Surprise
If a creature is caught unawares by the start of combat, that creature is surprised, which causes it to have Disadvantage on its Initiative roll. See also chapter 1 (“ Combat ”).
If a creature is caught unawares by the start of combat, that creature is surprised, which causes it to have Disadvantage on its Initiative roll. See also chapter 1 (“ Combat ”).
Medium Fiend, Lawful Evil AC 17 Initiative +8 (18) HP 221 (26d8 + 104) Speed 40 ft.
Du’ulora are spirits of fury that feed on anger and inspire rage in mortals. A du’ulora is a maelstrom of eyes and wings, bound together by flesh that seems like solidified shadow. It can extend up to three tentacles from this dark mass. A du’ulora can turn a victim’s anger into manifested heat; in battle, it grapples its victims and burns them with their own fury. Manipulating Fury. While they…
Weapon (whip), uncommon (requires attunement) As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits. Alarm. The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn’t wake a subject from magically induced sleep. Supernatural Readiness. Each subject has Advantage on…
While you have the Frightened condition, you experience the following effects. Ability Checks and Attacks Affected. You have Disadvantage on ability checks and attack rolls while the source of fear is within line of sight. Can’t Approach. You can’t willingly move closer to the source of fear.
| Name | AC | HP | Initiative | Key Ability |
|---|---|---|---|---|
| Centaur | 12 | 45 | +2 | Charges at foes |
| Darkmantle | 11 | 22 | +1 | Spreads magical darkness … |
Chuuls originated in forgotten ages when aboleths and stranger beings ruled alien empires beneath the waves. The aboleths transformed numerous deep-sea predators into servants that could venture beyond the seas to claim more magic and creatures to exploit. Chuuls are the most enduring of these bizarre servants. Many chuuls serve aboleth overlords, carrying out their whims amid lightless seas and…
Estimated Duration: 45 Minutes The priests of Zussra carved sacred idols representing their living gods, and they used these idols to channel the gods’ divine energy in a weave of magical power over their domain. Following the collapse of Zussra, however, these idols fell dormant as their respective gods departed. Dormant, but awaiting rediscovery. Stannard Burnell and his expedition found the…
Type: Adventuring Gear Cost: 50 GP Weight: 2 lbs A Concealed Blade is a dagger built into a mechanism hidden within a bracer or gauntlet. When you roll Initiative, you can make a Dexterity (Deception) check opposed by others’ Wisdom (Perception) checks. You have Advantage on the first attack made in the first round of combat against any enemy who failed their check.
| 1d6 | The Assassin Is Infamous For... |
|---|---|
| 1 | Arranging their victims in artful tableaux. |
| 2 | Hiding within large objects, such as suits of armor or hollow furnishings. … |
The Dread Tower is a one-day journey by foot from the castle. Feel free to add a CR1 forest encounter during their trek if you like. The tower is made up of three main floors connected by narrow, winding staircases and surrounded by a murky moat.
The rescued family tells the characters that a great shadowy form in the shape of a bat has been chasing them for hours. It’s also taken control of various predators along the way, making it even more dangerous. The family tells the characters that if they wait on this path, the shadow and the predators it puppets should chase down their scent soon. The characters might be able to set up an…
You could remove the Gargoyles from the attack in the temple, and Nimh could use Cultist Fanatic stats.
When the party has been completely devoured, Rusa hums a short, sweet melody, summoning a songbird to her window. She hands it a letter and sends it off toward the castle. The letter is addressed to Queen Belinda and contains only two words: “When’s dinner?” The dastardly partners have successfully fooled another party. After some time, Queen Belinda instructs her guards to post new flyers across…
Attic The floor of this secret attic room is covered with human teeth that crunch beneath your feet. At the center of the chamber looms a massive cauldron, its bubbling contents glowing an eerie red, casting flickering shadows across the walls. Bound and slumped against either side of the cauldron, barely conscious, are Phillip and Adela, their wrists raw from the ropes that bind them. Beyond the…
Evil Wizard of Duplicity and Duplication Manshoon is an evil, arrogant wizard who was an instrumental founder of the Zhentarim centuries ago. That Manshoon is dead, and the current Manshoon is one of the original’s many clones. Being a magical copy rather than an original doesn’t make Manshoon any less of a threat, as he’s amassed magical skill and political influence he uses for his own gain.…
Blood Cost: 1d4 Using ancient bestial blood, you grant your strikes unparalleled precision. Your next attack roll ignores benefits to Armor Class granted by Shields, armor, or magical effects, such as the Shield or Mage Armor spells. When you hit a creature with this attack, it takes an extra 1d6 Slashing damage, and for the next minute, you know the target's exact location, and it doesn't gain…
Evil Wizard of Duplicity and Duplication Manshoon is an evil, arrogant wizard who was an instrumental founder of the Zhentarim centuries ago. That Manshoon is dead, and the current Manshoon is one of the original’s many clones. Being a magical copy rather than an original doesn’t make Manshoon any less of a threat, as he’s amassed magical skill and political influence he uses for his own gain.…
Weapon (longbow), uncommon (requires attunement) As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits. Alarm. The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn’t wake a subject from magically induced sleep. Supernatural Readiness. Each subject has Advantage…
Wish is the mightiest spell a mortal can cast. By simply speaking aloud, you can alter reality itself. The basic use of this spell is to duplicate any other spell of level 8 or lower. If you use it this way, you don’t need to meet any requirements to cast that spell, including costly components. The spell simply takes effect. Alternatively, you can create one of the following effects of your…
Wand, Uncommon (Requires Attunement) This delicate Wand hums with bound potential, and seems drawn to your fingers. While attuned to it, you cannot be Surprised. Additionally, whenever you roll Initiative you can choose to immediately draw this wand (no action required). If you do so, you can roll 1d4 and add the total to your Initiative score, and all creatures within 5 feet of you take 1…
Weapon (war pick), rare (requires attunement) This pair of rough and ready War Picks are said to have been created by the first miners to quarry quickstone in the Barrens. They have long been passed around as heirlooms and rewards. These magical picks are a single magic item for the purposes of Attunement. You gain the following benefits while wielding both picks:
Characters with a Passive Perception of 13 or higher notice the undead enemies lurking before they attack. Any creature that didn’t notice the undead is surprised.
This content is part of the Player’s Handbook. You can unlock it by purchasing the book in our marketplace.