ctions
Bite. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 4
STR DEX CON INT WIS CHA (1d4 + 2) piercing damage. If the target is a creature, it must
7 (-2) 15 (+2) 11 (+0) 2 (-4) 10 (+0) 4 (-3) succeed on a DC 10 Constitution saving throw or contract a
disease. Until the disease is cured, the target can’t regain hit
Senses darkvision 60 ft., passive Perception 12 points except by magical means, and the target’s hit point
Languages Common maximum decreases by 3, 1d6, every 24 hours. If the target’s hit
Challenge 1/8 (25 XP) point maximum drops to 0 as a result of this disease, the target
dies.
Keen Smell. The rat has advantage on Wisdom (Perception)
checks that rely on smell.
Keen Smell. The swarm has advantage on Wisdom (Perception)
Swarm of Rats checks that rely on smell.
Medium swarm of tiny beasts, unaligned
Swarm. The swarm can occupy another creature’s space and
Armor Class 10 vice versa, and the swarm can move through any opening large
Hit Points 24(7d8 - 7) enough for a Tiny rat. The swarm can’t regain hit points or gain
Speed 30ft. temporary hit points.
STR
9 (-1)
DEX
11 (+0)
CON
9 (-1)
INT
2 (-4)
WIS
10 (+0)
CHA
4 (-3)
A ctions
Bites (swarm has more than half HP). Melee Weapon Attack: +2 to
Condition Immunities groggy, weak-kneed hit, reach 0ft., one target. Hit 7 (2d6) piercing damage.
Senses darkvision 60 ft., passive Perception 12
Languages Common Bites (swarm has more than half HP). Melee Weapon Attack: +2 to
Challenge 1/4 (50 XP) hit, reach 0ft., one target. Hit 3 (1d6) piercing damage.
Dragonpriest (troll) If the dragonpriest finishes a short or long rest without
reattaching a severed limb or head, the part regrows. At that
Large giant, chaotic evil
point, the severed part dies. Until then, a severed part acts on
the dragonpriest’s initiative and has its own action and
Armor Class 15 (natural armor) movement. A severed part has AC 13, 10 hit points, and the
Hit Points Currently 30. Max: 84(8d10 + 40) dragonpriest’s Regeneration trait.
Speed 30ft. A severed leg is unable to attack and has a speed of 5 feet.
A severed arm has a speed of 5 feet and can make one claw
STR DEX CON INT WIS CHA attack on its turn, with disadvantage on the attack roll unless
18 (+4) 13 (+1) 20 (+5) 7 (-2) 9 (-1) 7 (-2) the dragonpriest can see the arm and its target. Each time the
dragonpriest loses an arm, it loses a claw attack.
Senses darkvision 60 ft., passive Perception 12 If its head is severed, the dragonpriest loses its bite attack
Languages Elvish and its body is blinded unless the head can see it. The severed
Challenge 5 (1800 XP) head has a speed of 0 feet and the dragonpriest’s Keen Smell
trait. It can make a bite attack but only against a target in its
space.
Keen Smell. The dragonpriest has advantage on Wisdom
The dragonpriest’s speed is halved if it’s missing a leg. If it
(Perception) checks that rely on smell.
loses both legs, it falls prone. If it has both arms, it can crawl.
Regeneration. The dragonpriest regains 10 hit points at the start With only one arm, it can still crawl, but its speed is halved.
of its turn (the Dragonpriest regains only 5 hit points until five With no arms or legs, its speed is 0, and it can’t benefit from
days after discovery by the party). If the dragonpriest takes acid bonuses to speed.
or fire damage, this trait doesn’t function at the start of the
dragonpriest’s next turn. The dragonpriest dies only if it starts A ctions
its turn with 0 hit points and doesn’t regenerate. Multiattack. The dragonpriest makes three attacks: one with its
bite and two with its claws. (The Dragonpriest cannot use
Variant (Loathsome limbs). Whenever the dragonpriest takes at multiattack until five days after discovery by the party).
least 15 slashing damage at one time, roll a d20 to determine
what else happens to it: Bite. Melee Weapon Attack: +7, Reach 5 ft., one target. Hit: 7
1–10: Nothing else happens. (1d6 + 4) piercing damage.
11–14: One leg is severed from the dragonpriest if it has any
legs left. Claw. Melee Weapon Attack: +7, Reach 5 ft., one target. Hit: 11
15–18: One arm is severed from the dragonpriest if it has any (2d6 + 4) slashing damage.
arms left.
19–20: The dragonpriest is decapitated, but the dragonpriest
dies only if it can't regenerate. If it dies, so does the head.
Armor Class 14 (natural armor) Heated Body. A creature that touches the snake or hits it with a
Hit Points 22(5d8) melee attack while within 5 feet of it takes 3 (1d6) fire damage.
Speed 30ft.
A ctions
STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 11 (+0) 7 (-2) 10 (+0) 8 (-1) Multiattack. The snake makes two attacks: one with its bite and
one with its tail.
Damage Vulnerabilities cold
Damage Resistances bludgeoning, piercing, and slashing from Bite. Melee Weapon Attack: +3, Reach 5 ft., one target. Hit: 3
(1d4 + 1) piercing damage plus 3 (1d6) fire damage.
nonmagical attacks
Damage Immunities fire Claw. Melee Weapon Attack: +3, Reach 5 ft., one target. Hit: 3
Senses darkvision 60 ft., passive Perception 10 (1d4 + 1) bludgeoning damage plus 3 (1d6) fire damage.
Goblinoids
Brute. A melee weapon deals one extra die of its damage when
Bugbear the bugbear hits with it (included in the attack).
Medium humanoid, chaotic evil
Surprise Attack. If the bugbear surprises a creature and hits it
Armor Class 16 (hide armor, shield) with an attack during the first round of combat, the target takes
Hit Points 27(5d8 + 5) an extra 7 (2d6) damage from the attack.
Speed 30ft.
A ctions
STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 13 (+1) 8 (-1) 11 (+0) 9 (+1) Morningstar. Melee Weapon Attack: +4, Reach 5 ft., one target.
Hit: 11 (2d8+2) piercing damage.
Skills Stealth +6, Survival +2 Javelin (Ranged). Ranged Weapon Attack: +4, Range 5 ft, one
Senses darkvision 60 ft., passive Perception 10 target. Hit: 11 (2d8+2) piercing damage
Languages Common, Goblin
Challenge 1 (200 XP)
Armor Class 15 (leather armor,shield) Nimble Escape. The goblin can take the Disengage or Hide
Hit Points 7 (2d6) action as a bonus action on each of its turns.
Speed 30ft.
A ctions
STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 10 (+0) 10 (+0) 8 (-1) 8 (-1) Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (1d6 + 2) slashing damage.
Skills Stealth +6
Shortbow. Ranged Weapon Attack: +4 to hit, reach 80/320 ft.,
Senses Darkvision 60 ft., Passive Perception 9
one target. Hit: 5 (1d6 + 2) piercing damage.
Goblin Boss
Small Humanoid (Goblinoid), Neutral Evil R eactions
Redirect Attack. When a creature the goblin can see targets it
Armor Class 11 (leather armor) with an attack, the goblin chooses another goblin within 5 feet
Hit Points 14 (4d6) of it. The two goblins swap places, and the chosen goblin
Speed 30ft.
becomes the target instead.
STR
14 (+2)
DEX
10 (+0)
CON
10 (+0)
INT
10 (+0)
WIS
8 (-1)
CHA
8 (-1)
A ctions
Multiattack. The goblin makes two attacks with its scimitar. The
Skills Stealth +6 second attack has disadvantage.
Senses Darkvision 60 ft., Passive Perception 9
Languages Common, Goblin Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Challenge 1/4 (50 XP) Hit: 5 (1d6 + 2) slashing damage.
STR
7 (-2)
DEX
15 (+2)
CON
9 (-1)
INT
8 (-1)
WIS
7 (-2)
CHA
8 (-1)
A ctions
Dagger. Melee Weapon Attack: +4 to hit, reach 5ft., one target.
Senses darkvision 60 ft., passive Perception 8 Hit 4 (1d4 + 2) piercing damage.
Languages Common, Draconic
Challenge 1/8 (25 XP)
Senses darkvision 60 ft., passive Perception 8 Dagger (Ranged). Ranged Weapon Attack: +4 to hit, Range 20/60
Languages Common, Draconic ft., one target. Hit 4 (1d4 + 2) piercing damage.
Challenge 1/8 (25 XP) Proficiency bonus +2
Sling (Ranged). Ranged Weapon Attack: +4 to hit, Range 30/120
ft., one target. Hit 4 (1d4 + 2) bludgeoning damage.
Sunlight Sensitivty. While in sunlight, the kobold has
disadvantage on attack rolls, as well as on Wisdom
Undead
Amorphous. The shadow can move through a space as narrow
Shadow as 1 inch wide without squeezing.
Medium undead, chaotic evil
Shadow Stealth. While in dim light or darkness, the shadow
can take the Hide action as a bonus action. Its stealth bonus is
Armor Class 12 also improved to +6.
Hit Points 16(3d8 + 3) Sunlight Weakness. While in sunlight, the shadow has
Speed 40ft. disadvantage on attack rolls, ability checks, and saving throws.
Damage Vulnerabilities bludgeoning Shortbow. Ranged Weapon Attack: +4 to hit, reach 80/320 ft.,
Damage Immunities poison one target. Hit: 5 (1d6 + 2) piercing damage.
Condition Immunities exhaustion, frightened
Senses darkvision 60 ft., passive Perception 9
Languages Elvish
Challenge 1/4 (50 XP)
Languages Elvish
Skeleton, robed Challenge 1/4 (50 XP)
Medium undead, lawful evil
Armor Class 12 Amorphous. The shadow can move through a space as narrow
Hit Points 13(2d8 + 4) as 1 inch wide without squeezing.
Speed 30ft. Shadow Stealth. While in dim light or darkness, the shadow
can take the Hide action as a bonus action. Its stealth bonus is
STR DEX CON INT WIS CHA also improved to +6.
10 (+0) 14 (+2) 15 (+2) 6 (-2) 8 (-1) 5 (-3) Sunlight Weakness. While in sunlight, the shadow has
disadvantage on attack rolls, ability checks, and saving throws.
Damage Vulnerabilities bludgeoning
Damage Immunities poison A ctions
Condition Immunities exhaustion, frightened Shovel. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Senses darkvision 60 ft., passive Perception 9 Hit: 3 (1d6) bludgeoning damage.
Gulthias Tree Encounter Someone other than a construct who eats a quarter or
more of it regains 70 hit points. In addition, any
Here the Gulthias tree is made a worthy foe instead of a blindness, deafness, and diseases affecting the eater
bag of health. end. Up to a week before the winter solstice, a sickly
white fruit grows. Someone who eats a quarter or more
of it takes 70 necrotic damage. Each fruit has 1d4 seeds
Combat Modifications that, if planted, grow leafless woody shrubs that animate
It’s a good idea to make some modifications to the as twig blights after one year.
encounter to accomodate the tree’s new combat power. Tree Thralls. If a humanoid is bound to the bole of the
Choose either or both. Buffing the tree without these Gulthias Tree, over the next 24 hours the victim is
modifications is likely deadly. sucked completely into the tree. Once the victim is
completely absorbed into the tree, it becomes the tree’s
Incapacitate both Sharwyn and Sir Braford with full health. thrall, and is expelled over the course of 1 hour. A
They don’t move until they are activated by the tree. If the victim’s skin is rough, gray, and bark-like. A thrall is
tree and Belak are alerted to the party’s presence, reduce totally corrupted, becoming neutral evil. Such a creature
the tree’s hitpoints by 5 for each thrall you’d like to exists only to serve the Gulthias Tree and those who
activate before combat. tend it (such as Belak). It possesses all of its former
abilities and gains the following traits:
Barkskin. The thrall’s AC can’t be lower than 16.
Reduce reinforcements. You can cut out the three twig
Tree Thrall. If the Gulthias Tree dies, the thrall dies
blights near the tree and the twig blight reinforcements
that arrive each round.
24 hours later.
Lore and Biology A Gulthias Tree’s Lair
Centuries ago, the vampire Gulthias traveled to the A Gulthias tree’s lair is typically covered in dense briars
Sunless Citadel, where he was staked and trapped. and overgrown sickly plants. Blights roam the area and
When the stake used to kill a powerful vampire isn’t protect the tree. A more mature tree has more varied
removed, the stake thrives on the vampire’s undead blights defending it, such as vine blights and needle
essence and takes root. The first Gulthias Tree grew blights. The local fauna from an area containing a
from the stake that slew Gulthias in the Twilight Grove. Gulthias tree should be represented in the tree’s dense
The tree produces cursed fruit that, when planted, and dessicated ecosystem.
blights after a few weeks. The tree does not require
sunlight to grow, nor do any of the plants that it corrupts Lair Actions
with its influence. On initiative count 20 (losing initiative ties), the tree
Gargantuan Roots. A fully grown Gulthias Tree has takes a lair action to cause one of the following effects;
an array of massive roots that protrude from the ground the tree can’t use the same effect two rounds in a row:
up to 30 feet from the trunk. The Gulthias tree’s roots Gaseous Mist. Dense fog fills a 30-foot-radius sphere
form a defensive ring around the tree and can be used to centered on the tree. The area is heavily obscured
intercept attacks. While a Gulthias tree relies on its until the beginning of next round or until a wind of
tangled root system for defense, it relies on its blights to moderate or greater speed (at least 10 miles per
spread its influence. hour) disperses it.
Limited Telepathy. The tree retains some of its
intellect, but can only communicate with those who Upheaval. The Gulthias tree uses its roots extending
attune to it, like Belak, or the undead. underground to rupture the earth around the tree.
Vampire-like Abilities. The tree has access to a variety
of strange powers derived from the vampire that Each creature within 15 ft. of the tree must make a
sprouted the tree. For example, Gulthias’s Gaseous DC15 Dexterity saving throw or be knocked prone.
Form enables the Gulthias Tree to create a dense fog.
The ground becomes difficult terrain.
Wooden Prison. A Gulthias Tree only forms from a Uplifting Roots. The tree chooses a willing creature
stake lodged in a powerful vampire. Destroying a on the ground up to 10 ft. away from a root not
Gulthias tree without destroying the vampire bones currently grappling a creature. The root moves into
beneath is folly. The tree’s growth imparted residual that creature’s space and lifts them up to 20 feet in
energy into the vampire’s corpse and the tree’s the air. Each creature within 5 ft. of a creature lifted
destruction allows the vampire to rise again after one in this way must make a DC15 Dexterity saving
week. throw or be pushed 5 ft. back and take (4) 1d6
Fruit. Two magical fruits (evocation school) ripen on bludgeoning damage. Climbing up the root costs 1
the tree each year. Each fruit resembles an apple, but it extra foot of Movement per foot climbed. Severing a
slowly extrudes from the tree like a cyst. Up to a week root that is supporting creatures causes those
before the summer solstice, a ruby red fruit grows. creatures to fall to the ground.
CH A P T E R 4 | T W I L IG H T G ROV E
23
Gulthias Tree L egendary A ctions
Gargantuan plant, neutral evil
The Gulthias tree can take 3 legendary actions, choosing from
Armor Class 10 (natural armor) the options below. Only one legendary action option can be
Hit Points 50(4d20 + 8) used at a time and only at the end of another creature’s turn.
Speed 0 ft. The tree regains spent legendary actions at the start of its turn.
Activate thrall (Costs 2 Actions). At the start of the fight, the two
System of Roots. The gulthias tree may have up to five roots thralls (Sharwyn and Sir Braford) are in a state of deep slumber.
active at a time. Each root has the following characteristics: As a legendary action, the tree may channel its telepathic
Roots can’t be moved further than 30 feet away from the energies into activating a thrall. The thrall is added to the
tree’s trunk and may occupy the same space as a creature. initiative order of the next round and the tree takes 5 points of
Each root can be used for the tree’s Grasping Root attack. damage as it confers energy to the thrall.
Each root can be attacked (AC 14; 10 hit points) and is
vulnerable to slashing damage. Destroying a root deals 5 Consume Ally (Costs 3 Actions). The tree impales an ally within
points of damage to the tree. 10 ft. of one of its roots. The ally loses all of its remaining
hitpoints and dies. The tree heals for the same amount.
A ctions Life Drain (Costs 3 Actions). One creature that is grappled by the
tree must make a DC15 Constituion saving throw. On a failure,
Multiattack. The tree makes two attacks: one Branch and one
the creature takes 5 (2d4) necrotic damage and its hit point
Grasping Root attack.
maximum is reduced by an amount equal to the necrotic
Branch. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. damage taken and the Gulthias tree regains hit points equal to
Hit: 7 (1d6 + 4) slashing damage. that amount. On a success, the target takes half damage and
experiences none of the other effects.
Grasping Root. Melee Weapon Attack: +7 to hit, reach 5 ft. from The hitpoint reduction lasts until the target finishes a long
an unoccupied root, one creature not grappled by the tree. Hit: rest. The target dies if this effect reduces its hit point maximum
The target is grappled (escape DC: 15). Until the grapple ends, to 0. A humanoid slain in this way and then buried in the
the target takes 8 (1d6 + 4) bludgeoning damage at the end of ground rises the following night as a vine blight under the
each of its turns. Gulthias tree’s control.
R eactions
Defensive Roots. As a reaction, when the tree is hit by an attack
which targets only the tree, it may choose a root that is not
currently grappling a creature. That root is hit with the attack
instead. If the root is destroyed, the tree takes 5 damage.
Special Equipment. Sir Braford wields Shatterspike, a magic Longsword (Two-Handed. Melee Weapon Attack:+6, Reach 5 ft.,
longsword that grants a +1 bonus to attack and damage rolls one target. Hit: 9 (1d10 + 4) slashing damage