O S V 1.0 nline upplement erSiOn Credits D&D Lead Designers: Mike Mearls, Jeremy Crawford Brand and Marketing: Nathan Stewart, Liz Schuh, Chris Lindsay, Shelly Mazzanoble, Hilary Ross, Laura Tommervik, Designers: Christopher Perkins, James Wyatt, Rodney Kim Lundstrom, Trevor Kidd, Greg Tito Thompson, Robert J. Schwalb, Peter Lee, Steve Townshend, Bruce R. Cordell Based on the original D&D game created by Editors: Chris Sims, Michele Carter, Scott Fitzgerald Gray, E. Gary Gygax and Dave Arneson, Jennifer Clarke Wilkes with Brian Blume, Rob Kuntz, James Ward, and Don Kaye Producer: Greg Bilsland Art Directors: Kate Irwin, Shauna Narciso Graphic Designers: Bree Heiss, Emi Tanji Project Management: Neil Shinkle, John Hay Production Services: Jefferson Dunlap, Anita Williams Release: April 8, 2015 (version 1) DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast. A ©2015 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. vAilAble for downloAd At Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, d d . ungeonsAnd rAgonscom Uxbridge, Middlesex, UB11 1ET, UK. Not for resale. Permission granted to print and photocopy this document for personal use only. m i agic temS This section collects the magic items referenced in used, the daylight effect can’t be used again until the the Princes of the Apocalypse adventure, excluding next dawn. those found in that adventure’s chapter 7 and those You can speak another command word as an action to already available in the D&D Basic Rules. For the make the illuminated globe rise into the air and float no rules governing magic item use, such as rarity and more than 5 feet off the ground. The globe hovers in this attunement, see the Dungeon Master’s Basic Rules, way until you or another creature grasps it. If you move available at DungeonsandDragons.com. These items more than 60 feet from the hovering globe, it follows are from the Dungeon Master’s Guide and are provided you until it is within 60 feet of you. It takes the shortest here for your convenience. route to do so. If prevented from moving, the globe sinks For spells referenced by magic items in the adventure gently to the ground and becomes inactive, and its light (including spell scrolls), see the “Spells” section of this winks out. supplement and the D&D Basic Rules. DuSt Of DiSappearance alchemy Jug Wondrous item, uncommon Wondrous item, uncommon Found in a small packet, this powder resembles very This ceramic jug appears to be able to hold a gallon fine sand. There is enough of it for one use. When you of liquid and weighs 12 pounds whether full or empty. use an action to throw the dust into the air, you and Sloshing sounds can be heard from within the jug when each creature and object within 10 feet of you become it is shaken, even if the jug is empty. invisible for 2d4 minutes. The duration is the same for You can use an action and name one liquid from the all subjects, and the dust is consumed when its magic table below to cause the jug to produce the chosen takes effect. If a creature affected by the dust attacks or liquid. Afterward, you can uncork the jug as an action casts a spell, the invisibility ends for that creature. and pour that liquid out, up to 2 gallons per minute. The DuSt Of DryneSS maximum amount of liquid the jug can produce depends on the liquid you named. Wondrous item, uncommon Once the jug starts producing a liquid, it can’t produce This small packet contains 1d6 + 4 pinches of dust. You a different one, or more of one that has reached its can use an action to sprinkle a pinch of it over water. maximum, until the next dawn. The dust turns a cube of water 15 feet on a side into one marble-sized pellet, which floats or rests near where the Liquid Max Amount Liquid Max Amount dust was sprinkled. The pellet’s weight is negligible. Acid 8 ounces Oil 1 quart Someone can use an action to smash the pellet Basic poison 1/2 ounce Vinegar 2 gallons against a hard surface, causing the pellet to shatter and Beer 4 gallons Water, fresh 8 gallons release the water the dust absorbed. Doing so ends that Honey 1 gallon Water, salt 12 gallons pellet’s magic. Mayonnaise 2 gallons Wine 1 gallon An elemental composed mostly of water that is exposed to a pinch of the dust must make a DC 13 amulet Of health Constitution saving throw, taking 10d6 necrotic damage on a failed save, or half as much damage on a Wondrous item, rare (requires attunement) successful one. Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution is DwarVen thrOwer already 19 or higher. Weapon (warhammer), very rare (requires attunement DragOn Slayer by a dwarf) You gain a +3 bonus to attack and damage rolls made Weapon (any sword), rare with this magic weapon. It has the thrown property with You gain a +1 bonus to attack and damage rolls made a normal range of 20 feet and a long range of 60 feet. with this magic weapon. When you hit with a ranged attack using this weapon, When you hit a dragon with this weapon, the dragon it deals an extra 1d8 damage or, if the target is a giant, takes an extra 3d6 damage of the weapon’s type. For 2d8 damage. Immediately after the attack, the weapon the purpose of this weapon, “dragon” refers to any flies back to your hand. creature with the dragon type, including dragon turtles and wyverns. elixir Of health DriftglObe Potion, rare When you drink this potion, it cures any disease Wondrous item, uncommon afflicting you, and it removes the blinded, deafened, This small sphere of thick glass weighs 1 pound. If you paralyzed, and poisoned conditions. The clear red liquid are within 60 feet of it, you can speak its command word has tiny bubbles of light in it. and cause it to emanate the light or daylight spell. Once Princes of the Apocalypse v0.1 | Magic Items 2 Not for resale. Permission granted to print and photocopy this document for personal use only. elVen chain bloodstone, citrine, coral, jade, pearl, or quartz. If a Armor (chain shirt), rare magic bead is removed from the necklace, that bead loses its magic. You gain a +1 bonus to AC while you wear this armor. Six types of magic beads exist. The DM decides the You are considered proficient with this armor even if you type of each bead on the necklace or determines it lack proficiency with medium armor. randomly. A necklace can have more than one bead of figurine Of wOnDrOuS pOwer the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast Wondrous item, rarity by figurine from it as a bonus action (using your spell save DC if a A figurine of wondrous power is a statuette of a beast save is necessary). Once a magic bead’s spell is cast, small enough to fit in a pocket. If you use an action to that bead can’t be used again until the next dawn. speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine d20 Bead of … Spell becomes a living creature. If the space where the 1–6 Blessing Bless creature would appear is occupied by other creatures or 7–12 Curing Cure wounds (2nd level) or lesser objects, or if there isn’t enough space for the creature, restoration the figurine doesn’t become a creature. 13–16 Favor Greater restoration The creature is friendly to you and your companions. 17–18 Smiting Branding smite It understands your languages and obeys your spoken 19 Summons Planar ally commands. If you issue no commands, the creature 20 Wind walking Wind walk defends itself but takes no other actions. See the Monster Manual for the creature’s statistics. pearl Of pOwer The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts Wondrous item, uncommon (requires attunement by a to its figurine form. It reverts to a figurine early if it spellcaster) drops to 0 hit points or if you use an action to speak You can use an action to speak this pearl’s command the command word again while touching it. When the word and regain one expended spell slot of up to 3rd creature becomes a figurine again, its property can’t be level. Once you have used the pearl, it can’t be used used again until a certain amount of time has passed, as again until the next dawn. specified in the figurine’s description. Silver Raven (Uncommon). This silver statuette of pOtiOn Of DiminutiOn a raven can become a raven for up to 12 hours. Once it Potion, rare has been used, it can’t be used again until 2 days have When you drink this potion, you gain the “reduce” passed. While in raven form, the figurine allows you to effect of the enlarge/reduce spell for 1d4 hours (no cast the animal messenger spell on it at will. concentration required). The red in the potion’s liquid immOVable rOD continuously contracts to a tiny bead and then expands to color the clear liquid around it. Shaking the bottle Rod, uncommon fails to interrupt this process. This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to pOtiOn Of fire breath become magically fixed in place. Until you or another Potion, uncommon creature uses an action to push the button again, the After drinking this potion, you can use a bonus action to rod doesn’t move, even if it is defying gravity. The rod exhale fire at a target within 30 feet of you. The target can hold up to 8,000 pounds of weight. More weight must make a DC 13 Dexterity saving throw, taking 4d6 causes the rod to deactivate and fall. A creature can use fire damage on a failed save, or half as much damage on an action to make a DC 30 Strength check, moving the a successful one. The effect ends after you exhale the fixed rod up to 10 feet on a success. fire three times or when 1 hour has passed. mariner’S armOr This potion’s orange liquid flickers, and smoke fills the top of the container and wafts out whenever it is opened. Armor (light, medium, or heavy), uncommon While wearing this armor, you have a swimming speed pOtiOn Of gaSeOuS fOrm equal to your walking speed. In addition, whenever you Potion, rare start your turn underwater with 0 hit points, the armor When you drink this potion, you gain the effect of causes you to rise 60 feet toward the surface. The armor the gaseous form spell for 1 hour (no concentration is decorated with fish and shell motifs. required) or until you end the effect as a bonus action. necklace Of prayer beaDS This potion’s container seems to hold fog that moves and pours like water. Wondrous item, rare (requires attunement by a cleric, druid, or paladin) This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, Princes of the Apocalypse v0.1 | Magic Items 3 Not for resale. Permission granted to print and photocopy this document for personal use only. pOtiOn Of giant Strength pOtiOn Of pOiSOn Potion, rarity varies Potion, uncommon When you drink this potion, your Strength score This concoction looks, smells, and tastes like a potion of changes for 1 hour. The type of giant determines the healing or other beneficial potion. However, it is actually score (see the table below). The potion has no effect poison masked by illusion magic. An identify spell on you if your Strength is equal to or greater than reveals its true nature. that score. If you drink it, you take 3d6 poison damage, and you This potion’s transparent liquid has floating in it a must succeed on a DC 13 Constitution saving throw or sliver of fingernail from a giant of the appropriate type. be poisoned. At the start of each of your turns while you The potion of frost giant strength and the potion of stone are poisoned in this way, you take 3d6 poison damage. giant strength have the same effect. At the end of each of your turns, you can repeat the saving throw. On a successful save, the poison damage Type of Giant Strength Rarity you take on your subsequent turns decreases by 1d6. Hill giant 21 Uncommon The poison ends when the damage decreases to 0. Frost/stone giant 23 Rare pOtiOn Of reSiStance pOtiOn Of healing Potion, uncommon Potion, rarity varies When you drink this potion, you gain resistance to one type of damage for 1 hour. The DM chooses the type or You regain hit points when you drink this potion. The determines it randomly from the options below. number of hit points depends on the potion’s rarity, as shown in the Potions of Healing table. Whatever its d10 Damage Type d10 Damage Type potency, the potion’s red liquid glimmers when agitated. 1 Acid 6 Necrotic (Where the potion of extra healing appears in the 2 Cold 7 Poison adventure, use the potion of greater healing.) 3 Fire 8 Psychic Potions of Healing 4 Force 9 Radiant 5 Lightning 10 Thunder Potion of … Rarity HP Regained Healing Common 2d4 + 2 pOtiOn Of SpeeD Greater healing Uncommon 4d4 + 4 Potion, very rare Superior healing Rare 8d4 + 8 When you drink this potion, you gain the effect of the pOtiOn Of herOiSm haste spell for 1 minute (no concentration required). The potion’s yellow fluid is streaked with black and swirls Potion, rare on its own. For 1 hour after drinking it, you gain 10 temporary hit points that last for 1 hour. For the same duration, you pOtiOn Of water breathing are under the effect of the bless spell (no concentration Potion, uncommon required). This blue potion bubbles and steams as You can breathe underwater for 1 hour after drinking if boiling. this potion. Its cloudy green fluid smells of the sea and pOtiOn Of inVulnerability has a jellyfish-like bubble floating in it. Potion, rare ring Of Swimming For 1 minute after you drink this potion, you have Ring, uncommon resistance to all damage. The potion’s syrupy liquid You have a swimming speed of 40 feet while wearing looks like liquified iron. this ring. pOtiOn Of lOngeVity StOne Of gOOD luck (luckStOne) Potion, very rare Wondrous item, uncommon (requires attunement) When you drink this potion, your physical age is While this polished agate is on your person, you gain a reduced by 1d6 + 6 years, to a minimum of 13 years. +1 bonus to ability checks and saving throws. Each time you subsequently drink a potion of longevity, (This item appears as a stone of luck in the adventure.) there is 10 percent cumulative chance that you instead age by 1d6 + 6 years. Suspended in this amber liquid tentacle rOD are a scorpion’s tail, an adder’s fang, a dead spider, Rod, rare (requires attunement) and a tiny heart that, against all reason, is still beating. Made by the drow, this rod is a magic weapon that ends These ingredients vanish when the potion is opened. in three rubbery tentacles. While holding the rod, you can use an action to direct each tentacle to attack a creature you can see within 15 feet of you. Each tentacle makes a melee attack roll with a +9 bonus. On a hit, the tentacle deals 1d6 bludgeoning damage. If you hit Princes of the Apocalypse v0.1 | Magic Items 4 Not for resale. Permission granted to print and photocopy this document for personal use only. a target with all three tentacles, it must make a DC 15 Constitution saving throw. On a failure, the creature’s speed is halved, it has disadvantage on Dexterity saving throws, and it can’t use reactions for 1 minute. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success. triDent Of fiSh cOmmanD Weapon (trident), uncommon (requires attunement) This trident is a magic weapon. It has 3 charges. While you carry it, you can use an action and expend 1 charge to cast dominate beast (save DC 15) from it on a beast that has an innate swimming speed. The trident regains 1d3 expended charges daily at dawn. wanD Of fear Wand, rare (requires attunement) This wand has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. Command. While holding the wand, you can use an action to expend 1 charge and command another creature to flee or grovel, as with the command spell (save DC 15). Cone of Fear. While holding the wand, you can use an action to expend 2 charges, causing the wand’s tip to emit a 60-foot cone of amber light. Each creature in the cone must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success. wanD Of the war mage, +1, +2, Or +3 Wand, uncommon (+1), rare (+2), or very rare (+3) (requires attunement by a spellcaster) While holding this wand, you gain a bonus to spell attack rolls determined by the wand’s rarity. In addition, you ignore half cover when making a spell attack. Princes of the Apocalypse v0.1 | Magic Items 5 Not for resale. Permission granted to print and photocopy this document for personal use only. m OnSterS Probing Telepathy. If a creature communicates telepathically The section collects the stat blocks for those monsters with the aboleth, the aboleth learns the creature’s greatest referenced in the Princes of the Apocalypse adventure, desires if the aboleth can see the creature. excluding those found in that adventure’s chapter 7 and those already available in the D&D Basic Rules. Actions These monsters are from the Monster Manual and are Multiattack. The aboleth makes three tentacle attacks. provided here for your convenience. For more information on monsters and how to read Tentacle. Melee Weapon Attack: +9 to hit, reach 10 ft., one a monster’s statistics, see the D&D Basic Rules or the target. Hit: 12 (2d6 + 5) bludgeoning damage. If the target is a Monster Manual. creature, it must succeed on a DC 14 Constitution saving throw or become diseased. The disease has no effect for 1 minute and Aarakocra can be removed by any magic that cures disease. After 1 minute, Medium humanoid (aarakocra), neutral good the diseased creature’s skin becomes translucent and slimy, the creature can’t regain hit points unless it is underwater, and the Armor Class 12 disease can be removed only by heal or another disease-curing Hit Points 13 (3d8) spell of 6th level or higher. When the creature is outside a body Speed 20 ft., fly 50 ft. of water, it takes 6 (1d12) acid damage every 10 minutes unless moisture is applied to the skin before 10 minutes have passed. STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 10 (+0) 11 (+0) 12 (+1) 11 (+0) Tail. Melee Weapon Attack: +9 to hit, reach 10 ft. one target. Hit: 15 (3d6 + 5) bludgeoning damage. Skills Perception +5 Enslave (3/Day). The aboleth targets one creature it can see Senses passive Perception 15 within 30 feet of it. The target must succeed on a DC 14 Languages Auran Wisdom saving throw or be magically charmed by the aboleth Challenge 1/4 (50 XP) until the aboleth dies or until it is on a different plane of existence from the target. The charmed target is under the Dive Attack. If the aarakocra is flying and dives at least 30 feet aboleth’s control and can’t take reactions, and the aboleth and straight toward a target and then hits it with a melee weapon the target can communicate telepathically with each other over attack, the attack deals an extra 3 (1d6) damage to the target. any distance. Whenever the charmed target takes damage, the target can Actions repeat the saving throw. On a success, the effect ends. No Talon. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. more than once every 24 hours, the target can also repeat the Hit: 4 (1d4 + 2) slashing damage. saving throw when it is at least 1 mile away from the aboleth. Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or Legendary Actions range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage. The aboleth can take 3 legendary actions, choosing from the Aboleth options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Large aberration, lawful evil aboleth regains spent legendary actions at the start of its turn. Armor Class 17 (natural armor) Detect. The aboleth makes a Wisdom (Perception) check. Hit Points 135 (18d10 + 36) Tail Swipe. The aboleth makes one tail attack. Speed 10 ft., swim 40 ft. Psychic Drain (Costs 2 Actions). One creature charmed by the aboleth takes 10 (3d6) psychic damage, and the aboleth STR DEX CON INT WIS CHA regains hit points equal to the damage the creature takes. 21 (+5) 9 (−1) 15 (+2) 18 (+4) 15 (+2) 18 (+4) Saving Throws Con +6, Int +8, Wis +6 Skills History +12, Perception +10 Senses darkvision 120 ft., passive Perception 20 Languages Deep Speech, telepathy 120 ft. Challenge 10 (5,900 XP) Amphibious. The aboleth can breathe air and water. Mucous Cloud. While underwater, the aboleth is surrounded by transformative mucus. A creature that touches the aboleth or that hits it with a melee attack while within 5 feet of it must make a DC 14 Constitution saving throw. On a failure, the creature is diseased for 1d4 hours. The diseased creature can breathe only underwater. Princes of the Apocalypse v0.1 | Monsters 6 Not for resale. Permission granted to print and photocopy this document for personal use only. Adult Black Dragon Adult Bronze Dragon Huge dragon, chaotic evil Huge dragon, lawful good Armor Class 19 (natural armor) Armor Class 19 (natural armor) Hit Points 195 (17d12 + 85) Hit Points 212 (17d12 + 102) Speed 40 ft., fly 80 ft., swim 40 ft. Speed 40 ft., fly 80 ft., swim 40 ft. STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA 23 (+6) 14 (+2) 21 (+5) 14 (+2) 13 (+1) 17 (+3) 25 (+7) 10 (+0) 23 (+6) 16 (+3) 15 (+2) 19 (+4) Saving Throws Dex +7, Con +10, Wis +6, Cha +8 Saving Throws Dex +5, Con +11, Wis +7, Cha +9 Skills Perception +11, Stealth +7 Skills Insight +7, Perception +12, Stealth +5 Damage Immunities acid Damage Immunities lightning Senses blindsight 60 ft., darkvision 120 ft., passive Perception 21 Senses blindsight 60 ft., darkvision 120 ft., passive Perception 22 Languages Common, Draconic Languages Common, Draconic Challenge 14 (11,500 XP) Challenge 15 (13,000 XP) Amphibious. The dragon can breathe air and water. Amphibious. The dragon can breathe air and water. Legendary Resistance (3/Day). If the dragon fails a saving Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead. throw, it can choose to succeed instead. Actions Actions Multiattack. The dragon can use its Frightful Presence. It then Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. makes three attacks: one with its bite and two with its claws. Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) acid damage. Hit: 18 (2d10 + 7) piercing damage. Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage. Hit: 14 (2d6 + 7) slashing damage. Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage. Hit: 16 (2d8 + 7) bludgeoning damage. Frightful Presence. Each creature of the dragon’s choice that Frightful Presence. Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the creature is immune to the dragon’s Frightful Presence for the next 24 hours. the next 24 hours. Acid Breath (Recharge 5–6). The dragon exhales acid in a Breath Weapons (Recharge 5–6). The dragon uses one of the 60-foot line that is 5 feet wide. Each creature in that line following breath weapons. must make a DC 18 Dexterity saving throw, taking 54 (12d8) Lightning Breath. The dragon exhales lightning in a 90-foot acid damage on a failed save, or half as much damage on a line that is 5 feet wide. Each creature in that line must make successful one. a DC 19 Dexterity saving throw, taking 66 (12d10) lightning Legendary Actions damage on a failed save, or half as much damage on a successful one. The dragon can take 3 legendary actions, choosing from the Repulsion Breath. The dragon exhales repulsion energy in a options below. Only one legendary action option can be used 30-foot cone. Each creature in that area must succeed on a at a time and only at the end of another creature’s turn. The DC 19 Strength saving throw. On a failed save, the creature is dragon regains spent legendary actions at the start of its turn. pushed 60 feet away from the dragon. Detect. The dragon makes a Wisdom (Perception) check. Change Shape. The dragon magically polymorphs into a Tail Attack. The dragon makes a tail attack. humanoid or beast that has a challenge rating no higher than Wing Attack (Costs 2 Actions). The dragon beats its wings. its own, or back into its true form. It reverts to its true form if Each creature within 10 feet of the dragon must succeed it dies. Any equipment it is wearing or carrying is absorbed or on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) borne by the new form (the dragon’s choice). bludgeoning damage and be knocked prone. The dragon can In a new form, the dragon retains its alignment, hit points, then fly up to half its flying speed. Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. Princes of the Apocalypse v0.1 | Monsters 7 Not for resale. Permission granted to print and photocopy this document for personal use only. Legendary Actions Assassin The dragon can take 3 legendary actions, choosing from the Medium humanoid (any race), any non-good alignment options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Armor Class 15 (studded leather) dragon regains spent legendary actions at the start of its turn. Hit Points 78 (12d8 + 24) Speed 30 ft. Detect. The dragon makes a Wisdom (Perception) check. Tail Attack. The dragon makes a tail attack. STR DEX CON INT WIS CHA Wing Attack (Costs 2 Actions). The dragon beats its wings. 11 (+0) 16 (+3) 14 (+2) 13 (+1) 11 (+0) 10 (+0) Each creature within 10 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6 + 7) Saving Throws Dex +7, Int +5 bludgeoning damage and be knocked prone. The dragon can Skills Acrobatics +7, Deception +4, Perception +4, Stealth +11 then fly up to half its flying speed. Damage Resistances poison Ankheg Senses passive Perception 14 Languages Thieves’ cant plus any two languages Large monstrosity, unaligned Challenge 8 (3,900 XP) Armor Class 14 (natural armor), 11 while prone Hit Points 39 (6d10 + 6) Assassinate. During its first turn, the assassin has advantage Speed 30 ft., burrow 10 ft. on attack rolls against any creature that hasn’t taken a turn. Any hit the assassin scores against a surprised creature STR DEX CON INT WIS CHA is a critical hit. 17 (+3) 11 (+0) 13 (+1) 1 (−5) 13 (+1) 6 (−2) Evasion. If the assassin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the Senses darkvision 60 ft., tremorsense 60 ft., assassin instead takes no damage if it succeeds on the saving passive Perception 11 throw, and only half damage if it fails. Languages — Challenge 2 (450 XP) Sneak Attack (1/Turn). The assassin deals an extra 13 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 Actions feet of an ally of the assassin that isn’t incapacitated and the Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. assassin doesn’t have disadvantage on the attack roll. Hit: 9 (2d6 + 3) slashing damage plus 3 (1d6) acid damage. If Actions the target is a Large or smaller creature, it is grappled (escape DC 13). Until this grapple ends, the ankheg can bite only the Multiattack. The assassin makes two shortsword attacks. grappled creature and has advantage on attack rolls to do so. Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one Acid Spray (Recharge 6). The ankheg spits acid in a line that is target. Hit: 6 (1d6 + 3) piercing damage, and the target must 30 feet long and 5 feet wide, provided that it has no creature make a DC 15 Constitution saving throw, taking 24 (7d6) grappled. Each creature in that line must make a DC 13 poison damage on a failed save, or half as much damage on a Dexterity saving throw, taking 10 (3d6) acid damage on a failed successful one. save, or half as much damage on a successful one. Light Crossbow. Ranged Weapon Attack: +7 to hit, range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage, and the target Customizing nPCs must make a DC 15 Constitution saving throw, taking 24 (7d6) This appendix contains statistics for various humanoid poison damage on a failed save, or half as much damage on a nonplayer characters (NPCs) from the Hoard of the Dragon successful one. Queen adventure. These stat blocks can be used to represent both human and nonhuman NPCs, and can be customized as you see fit. Racial Traits. You can add racial traits to an NPC. For example, a halfling druid might have a speed of 25 feet and the Lucky trait. Adding racial traits to an NPC doesn’t alter its challenge rating. For more on racial traits, see the Player’s Handbook or the D&D basic rules. Spell Swaps. One way to customize an NPC spellcaster is to replace one or more of its spells. You can substitute any spell on the NPC’s spell list with a different spell of the same level from the same spell list. Swapping spells in this manner doesn’t alter an NPC’s challenge rating. Armor and Weapon Swaps. You can upgrade or downgrade an NPC’s armor, or add or switch weapons. Adjustments to Armor Class and damage can change an NPC’s challenge rating, as explained in the Dungeon Master’s Guide. Princes of the Apocalypse v0.1 | Monsters 8 Not for resale. Permission granted to print and photocopy this document for personal use only. Azer Reactions Medium elemental, lawful neutral Parry. The captain adds 2 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker Armor Class 17 (natural armor, shield) and be wielding a melee weapon. Hit Points 39 (6d8 + 12) Speed 30 ft. Barlgura STR DEX CON INT WIS CHA Large fiend (demon), chaotic evil 17 (+3) 12 (+1) 15 (+2) 12 (+1) 13 (+1) 10 (+0) Armor Class 15 (natural armor) Saving Throws Con +4 Hit Points 68 (8d10 + 24) Damage Immunities fire, poison Speed 30 ft., climb 30 ft. Condition Immunities poisoned Senses passive Perception 11 STR DEX CON INT WIS CHA Languages Ignan 18 (+4) 15 (+2) 16 (+3) 7 (−2) 14 (+2) 9 (−1) Challenge 2 (450 XP) Saving Throws Dex +5, Con +6 Skills Perception +5, Stealth +5 Heated Body. A creature that touches the azer or hits it with Damage Resistances cold, fire, lightning a melee attack while within 5 feet of it takes 5 (1d10) fire Damage Immunities poison damage. Condition Immunities poisoned Heated Weapons. When the azer hits with a metal melee Senses blindsight 30 ft., darkvision 120 ft., passive Perception 15 Languages Abyssal, telepathy 120 ft. weapon, it deals an extra 3 (1d6) fire damage (included in the Challenge 5 (1,800 XP) attack). Illumination. The azer sheds bright light in a 10-foot radius and Innate Spellcasting. The barlgura’s spellcasting ability is dim light for an additional 10 feet. Wisdom (spell save DC 13). The barlgura can innately cast the Actions following spells, requiring no material components: Warhammer. Melee Weapon Attack: +5 to hit, reach 5 ft., one 1/day each: entangle, phantasmal force target. Hit: 7 (1d8 + 3) bludgeoning damage, or 8 (1d10 + 3) 2/day each: disguise self, invisibility (self only) bludgeoning damage if used with two hands to make a melee Reckless. At the start of its turn, the barlgura can gain attack, plus 3 (1d6) fire damage. advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the Bandit Captain start of its next turn. Medium humanoid (any race), any non-lawful alignment Running Leap. The barlgura’s long jump is up to 40 feet and its high jump is up to 20 feet when it has a running start. Armor Class 15 (studded leather) Hit Points 65 (10d8 + 20) Actions Speed 30 ft. Multiattack. The barlgura makes three attacks: one with its bite and two with its fists. STR DEX CON INT WIS CHA 15 (+2) 16 (+3) 14 (+2) 14 (+2) 11 (+0) 14 (+2) Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage. Saving Throws Str +4, Dex +5, Wis +2 Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: Skills Athletics +4, Deception +4 9 (1d10 + 4) bludgeoning damage. Senses passive Perception 10 Languages any two languages Challenge 2 (450 XP) Actions Multiattack. The captain makes three melee attacks: two with its scimitar and one with its dagger. Or the captain makes two ranged attacks with its daggers. Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Princes of the Apocalypse v0.1 | Monsters 9 Not for resale. Permission granted to print and photocopy this document for personal use only. Black Pudding Bulette Large ooze, unaligned Large monstrosity, unaligned Armor Class 7 Armor Class 17 (natural armor) Hit Points 85 (10d10 + 30) Hit Points 94 (9d10 + 45) Speed 20 ft., climb 20 ft. Speed 40 ft., burrow 40 ft. STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA 16 (+3) 5 (−3) 16 (+3) 1 (−5) 6 (−2) 1 (−5) 19 (+4) 11 (+0) 21 (+5) 2 (−4) 10 (+0) 5 (−3) Damage Immunities acid, cold, lightning, slashing Skills Perception +6 Condition Immunities blinded, charmed, deafened, exhaustion, Senses darkvision 60 ft., tremorsense 60 ft., frightened, prone passive Perception 16 Senses blindsight 60 ft. (blind beyond this radius), Languages — passive Perception 8 Challenge 5 (1,800 XP) Languages — Challenge 4 (1,100 XP) Standing Leap. The bulette’s long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start. Amorphous. The pudding can move through a space as narrow Actions as 1 inch wide without squeezing. Corrosive Form. A creature that touches the pudding or hits it Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. with a melee attack while within 5 feet of it takes 4 (1d8) acid Hit: 30 (4d12 + 4) piercing damage. damage. Any nonmagical weapon made of metal or wood that Deadly Leap. If the bulette jumps at least 15 feet as part of hits the pudding corrodes. After dealing damage, the weapon its movement, it can then use this action to land on its feet takes a permanent and cumulative −1 penalty to damage rolls. in a space that contains one or more other creatures. Each of If its penalty drops to −5, the weapon is destroyed. Nonmagical those creatures must succeed on a DC 16 Strength or Dexterity ammunition made of metal or wood that hits the pudding is saving throw (target’s choice) or be knocked prone and take destroyed after dealing damage. 14 (3d6 + 4) bludgeoning damage plus 14 (3d6 + 4) slashing The pudding can eat through 2-inch-thick, nonmagical wood damage. On a successful save, the creature takes only half or metal in 1 round. the damage, isn’t knocked prone, and is pushed 5 feet out of Spider Climb. The pudding can climb difficult surfaces, the bulette’s space into an unoccupied space of the creature’s including upside down on ceilings, without needing to make an choice. If no unoccupied space is within range, the creature ability check. instead falls prone in the bulette’s space. Actions Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 18 (4d8) acid damage. In addition, nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative −1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10. Reactions Split. When a pudding that is Medium or larger is subjected to lightning or slashing damage, it splits into two new puddings if it has at least 10 hit points. Each new pudding has hit points equal to half the original pudding’s, rounded down. New puddings are one size smaller than the original pudding. Princes of the Apocalypse v0.1 | Monsters 10 Not for resale. Permission granted to print and photocopy this document for personal use only.
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