Há uma caverna fora do Portão de Baldur onde seus irmãos Sahuagin criaram um santuário para os poderes das trevas onde provavelmente os corpos dos mortos estão usados para algo terrível. Ela acredita que isso pode estar relacionado aos assassinatos. Ela não sabe nada além de onde está, e se o grupo for até lá e trouxer provas de que lidaram com os sahuagins (ela está ok com colocar eles para descansar ao invés de deixa-los viver uma vida de pecados) e retornar com provas de que colocaram as almas perdidas na Luz Galante não sofrem mais, ela poderá deixar Baldur's Gate. e entregará todo o tesouro de seu quarto para o grupo.
Hobgoblin
- Armor Class 18 (Chain Mail, Shield)
- Hit Points 11 (2d8+2)
- Speed 30 ft.
- Senses Darkvision 60 Ft., passive Perception 10
- Languages Common, Goblin
- Challenge 1/2 (100 XP)
- Martial Advantage. Once per turn, the hobgoblin can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 ft. of an ally of the hobgoblin that isn't incapacitated.
Actions
- Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d10 + 1) slashing damage. two handed
- Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d8 + 1) slashing damage. one handed
- Longbow. Ranged Weapon Attack: +3 to hit, reach 150/600 ft., one target. Hit: (1d8 + 1) piercing damage.
Sahuagin
- Armor Class 12 (Natural Armor)
- Hit Points 22 (4d8+4)
- Speed 30 ft., swim 40 ft.
- Skills Perception +5
- Senses Darkvision 120 Ft., passive Perception 15
- Languages Sahuagin
- Challenge 1/2 (100 XP)
- Blood Frenzy. The sahuagin has advantage on melee attack rolls against any creature that doesn't have all its hit points.
- Limited Amphibiousness. The sahuagin can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.
- Shark Telepathy. The sahuagin can magically command any shark within 120 feet of it, using a limited telepathy.
Actions
- Multiattack. The sahuagin makes two melee attacks: one with its bite and one with its claws or spear.
- Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d4 + 1) piercing damage.
- Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d4 + 1) slashing damage.
- Spear. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d8 + 1) piercing damage. two handed
- Spear. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d6 + 1) piercing damage.
- Spear. Ranged Weapon Attack: +3 to hit, reach 20/60 ft., one target. Hit: (1d6 + 1) piercing damage.
Hobgoblin Shaman
Family: Hobgoblin
Medium humanoid (hobgoblin), lawful evil
Armor Class 16 (breastplate)
Hit Points 32 (5d8 + 10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 14 (+2) | 15 (+2) | 8 (-1) | 15 (+2) | 10 (+0) |
Skills Deception +4, Persuasion +4, Religion +1
Senses darkvision 60 ft., passive Perception 12
Languages Common, Goblin
Challenge 3 (700 XP)
Special Traits
- Martial Advantage. Once per turn, the hobgoblin shaman can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin that isn’t incapacitated.
- Spellcasting. The hobgoblin shaman is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The hobgoblin has the following cleric spells prepared:
- Cantrips (at will): mending, resistance, sacred flame
- 1st level (4 slots): bless, detect magic, divine favor, shield of faith
Actions
- Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands.
- Light Crossbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
- Seu nome é High Graj Karkajuk, general braço direito do demônio L'zeth.
- Ele diz que seu "TATATATATA-sei lá quantos TATATAS são-neto estava trabalhando com os sahuagin para sacrificar almas a Myrkul, o que ele dá uma risada pq é muito engraçado
- Ele acha engraçado porque o culto de Myrkul é conhecido por matar os não iniciados depois de usar eles. Qualquer aspirante a conjurador maligno de meia tigela devia saber disso, mas o "TATATATATA-sei lá quantos TATATAS são-neto era um idiota. Engraçado, mas idiota"
- Ele morreu em uma batalha contra um hellrider 200 anos atrás, seu corpo caiu no rio Chionthar e a próxima coisa que ele sabe é que estava ali respondendo perguntas sobre o hellrider que o matou e quaisquer outros nomes que ele pudesse lembrar.
- A cabeça decepada diz que é uma pena que a conversa precise terminar, mas que L'zeth estará prestando atenção. Os olhos da cabeça então rolam para trás, ela exala uma fumaça negra repugnante e decai rapidamente no altar até o nada.
Sahuagin High Priest
Family: Sahuagin
Medium humanoid (sahuagin),
Armor Class 17 (half plate, shield)
Hit Points 91 (14d8 + 28)
Speed 30 ft., swim 40 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 10 (+0) | 14 (+2) | 14 (+2) | 20 (+5) | 16 (+3) |
Saving Throws Intelligence +5, Wisdom +8, Charisma +6
Skills History +5, Perception +8, Religion +8
Senses darkvision 120 ft., passive Perception 18
Languages Sahuagin
Challenge 6 (2,300 XP)
Special Traits
- Blood Frenzy. The sahuagin high priest has advantage on melee attack rolls against any creature that doesn’t have all its hit points.
- Limited Amphibiousness. The sahuagin high priest can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.
- Serpent Hood. The sahuagin high priest has advantage on Stealth checks and, as a reaction, the sahuagin can make a bite attack against an opponent that moves within 5 ft. of it, whether or not the opponent has disengaged.
- Shark Telepathy. The sahuagin high priest can magically command any shark within 120 feet of it, using a limited telepathy.
- Spellcasting. The sahuagin high priest is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). It has the following cleric spells prepared:
- Cantrips (at will): guidance, resistance, thaumaturgy, sacred flame, spare the dying
- 1st level (4 slots): bless, detect magic, guiding bolt, sanctuary
- 2nd level (3 slots): aid, hold person, spiritual weapon (trident), warding bond
- 3rd level (3 slots): glyph of warding, mass healing word, spirit guardians, tongues
- 4th level (3 slots): death ward, divination, locate creature
- 5th level (2 slots): greater restoration, mass cure wounds
Actions
- Multiattack. The sahuagin high priest makes two attacks: one with its bite and one with its coral mace.
- Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
- Coral Mace. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.
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