The Sunless Citadel Combat Reference Document -...
Transcript of The Sunless Citadel Combat Reference Document -...
1
The Sunless Citadel
Combat Reference Document
Monster Statistics and Reinforcement Information
Introduction: This reference document was created for DMs
planning to run The Sunless Citadel from Tales from the Yawning
Portal. The material contained herein has three purposes: (1) to
speed combat by eliminating the need to flip back and forth
between pages within the same book, (2) to organize the
information about the reinforcement movements of creatures
within the Sunless Citadel, and (3) to apply monster variants
and adjustments to save you the time of having to do this
yourself. The game is better when combat is organized, exciting,
and quick. More dice rolling, less page flipping!
This reference assumes you have a Monster Manual
(MM) and Tales from the Yawning Portal (TYP).
by Aaron Harrell
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League,
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.
©2017 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4
The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.
Sam
ple
file
2
Organized Existing Stat Blocks and
Reinforcement Information
You’ll find stat blocks and reinforcement
information on the following pages. In this
updated (6/19/17) version of the CRD, all combat
encounters involving more than one enemy can
be run using the stat blocks provided in this
document. I have tried to group the stat blocks
according to how the enemies will be
encountered (for example, the first enemy
bugbear is encountered along with two giant rats,
so their stat blocks are on the same page) and in
roughly the order they appear.
Using the provided stat blocks and the Monster
Manual, you can run the combat encounters
without have to flip between pages in the same
document.
The following stat blocks are not included in the
CRD, but the encounters that include them can be
run by opening the Monster Manual to a single
entry: fire snake (salamander entry), mephit (ice
and steam), shadow, swarm of rats (disperses
after one round), and white dragon wyrmling
(Calcryx).
Created Stat Blocks and Noted Variants
I created a stat block for Erky Timbers (an NPC
who can join the party) by adding the forest
gnome racial traits to the acolyte in the MM and
adjusting the hit points as described. I also gave
him the turn undead feature as specified in TYP.
Guthash (diseased giant rat) and Grenl (goblin
shaman) have likewise been created for your
convenience. I have inferred stats where not
explicitly stated. For example, why do the kobold
commoners have 3 hit points and 1 less hit and
damage? I inferred that a kobold commoner’s hit
die is a 1d6 and that it has a Dexterity score of 13
to account for these changes.
I occasionally fixed apparent inconsistencies in the
MM or the TYP. For example, Erky Timbers is an
acolyte. An acolyte has 3 spell slots but is
described as a 1st-level spellcaster in the MM. I
made him a 2nd-level caster since level 2 is the
point at which spellcasters get a 3rd slot. This also
makes more sense for Erky since 2nd level is the
point at which clerics get turn undead. Likewise, in
TYP, Yusdrayl is described as a 2nd-level
spellcaster, but she somehow has 4 spell slots. I
changed this to 3 1st-level spell slots to clear up
the inconsistency.
I also included the quasit stat block in case it
somehow survives so you can quickly reference it
to harass the PCs at your leisure. Enjoy!
Cover Page …………………………………………………. 1 Introduction ……………………………………………….. 2 Giant Rat, Guthash, Bugbear ……………….……… 3 Skeleton, Troll ..…………………………………………… 4 Kobold, Yusdrayl …………………………………………. 5 Kobold Reinforcements ………………………………. 6 Goblin, Grenl ………………………………………………. 7 Erky Timbers, Quasit …………………………………… 8 Hobgoblin, Durnn………………………………………… 9 Goblin Reinforcement Notes ………………………. 10 Sir Braford, Sharwyn Hucrele ……………………… 11 Twig Blight, Belak, Giant Frog ……………………… 12 Grove Level Reinforcement Notes ………………. 13
Sam
ple
file
3
Giant Rat Small beast, unaligned
Armor Class 12 Hit Points 7 (2d6) Speed 30 ft.
STR DEX CON INT WIS CHA 7 (-2) 15 (+2) 11 (+0) 2 (-4) 10 (+0) 4 (-3)
Senses darkvision 60 ft., passive Perception 10
Languages -
Challenge 1/8 (25 XP)
Keen Smell. The rat has advantage on Wisdom (Perception) checks that rely on smell.
Pack Tactics. The rat has advantage on an attack roll against a creature if at least one of the rat’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
ACTIONS Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Guthash, Diseased Giant Rat Medium beast, unaligned
Armor Class 12 Hit Points 16 (3d10) Speed 30 ft.
STR DEX CON INT WIS CHA 7 (-2) 17 (+3) 11 (+0) 2 (-4) 10 (+0) 4 (-3)
Senses darkvision 60 ft., passive Perception 10
Languages -
Challenge 1/4 (50 XP)
Keen Smell. Guthash has advantage on Wisdom (Perception) checks that rely on smell.
Pack Tactics. Guthash has advantage on an attack roll against a creature if at least one of her allies is within 5 feet of the creature and the ally isn’t incapacitated.
ACTIONS Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 3) piercing damage. If the target is a creature, it must succeed on a DC 10 Constitution saving throw or contract a disease. Until the disease is cured, the target can’t regain hit points except by magical means, and the target’s hit point maximum decreases by 3 (1d6) every 24 hours. If the target’s hit point maximum drops to 0 as a result of this disease, the target dies.
Bugbear Medium humanoid (goblinoid), chaotic evil
Armor Class 16 (hide armor, shield) Hit Points 27 (5d8 + 5) Speed 30 ft.
STR DEX CON INT WIS CHA 15(+2) 14(+2) 13(+1) 8(-1) 11(+0) 9(-1)
Skills Stealth +6, Survival +2 Senses darkvision 60 ft., passive Perception 10
Languages Common, Goblin Challenge 1 (200 XP) 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.
ACTIONS Morningstar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) piercing damage. Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 9 (2d6 + 2) piercing damage in melee or 5 (1d6 + 2) piercing damage at range.
Note: The bugbear in the 48. Garden Galleries wields
a sickle-bladed glaive (+4 to hit, 2d10 + 2 slashing
damage) and has an AC of 14 (no shield).
Sam
ple
file
4
Skeleton Medium undead, lawful evil
Armor Class 13 (armor scraps) Hit Points 13 (2d8 + 4) Speed 30 ft.
STR DEX CON INT WIS CHA 10(+0) 14(+2) 15(+2) 6(-2) 8(-1) 5(-3)
Damage Vulnerabilities bludgeoning
Damage Immunities poison
Condition Immunities exhausted, poisoned
Senses darkvision 60 ft., passive Perception 9
Languages understands all languages it knew in
life but can’t speak
Challenge 1/4 (50 XP)
ACTIONS Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Note: Skeletons on the Grove Level attack with
shovels/rakes (+2 to hit, 1d6 bludgeoning damage).
Troll (modified) Large giant, chaotic evil
Armor Class 15 (natural armor) Hit Points 30 (max 84 [8d10 + 40]) Speed 30 ft.
STR DEX CON INT WIS CHA 18(+4) 13(+1) 20(+5) 7(-2) 9(-1) 7(-2)
Skills Perception +1
Senses darkvision 60 ft., passive Perception 11
Languages Elvish, Draconic, Giant
Challenge 2 (450 XP)
Keen Smell. The troll has advantage on Wisdom (Perception) checks that rely on smell.
Regeneration. The troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage, this trait doesn’t function at the start of the troll’s next turn. The troll dies only if it starts its turn with 0 hit points and doesn’t regenerate.
ACTIONS Bite. Melee Weapon Attack. +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. Claw. Melee Weapon Attack. +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Note: If the characters flee and the troll is left alive,
he stays in his tomb until hunger draws him forth.
When he emerges 5 days later, he starts with his
maximum (84) hit points, gains multiattack, and
increases its CR to 5.
Multiattack. The troll makes three attacks: one with
its bite and two with its claws.
Sam
ple
file
5
Kobold Small humanoid (kobold), lawful evil
Armor Class 12 Hit Points 5 (2d6 – 2) Speed 30 ft.
STR DEX CON INT WIS CHA 7 (-2) 15 (+2) 9 (-1) 8 (-1) 7 (-2) 8 (--1)
Senses darkvision 60 ft., passive Perception 8 Languages Common, Draconic Challenge 1/8 (25 XP) Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Pack Tactics. The kobold has advantage on an attack roll against a creature if at least one of the kobold’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
ACTIONS Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.
Elite Kobold
STR DEX CON INT WIS CHA 7 (-2) 15 (+2) 11 (+0) 8 (-1) 7 (-2) 8 (--1)
Same as Kobold, except 7 (2d6) hit points.
Kobold Commoner
STR DEX CON INT WIS CHA 7 (-2) 13 (+1) 9 (-1) 8 (-1) 7 (-2) 8 (--1)
Same as Kobold, except 3 (1d8 – 1) hit points
and +3 to hit for 1d4 + 1 damage. Challenge 0
(10 XP).
Yusdrayl Small humanoid (kobold), lawful evil
Armor Class 12 (15 with mage armor) Hit Points 16 (3d6 + 6) Speed 30 ft.
STR DEX CON INT WIS CHA 8 (-1) 15 (+2) 14 (+2) 10 (+0) 10 (+0) 16 (+3)
Skills Arcana +2, Insight +2, Stealth +4 Senses darkvision 60 ft., passive Perception 10
Languages Common, Draconic Challenge 1 (200 XP) Spellcasting. Yusdrayl is a 2nd-level spellcaster. Her spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). She knows the following sorcerer spells: Cantrips (at will): mage hand, ray of frost, shocking
grasp 1
st level [ ][ ][ ]: burning hands, chromatic orb, mage armor
Sunlight Sensitivity. While in sunlight, the Yusdrayl has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Pack Tactics. Yusdrayl has advantage on an attack roll against a creature if at least one of the kobold’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
ACTIONS Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Sam
ple
file
6
Kobold General Notes
The kobolds control the first half of the Fortress
Level. Yusdrayl, the Kobold leader, has the key
that unlocks the Dragon Door in area 6. The
goblins have captured the dragon, Calcryx; the
kobolds want her returned. Meepo is a
potential ally, though his presence in the party
will likely be short lived (Calcryx targets him
first). The kobolds become hostile if attacked or
if the goblins in area 18 are freed.
Kobold Reinforcement Notes
Area 15. Dragon Cell
If combat occurs in area 15, the three kobolds
from the adjacent area 16 emerge and attack.
Area 19. Hall of Dragons
If combat occurs in area 19, Yusdrayl and two
elite kobolds from area 21 arrive at the start of
the second round of combat, the three kobolds
from area 16 to the southwest of area 19 arrive
at the start of the fifth round, and the three
kobolds from area 23 arrive at the start of the
eighth round.
Area 21. Dragon Throne
If combat occurs in area 21, three elite kobolds
from area 19 arrive at the start of the second
round of combat, the three kobolds from area
16 to the southwest of area 19 arrive at the
start of the fifth round, and the three kobolds
from area 23 arrive at the start of the eighth
round.
Sam
ple
file