One-Shot Adventures

One Shot: The Crypts of Kelemvor 5e

This folder contains short adventures for the Dungeons & Dragons 5e tabletop role-playing game.

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Appendix: Monsters and NPCs Flameskull Tiny undead, neutral evil Armor Class 13 Hit Points 40 (9d4 + 18) Speed 0 ft., fly 40 ft. (hover) STR DEX CON INT WIS CHA 1 (−5) 17 (+3) 14 (+2) 16 (+3) 10 (+0) 11 (+0) Skills Arcana +5, Perception +2 Damage Resistances lightning, necrotic, piercing Damage Immunities cold, fire, poison Condition Immunities charmed, frightened, paralyzed, poisoned, prone Senses darkvision 60 ft., passive Perception 12 Languages Common Challenge 4 (1,100 XP) Illumination. The flameskull sheds either dim light in a 15-foot radius, or bright light in a 15-foot radius and dim light for an additional 15 feet. It can switch between the options as an action. Magic Resistance. The flameskull has advantage on saving throws against spells and other magical effects. Rejuvenation. If the flameskull is destroyed, it regains all its hit points in 1 hour unless holy water is sprinkled on its remains or a dispel magic or remove curse spell is cast on them. Spellcasting. The flameskull is a 5th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It requires no somatic or material components to cast its spells. The flameskull has the following wizard spells prepared: Cantrip (at will): mage hand 1st level (3 slots): magic missile, shield 2nd level (2 slots): blur, flaming sphere 3rd level (1 slot): fireball Actions Multiattack. The flameskull uses Fire Ray twice. Fire Ray. Ranged Spell Attack: +5 to hit, range 30 ft., one target. Hit: 10 (3d6) fire damage. Giant Wolf Spider Medium beast, unaligned Armor Class 13 Hit Points 11 (2d8 + 2) Speed 40 ft., climb 40 ft. STR DEX CON INT WIS CHA 12 (+1) 16 (+3) 13 (+1) 3 (−4) 12 (+1) 4 (−3) Skills Perception +3, Stealth +7 Senses blindsight 10 ft., darkvision 60 ft., passive Perception 13 Languages — Challenge 1/4 (50 XP) Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web. Web Walker. The spider ignores movement restrictions caused by webbing. Actions Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. Ogre Zombie Large undead, neutral evil Armor Class 8 Hit Points 85 (9d10 + 36) Speed 30 ft. STR DEX CON INT WIS CHA 19 (+4) 6 (−2) 18 (+4) 3 (−4) 6 (−2) 5 (−3) Saving Throws Wis +0 Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 8 Languages understands Common and Giant but can't speak Challenge 2 (450 XP) Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. Actions Morningstar. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage. 13 Dragon+ 18 | The Crypts of Kelemvor Not for resale. Permission granted to print or photocopy this document for personal use only.

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