Hoard of the Dragon Queen - Supplement v0.3.pdf

(727 KB) Pobierz
Online Supplement version 0.3
Credits
D&D Lead Designers:
Mike Mearls, Jeremy Crawford
Designers:
Christopher Perkins, James Wyatt, Rodney
Thompson, Robert J. Schwalb, Peter Lee, Steve Townshend,
Bruce R. Cordell
Editors:
Chris Sims, Michele Carter, Scott Fitzgerald Gray,
Jennifer Clarke Wilkes
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
Brand and Marketing:
Nathan Stewart, Liz Schuh, Chris
Lindsay, Shelly Mazzanoble, Hilary Ross, Laura Tommervik,
Kim Lundstrom, Trevor Kidd
Based on the original
D&D
game created by
E. Gary Gygax and Dave Arneson,
with Brian Blume, Rob Kuntz, James Ward, and Don Kaye
Release: November 7, 2014 (version 3)
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.
Available for download at
DungeonsandDragons.com
©2014 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.
Magic Items
This section collects the magic items referenced in
the
Hoard of the Dragon Queen
adventure. For the
rules governing magic item use, such as rarity and
attunement, see the Dungeon Master’s D&D basic rules,
available at DungeonsandDragons.com. These items
are from the
Dungeon Master’s Guide
and are provided
here for your convenience.
For spells referenced by magic items in the adventure
(including spell scrolls), see the “Spells” section of this
supplement and the D&D basic rules.
Dagger of Venom
Weapon (dagger), rare
You gain a +1 bonus to attack and damage rolls made
with this magic weapon.
You can use an action to cause thick, black poison
to coat the blade. The poison remains for 1 minute
or until an attack using this weapon hits a creature.
That creature must succeed on a DC 15 Constitution
saving throw or take 2d10 poison damage and become
poisoned for 1 minute. The dagger can’t be used this
way again until the next dawn.
+1 Armor
Oil of Etherealness
Potion, rare
Beads of this cloudy gray oil form on the outside of its
container and quickly evaporate. The oil can cover a
Medium or smaller creature, along with the equipment
it’s wearing and carrying (one additional vial is required
for each size category above Medium). Applying the oil
takes 10 minutes. The affected creature then gains the
effect of the
etherealness
spell for 1 hour.
Armor (any), rare
You have a +1 bonus to AC while wearing this armor.
+1 Weapon
Weapon (any), uncommon
You have a +1 bonus to attack and damage rolls made
with this magic weapon.
Arrow-Catching Shield
Potion of Gaseous Form
Potion, rare
When you drink this potion, you gain the effect of
the
gaseous form
spell for 1 hour (no concentration
required) or until you end the effect as a bonus action.
This potion’s container seems to hold fog that moves
and pours like water.
Armor (shield), rare (requires attunement)
You gain a +2 bonus to AC against ranged attacks while
you wield this shield. This bonus is in addition to the
shield’s normal bonus to AC. In addition, whenever an
attacker makes a ranged attack against a target within
5 feet of you, you can use your reaction to become the
target of the attack instead.
Potion of Healing
Potion, rarity varies
You regain hit points when you drink this potion. The
number of hit points depends on the potion’s rarity, as
shown in the Potions of Healing table. Whatever its
potency, the potion’s red liquid glimmers when agitated.
Bag of Holding
Wondrous item, uncommon
This bag has an interior space considerably larger
than its outside dimensions, roughly 2 feet in diameter
at the mouth and 4 feet deep. The bag can hold up to
500 pounds, not exceeding a volume of 64 cubic feet.
The bag weighs 15 pounds, regardless of its contents.
Retrieving an item from the bag requires an action.
If the bag is overloaded, pierced, or torn, it ruptures
and is destroyed, and its contents are scattered in the
Astral Plane. If the bag is turned inside out, its contents
spill forth, unharmed, but the bag must be put right
before it can be used again. Breathing creatures inside
the bag can survive up to a number of minutes equal
to 10 divided by the number of creatures (minimum 1
minute), after which time they begin to suffocate.
Placing a
bag of holding
inside an extradimensional
space created by a
Heward’s handy haversack, portable
hole,
or similar item instantly destroys both items and
opens a gate to the Astral Plane. The gate originates
where the one item was placed inside the other. Any
creature within 10 feet of the gate is sucked through it
to a random location on the Astral Plane. The gate then
closes. The gate is one-way only and can’t be reopened.
P
otions of
H
ealing
Potion of …
Healing
Greater healing
Rarity
Common
Uncommon
HP Regained
2d4 + 2
4d4 + 4
Spell Scroll
Scroll, varies
See the “Spells” section of this supplement for
information on spell scrolls found in the adventure.
Staff of Fire
Staff, very rare (requires attunement by a druid,
sorcerer, warlock, or wizard)
You have resistance to fire damage while you hold this
staff.
The staff has 10 charges. While holding it, you can use
an action to expend 1 or more of its charges to cast one
of the following spells from it, using your spell save DC:
burning hands
(1 charge),
fireball
(3 charges), or
wall of
fire
(4 charges).
The staff regains 1d6 + 4 expended charges daily
at dawn. If you expend the last charge, roll a d20. On
a 1, the staff blackens, crumbles into cinders, and is
destroyed.
Bracers of Defense
Wondrous item, rare (requires attunement)
While wearing these bracers, you gain a +2 bonus to AC
if you are wearing no armor and using no shield.
Hoard of the Dragon Queen v0.3 | Magic Items
Not for resale. Permission granted to print and photocopy this document for personal use only.
2
Monsters
The section collects the stat blocks for those monsters
referenced in the
Hoard of the Dragon Queen
adventure,
excluding those found in that adventure’s appendix.
These monsters are from the
Monster Manual
and are
provided here for your convenience.
For more information on monsters and how to read
a monster’s statistics, see the D&D basic rules or the
Monster Manual.
Adult Blue Dragon
Huge dragon, lawful evil
Armor Class
19 (natural armor)
Hit Points
225 (18d12 + 108)
Speed
40 ft., burrow 30 ft., fly 80 ft.
STR
25 (+7)
DEX
10 (+0)
CON
23 (+6)
INT
16 (+3)
WIS
15 (+2)
CHA
19 (+4)
Acolyte
Medium humanoid (any race), any alignment
Armor Class
10
Hit Points
9 (2d8)
Speed
30 ft.
STR
10 (+0)
DEX
10 (+0)
CON
10 (+0)
INT
10 (+0)
WIS
14 (+2)
CHA
11 (+0)
Saving Throws
Dex +5, Con +11, Wis +7, Cha +9
Skills
Perception +12, Stealth +5
Damage Immunities
lightning
Senses
blindsight 60 ft., darkvision 120 ft., passive Perception
22
Languages
Common, Draconic
Challenge
16 (15,000 XP)
Legendary Resistance (3/Day).
If the dragon fails a saving
throw, it can choose to succeed instead.
Skills
Medicine +4, Religion +2
Senses
passive Perception 10
Languages
any one language (usually Common)
Challenge
1/4 (50 XP)
Spellcasting.
The acolyte is a 1st-level spellcaster. Its
spellcasting ability is Wisdom (spell save DC 12, +4 to hit with
spell attacks). The acolyte has following cleric spells prepared:
Cantrips (at will):
light, sacred flame, thaumaturgy
1st level (3 slots):
bless, cure wounds, sanctuary
Actions
Multiattack.
The dragon can use its Frightful Presence. It then
makes three attacks: one with its bite and two with its claws.
Bite.
Melee Weapon Attack:
+12 to hit, reach 10 ft., one target.
Hit:
18 (2d10 + 7) piercing damage plus 5 (1d10) lightning
damage.
Claw.
Melee Weapon Attack:
+12 to hit, reach 5 ft., one target.
Hit:
14 (2d6 + 7) slashing damage.
Tail.
Melee Weapon Attack:
+12 to hit, reach 15 ft., one target.
Hit:
16 (2d8 + 7) bludgeoning damage.
Frightful Presence.
Each creature of the dragon’s choice that
is within 120 feet of the dragon and aware of it must succeed
on a DC 17 Wisdom saving throw or become frightened for 1
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
creature’s saving throw is successful or the effect ends for it,
the creature is immune to the dragon’s Frightful Presence for
the next 24 hours.
Lightning Breath (Recharge 5–6).
The dragon exhales lightning
in a 90-foot line that is 5 feet wide. Each creature in that line
must make a DC 19 Dexterity saving throw, taking 66 (12d10)
lightning damage on a failed save, or half as much damage on
a successful one.
Actions
Club.
Melee Weapon Attack:
+2 to hit, reach 5 ft., one target.
Hit:
2 (1d4) bludgeoning damage.
Legendary Actions
The dragon can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be used
at a time and only at the end of another creature’s turn. The
dragon regains spent legendary actions at the start of its turn.
Detect.
The dragon makes a Wisdom (Perception) check.
Tail Attack.
The dragon makes a tail attack.
Wing Attack (Costs 2 Actions).
The dragon beats its wings.
Each creature within 10 feet of the dragon must succeed
on a DC 20 Dexterity saving throw or take 14 (2d6 + 7)
bludgeoning damage and be knocked prone. The dragon can
then fly up to half its flying speed.
Hoard of the Dragon Queen v0.3 | Monsters
Not for resale. Permission granted to print and photocopy this document for personal use only.
3
Adult White Dragon
Huge dragon, chaotic evil
Air Elemental
Large elemental, neutral
Armor Class
18 (natural armor)
Hit Points
200 (16d12 + 96)
Speed
40 ft., burrow 30 ft., fly 80 ft., swim 40 ft.
STR
22 (+6)
DEX
10 (+0)
CON
22 (+6)
INT
8 (−1)
WIS
12 (+1)
CHA
12 (+1)
Armor Class
15
Hit Points
90 (12d10 + 24)
Speed
0 ft., fly 90 ft. (hover)
STR
14 (+2)
DEX
20 (+5)
CON
14 (+2)
INT
6 (−2)
WIS
10 (+0)
CHA
6 (−2)
Saving Throws
Dex +5, Con +11, Wis +6, Cha +6
Skills
Perception +11, Stealth +5
Damage Immunities
cold
Senses
blindsight 60 ft., darkvision 120 ft., passive Perception 21
Languages
Common, Draconic
Challenge
13 (10,000 XP)
Ice Walk.
The dragon can move across and climb icy surfaces
without needing to make an ability check. Additionally, difficult
terrain composed of ice or snow doesn’t cost it extra moment.
Legendary Resistance (3/Day).
If the dragon fails a saving
throw, it can choose to succeed instead.
Damage Resistances
lightning, thunder; bludgeoning, piercing,
and slashing from nonmagical weapons
Damage Immunities
poison
Condition Immunities
exhaustion, grappled, paralyzed,
petrified, poisoned, prone, restrained, unconscious
Senses
darkvision 60 ft., passive Perception 10
Languages
Auran
Challenge
5 (1,800 XP)
Air Form.
The elemental can enter a hostile creature’s space
and stop there. It can move through a space as narrow as 1
inch wide without squeezing.
Actions
Multiattack.
The dragon can use its Frightful Presence. It then
makes three attacks: one with its bite and two with its claws.
Bite.
Melee Weapon Attack:
+11 to hit, reach 10 ft., one target.
Hit:
17 (2d10 + 6) piercing damage plus 4 (1d8) cold damage.
Claw.
Melee Weapon Attack:
+11 to hit, reach 5 ft., one target.
Hit:
13 (2d6 + 6) slashing damage.
Tail.
Melee Weapon Attack:
+11 to hit, reach 15 ft., one target.
Hit:
15 (2d8 + 6) bludgeoning damage.
Frightful Presence.
Each creature of the dragon’s choice that
is within 120 feet of the dragon and aware of it must succeed
on a DC 14 Wisdom saving throw or become frightened for 1
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
creature’s saving throw is successful or the effect ends for it,
the creature is immune to the dragon’s Frightful Presence for
the next 24 hours.
Cold Breath (Recharge 5–6).
The dragon exhales an icy blast in
a 60-foot cone. Each creature in that area must make a DC 19
Constitution saving throw, taking 54 (12d8) cold damage on a
failed save, or half as much damage on a successful one.
Actions
Multiattack.
The elemental makes two slam attacks.
Slam.
Melee Weapon Attack:
+8 to hit, reach 5 ft., one target.
Hit:
14 (2d8 + 5) bludgeoning damage.
Whirlwind (Recharge 4–6).
Each creature in the elemental’s
space must make a DC 13 Strength saving throw. On a failure,
a target takes 15 (3d8 + 2) bludgeoning damage and is flung
up 20 feet away from the elemental in a random direction and
knocked prone. If a thrown target strikes an object, such as a
wall or floor, the target takes 3 (1d6) bludgeoning damage for
every 10 feet it was thrown. If the target is thrown at another
creature, that creature must succeed on a DC 13 Dexterity
saving throw or take the same damage and be knocked prone.
If the saving throw is successful, the target takes half the
bludgeoning damage and isn’t flung away or knocked prone.
Legendary Actions
The dragon can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be used
at a time and only at the end of another creature’s turn. The
dragon regains spent legendary actions at the start of its turn.
Detect.
The dragon makes a Wisdom (Perception) check.
Tail Attack.
The dragon makes a tail attack.
Wing Attack (Costs 2 Actions).
The dragon beats its wings.
Each creature within 10 feet of the dragon must succeed
on a DC 19 Dexterity saving throw or take 13 (2d6 + 6)
bludgeoning damage and be knocked prone. The dragon can
then fly up to half its flying speed.
Hoard of the Dragon Queen v0.3 | Monsters
Not for resale. Permission granted to print and photocopy this document for personal use only.
4
Assassin
Actions
Multiattack.
The assassin makes two shortsword attacks.
Shortsword.
Melee Weapon Attack:
+7 to hit, reach 5 ft., one
target.
Hit:
6 (1d6 + 3) piercing damage, and the target must
make a DC 15 Constitution saving throw, taking 24 (7d6)
poison damage on a failed 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
must make a DC 15 Constitution saving throw, taking 24 (7d6)
poison damage on a failed save, or half as much damage on a
successful one.
Medium humanoid (any race), any non-good alignment
Armor Class
15 (studded leather)
Hit Points
78 (12d8 + 24)
Speed
30 ft.
STR
11 (+0)
DEX
16 (+3)
CON
14 (+2)
INT
13 (+1)
WIS
11 (+0)
CHA
10 (+0)
Saving Throws
Dex +7, Int +5
Skills
Acrobatics +7, Deception +4, Perception +4, Stealth +11
Damage Resistances
poison
Senses
passive Perception 14
Languages
Thieves’ cant plus any two languages
Challenge
8 (3,900 XP)
Assassinate.
During its first turn, the assassin has advantage
on attack rolls against any creature that hasn’t taken a turn.
Any hit the assassin scores against a surprised creature
is a critical hit.
Evasion.
If the assassin is subjected to an effect that allows it
to make a Dexterity saving throw to take only half damage, the
assassin instead takes no damage if it succeeds on the saving
throw, and only half damage if it fails.
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
feet of an ally of the assassin that isn’t incapacitated and the
assassin doesn’t have disadvantage on the attack roll.
Bandit
Medium humanoid (any race), any non-lawful alignment
Armor Class
12 (leather armor)
Hit Points
11 (2d8 + 2)
Speed
30 ft.
STR
11 (+0)
DEX
12 (+1)
CON
12 (+1)
INT
10 (+0)
WIS
10 (+0)
CHA
10 (+0)
Senses
passive Perception 10
Languages
any one language (usually Common)
Challenge
1/8 (25 XP)
Actions
Scimitar.
Melee Weapon Attack:
+3 to hit, reach 5 ft., one
target.
Hit:
4 (1d6 + 1) slashing damage.
Light Crossbow.
Ranged Weapon Attack:
+3 to hit, range 80
ft./320 ft., one target.
Hit:
5 (1d8 + 1) piercing damage.
Customizing NPCs
This appendix contains statistics for various humanoid
nonplayer characters (NPCs) from the
Hoard of the Dragon
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.
Berserker
Medium humanoid (any race), any chaotic alignment
Armor Class
13 (hide armor)
Hit Points
67 (9d8 + 27)
Speed
30 ft.
STR
16 (+3)
DEX
12 (+1)
CON
17 (+3)
INT
9 (−1)
WIS
11 (+0)
CHA
9 (−1)
Senses
passive Perception 10
Languages
any one language (usually Common)
Challenge
2 (450 XP)
Reckless.
At the start of its turn, the berserker can gain
advantage on all melee weapon attack rolls during that turn,
but attack rolls against it have advantage until the start of its
next turn.
Actions
Greataxe.
Melee Weapon Attack:
+5 to hit, reach 5 ft., one
target.
Hit:
9 (1d12 + 3) slashing damage.
Hoard of the Dragon Queen v0.3 | Monsters
Not for resale. Permission granted to print and photocopy this document for personal use only.
5
Zgłoś jeśli naruszono regulamin