TEXT: Dungeons & Dragons 
  5th Edition 
  The Shackled City Adventure Path  
  Conversion Guide 
  The Demonskar Legacy 
  Dungeon Issue #104 
   
   
   
   
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  THE CAULDRON TAX RIOT  
  Dexterity saving throw DC 10 to avoid nonlethal damage from rioters if doing anything else but defending or moving with 
  crowd. 
  Constitution saving throw DC 10 cast a spell in crowd. 
  Dexterity saving throw DC 11 to halve damage from crowd if attacked.  Gain advantage if fully defending that round. 
  Charisma (Persuasion) DC 20 or Charisma (Intimidation) DC 25 to direct crowd 
  Wisdom (Perception) DC 20 to realize that things are going to turn ugly 
   
  A FIRE IN THE NIGHT 
  Wisdom (Perception) DC 15 to hear cries of help 
  Strength (Athletics) DC 16 check to free the scullery boy 
   
  TYGOT’S OLD THINGS 
  Dexterity DC 25 on each lock to basement door 
  Intelligence (Arcana) DC 25 check to decipher runes 
  Intelligence (Religion) DC 25 check to identify spell weavers as ogres 
  Intelligence (Knowledge) DC 20 check to note the statue of a headless demon on the banks of Red River 
   
  EVENT 23: THE HEADLESS DEMON 
  Intelligence (Arcana) DC 10 check recognize the statue as a glabrezu 
  Intelligence (Investigation) DC 20 finds the wand of cure wounds 
   
  Wand of Cure Wounds. This wand has 7 charges for the following properties.  It regains 1d6 + 1 expended charges daily 
  at dawn.  If you expend the wand’s last charge, roll a d20.  On a 1, the wand crumbles into ashes and is destroyed. 
  Spells. While holding the wand, you can use an action to expend one charge to cast cure wounds.  Each additional 
  charge increases the casting level by 1. 
   
  WINGS OF JUSTICE 
  Nothing  
  THE ROUND CAVERN 
  Nothing  
   
  VOICE OF THE DESTROYER 
     
  Stone Doors: Damage threshold 8, HP: 60, Lift Strength DC 23 
   
  V1. LANDING 
  Dexterity (Acrobatics) DC 12 to avoid slipping. 
  
  Constitution saving throw DC 12 to avoid being poisoned by the smell.  Save at the end of each of your turns. 
   
  V2. MEPHITIC POOL 
  Constitution saving throw DC 14 to avoid being poisoned by the smell.  Save at the end of each of your turns. 
     
  V3. STEEL GATE 
  Iron Portcullis: Damage threshold 10, HP: 180, break Strength DC 35, Lift Strength DC 32 
    
  V4. BALCONY 
  Operate Wench Strength DC 15 
   
     
  V5. GIANT ENTRANCE 
  Wood wall: Damage threshold 5, HP: 120, break Strength DC 21 
     
  V6. MEETING HALL 
  Giant Door: Damage threshold 6, HP: 80, break Strength DC 25, Open Lock Dexterity DC 25 
  Dark Reaver Powder Constitution saving throw DC 15, 6d8 poison damage and poisoned, half and not poisoned if 
  successful 
    
  V7. HILL GIANT CAVE 
  Use Hill Giant Guard stats for Golot, Pogus and Tibor 
     
  V8. HALLWAY 
  Nothing 
     
  V9. ETTIN BARRACKS 
  Nothing 
    
  V10. SMITHY 
  DC 10 Dexterity saving throw to avoid catching on fire near furnace 
  Iron Chest: Damage threshold 10, HP: 60, break Strength DC 23, Open Combination Lock Dexterity DC 30 
  Alchemist Fire Trap: 18 (6d6) fire damage in 10 ft. radius, DC 15 Dexterity for half, Wisdom (Perception) DC 25 to spot, 
  Dexterity DC 25 to disable 
  Wand of Cure Wounds. This wand has 7 charges for the following properties.  It regains 1d6 + 1 expended charges daily 
  at dawn.  If you expend the wand’s last charge, roll a d20.  On a 1, the wand crumbles into ashes and is destroyed. 
  Spells. While holding the wand, you can use an action to expend one charge to cast cure wounds.  Each additional 
  charge increases the casting level by 1. 
   
  Wand of Dispel Magic. This wand has 3 charges for the following properties.  It regains 1d3 expended charges daily at 
  dawn.  If you expend the wand’s last charge, roll a d20.  On a 1, the wand crumbles into ashes and is destroyed. Spells. 
  
  While holding the wand, you can use an action to expend one charge to cast dispel magic.  Each additional charge 
  increases the casting level by 1. 
  +1 arrow deflection light metal shield = arrow catching shield 
  Wand of lighting = wand of lightning bolt 
  Potion of cats grace = Potion of enhance ability (Dexterity) 
  Potion of protection from elements (electricity) = Potion of resistance (lightning) 
  Divine Scroll = Pick three spells that you wish your characters to have 
   
  V11. FOUNTAIN 
  Dexterity DC 15 halves the damage taken if the globes are destroyed 
    
  V12. EXPLOSIVE VAPORS 
  Explosive Vapor Trap: 30 (10d6) fire damage within 30 ft., DC 13 Dexterity for half, Wisdom (Perception) DC 20 to spot, 
  Dexterity DC 25 to disable 
   
  V13. THRONE ROOM 
  Nothing 
     
  V14. HAG COVEY'S LAIR 
  Scroll: 
  Necklace of fireballs 
  2x potion of cure serious wounds = 2x potion of superior healing 
  4x potion of cure moderate wounds = 4x potion of greater healing 
  +1 Light Mace = +1 Mace 
  +1 bane vs. evil outsiders quarterstaff = tbd quarterstaff 
    
  V15. STARRY MIRROR 
  Nothing 
    
  THE ANCIENT VAULT 
     
  A1: UNDERGROUND CHAMBER 
  A pentagonal, five-foot-wide mirror is set into a wall of this square room. Twelve seven-foot-tall clay urns stand against 
  the walls to either side, and an iron door, its face covered with countless scratches and chips, blocks an eight-foot-tall 
  archway in the wall opposite the mirror. 
    
  A2: ENTRANCE ROOM 
  Four pillars support the ceiling of this square room. Along one wall an arcade allows access to the outside, its opening 
  partially choked by sand. The sand has spread into the room, covering half of the floor. A human skeleton juts out of the 
  heap of sand in the middle of the room, an iron pickaxe lying on the ground near its outstretched arm. 
  
     
  CONCLUDING THE CHAPTER  
  “There is naught left for you in Cauldron, heroes! To return is to enter your own graves and to bring doom upon all you 
  love! Trust the sign of the Smoking Eye if you wish to save them all!” 
   
   
   
   
  
   
   
   
   
   
   
   
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  City Watch Private (Ftr 2) 
  Medium humanoid (human), LN or 
  LE 
  Armor Class 15 (breastplate)  
  Hit Points 20 (2d10 + 4)  
  Speed 30 ft. 
  City Watch Fighter (Ftr 2) 
  Medium humanoid (half orc), LN or 
  LE 
  Armor Class 15 (breastplate)  
  Hit Points 20 (2d10 + 4)  
  Speed 30 ft. 
  City Watch Lt. 
  Medium humanoid (human) LN 
  Armor Class 17 (splint)  
  Hit Points 58 (9d8 + 18)  
  Speed 30 ft. 
  Maavu Arlintal  
  Medium humanoid (human), CG 
  Armor Class 15 (breastplate and 
  buckler) 
  Hit Points 65 (10d8+10)  
  Speed 30 ft. 
  STR DEX CON INT 
  WIS CHA 
  STR DEX CON INT 
  WIS CHA 
  STR DEX CON INT 
  WIS CHA 
  STR DEX CON INT 
  WIS CHA 
  17 (+3) 13 (+1) 14 (+2) 6 (-2) 10 (+0) 10 (+0) 
  17 (+3) 13 (+1) 14 (+2) 6 (-2) 10 (+0) 10 (+0) 
  16 (+3) 13 (+1) 14 (+2) 10 (+0) 11 (+0) 10 (+0) 
  11(+0) 11(+0) 13 (+1) 15(+2) 12 (+1) 14 (+2) 
  Saves Str +5, Con +4 
  Skills Intimidation +2, Survival +2, Athletics 
  +5, Animal Handling +2 
  Senses passive Perception 10  
  Languages Common, orcish 
  Challenge 1 (200 XP)  
   
   
  Protection. When a creature you can see 
  attacks a target other than you that is within 5 
  feet of you, you can use your reaction to 
  impose disadvantage on the attack roll. You 
  must be wielding a shield. 
   
  Action Surge (1/day) 
   
  Actions 
  Halberd. Melee Weapon Attack: +5 to hit, 
  reach 10 ft., one creature. Hit: 8 (1d10 + 3) 
  slashing damage.  
  Shortbow. Ranged Weapon Attack: +4 to hit, 
  range 80/320 ft., one target. Hit: 5 (1d6 + 2) 
  piercing damage. 
   
  Bonus Actions 
  Second Wind. Gain 1d10 + 2 hit points 
   
  Possessions 
  20 arrows 
  Saves Str +5, Con +4 
  Skills Intimidation +4, Survival +2, Athletics 
  +5, Animal Handling +2 
  Senses darkvision 60 ft., passive Perception 
  10  
  Languages Common, orcish 
  Challenge 1 (200 XP)  
   
  Relentless Endurance. When you are 
  reduced to 0 hit points but not killed outright, 
  you can drop to 1 hp instead. 
   
  Savage Attacks. When you score a critical 
  hit with a melee weapon attack, you can roll 
  one of the weapon’s damage dice one 
  additional time and add it to the damage. 
   
  Protection. When a creature you can see 
  attacks a target other than you that is within 5 
  feet of you, you can use your reaction to 
  impose disadvantage on the attack roll. You 
  must be wielding a shield. 
   
  Action Surge (1/day) 
   
  Actions 
  Halberd. Melee Weapon Attack: +5 to hit, 
  reach 10 ft., one creature. Hit: 8 (1d10 + 3) 
  slashing damage.  
  Shortbow. Ranged Weapon Attack: +4 to hit, 
  range 80/320 ft., one target. Hit: 5 (1d6 + 2) 
  piercing damage. 
   
  Bonus Actions 
  Second Wind. Gain 1d10 + 2 hit points 
   
  Possessions 
  20 arrows 
  Skills Athletics +5, Perception +2  
  Senses passive Perception 12  
  Languages Common, Orcish 
  Challenge 3 (700 XP)  
   
  Actions 
  Multiattack. The lieutenant makes two 
  longsword attacks. If it has a shortsword 
  drawn, it can also make a shortsword attack. 
    
  Longsword. Melee Weapon Attack: +5 to hit, 
  reach 5 ft., one target. Hit: 7 (1d8 + 3) 
  slashing damage, or 8 (1d10 +  3) slashing 
  damage if used with two hands. 
   
  Shortsword. Melee Weapon Attack: +5 to 
  hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) 
  piercing damage.  
   
  Heavy Crossbow. Ranged Weapon Attack: 
  +3 to hit, range 100/400 ft., one target. Hit: 6 
  (1d10 + 1) piercing damage. 
   
  Possessions 
  2x potions of cure wounds, potion of 
  sanctuary 
  Saves Wis +4, Con +4 
  Skills Knowledge +5, Arcane +5, Perception 
  +4, Animal Handling +4 
  Senses passive Perception 14 
  Languages common, terran 
  Challenge 6 (2,300 XP)  
   
  Spellcasting. 4th level spellcaster.  
  Spellcasting ability is Intelligence (spell save 
  DC 13, +5 attack).  Has the following spells 
  prepared: 
  Cantrips (at will): mending, mage hand, 
  message, shocking grasp 
  1st level (4):, mage armor, shield, spider 
  climb, identify 
  2nd level (3):, see invisibility, ray of 
  enfeeblement 
   
   
  Actions 
  Dagger. Melee Weapon Attack: +3 to hit, 
  reach 5 ft., one target. Hit: 2 (1d4) piercing 
  damage. 
   
  Possessions 
  Bag of Holding (with food and wine for 3 
  days), 2x potion of gaseous form, potion of 
  hiding (gain advantage on Stealth checks for 
  1 hour), scroll of longstrider, 45 gp, 5x 100gp 
  pearls 
   
  
   
   
   
   
   
   
   
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  Sergeant Skylar Krewis 
  (Ftr 4) 
  Medium humanoid (human), LG. 
  Armor Class 16 (breastplate and 
  buckler) 
  Hit Points 36 (4d10+8) 
  Speed 30 ft. 
  Breathdrinker 
  Medium elemental, chaotic evil 
  Armor Class 15 
  Hit Points 67  (8d8 + 24) 
  Speed fly 80 ft. 
  Elemental, Fire 
  Huge elemental, neutral 
  Armor Class 15 
  Hit Points 181 (16d12 + 64) 
  Speed 50 ft. 
  Gnoll Hunters  
  Medium humanoid (gnoll), neutral 
  evil 
  Armor Class 18 (studded leather) 
  Hit Points 66 (9d8 + 18)  
  Speed 40 ft., swim 40 ft. 
  STR DEX CON INT WIS CHA 
  STR DEX CON INT 
  WIS CHA 
  STR DEX CON INT 
  WIS CHA 
  STR DEX CON INT 
  WIS CHA 
  15(+2) 12(+1) 14(+2) 10(+0) 11(+0) 10(+0) 
  11(+0) 15(+2) 16(+3) 14(+2) 13(+1) 14(+2) 
  10(+0) 20(+5) 18(+4) 
  6(-2) 
  10(+0) 
  7(-2) 
  17(+3) 16(+3) 16(+3) 
  8(-1) 
  12(+1) 
  6(-2) 
  Saves Str +4, Con +4 
  Skills Athletics +4, Animal Handling +2 
  Senses passive Perception 10 
  Languages Common 
  Challenge  2 (450 XP) 
     
  Action Surge (1/day) 
  Fighting Style: Dueling 
  Improved Critical: Score critical on 19 or 20 
   
  Actions 
  +1 Longsword. Melee Weapon Attack: +5 
  to hit, reach 5 ft., one creature. Hit: 9 (1d8 + 
  5) slashing damage.  
   
  Bonus Actions 
  Second Wind. Gain 1d10 + 4 hit points 
   
  Possessions 
  7 gp, 2x potion of cure wounds, 2x potion of 
  greater cure wounds, potion of sanctuary 
  Damage Resistances lightning, thunder; 
  bludgeoning, piercing, and slashing from 
  nonmagical attacks  
  Damage Immunities poison  
  Condition Immunities exhaustion, grappled, 
  paralyzed, petrified, poisoned, prone, 
  restrained, unconscious  
  Senses darkvision 60 ft., passive Perception 
  10  
  Languages Auran  
  Challenge 7 (2,900 XP)  
   
  Air Mastery. Flying creatures are at a 
  disadvantage on melee attacks against the 
  breathdrinker. 
   
  Actions 
  Multiattack. The breathdrinker can use its 
  Fear Gaze. It then makes two slam attacks. 
    
  Slam. Melee Weapon Attack: +5 to hit, reach 
  5ft., one target.  Hit: 1 (2d4 + 2) bludgeoning 
  damage. 
   
  Fear Gaze.  Range 30 feet, one target. 
  Target creature must make a DC 13 Wisdom 
  saving throw or be paralyzed for 1d4 rounds. 
   
  Steal Breath.  Range 30 feet, one paralyzed 
  target. Target takes 12 (4d6) necrotic 
  damage.  Target creature must make a DC 
  13 Constitution saving throw for half damage.  
  The breath drinker heals half the damage. 
   
   
  Reaction 
  Invisibility.  The breathdrinker can use 
  invisibility on itself. 
  Damage Immunities fire, poison 
  Damage Resistances bludgeoning, piercing and 
  slashing from nonmagical weapons 
  Condition Immunities exhaustion, grappled, 
  paralyzed, petrified, poisoned, prone, restrained, 
  unconscious 
  Senses darkvision 60ft.,  passive Perception 10 
  Languages Ignan 
  Challenge 9 (5,000 XP) 
   
  Fire Form. The elemental can move through a 
  space as narrow as 1 inch wide without squeezing.  
  Any creature that touches the elemental takes or 
  hits it with a melee attack while within 5 feet of it 
  takes 8 (2d8) fire damage.  In addition, the 
  elemental can enter a hostile creature’s space and 
  stop there.  The first time it enters a creature’s 
  space on a turn, that creature takes 8 (2d8) fire 
  damage and catches fire; until someone takes an 
  action to douse the fire, the creature takes 8 (2d8) 
  fire damage at the start of each of its turns. 
  Illumination. The elemental sheds bright light in a 
  40 foot radius and dim light an additional 40 feet. 
  Water Susceptibility. For every 5 feet the 
  elemental moves in water, or for every gallon of 
  water splashed on it, it takes 1 cold damage. 
  Actions 
  Multiattack. The elemental makes two slam 
  attacks. 
  Slam. Melee Weapon Attack: +8 to hit, reach 10ft., 
  one target.  Hit: 16 (2d10 + 6) fire damage.  If the 
  target is a creature or a flammable object, it ignites.  
  Until a creature takes an action to douse the fire, 
  the creature takes 8 (2d8) fire damage at the start 
  of each of its turns. 
  Fireburst (Recharge 6). Each creature within 15 ft. 
  of the elemental must make a DC 17 Dexterity 
  saving throw. On a failure, a target takes 15 (3d10) 
  fire damage. If the saving throw is successful, the 
  target takes half the fire damage.  
   
   
  Saves Str +5, Dex +5 
  Skills Stealth +5, Perception +3, Survival +3 
  Senses darkvision 60 ft., passive Perception 
  13 
  Languages Gnoll  
  Challenge 2 (450 XP)  
   
  Rampage. When the gnoll reduces a 
  creature to 0 hit points with a melee attack on 
  its turn, the gnoll can take a bonus action to 
  move up to half its speed and make a bite 
  attack.  
  Favored enemy (beasts). 
  Horde Breaker. Once on each of your turns 
  when  you make a weapon attack, you can 
  make another attack with the same weapon 
  against a different creature that is within 5 
  feet of the original target and within range of 
  your weapon. 
   
  Actions 
  Bite. Melee Weapon Attack: +5 to hit, reach 
  5 ft., one creature. Hit: 4 (1d4 + 2) piercing 
  damage.  
   
  Battleaxe. Melee Weapon Attack: +5 to hit, 
  reach 5 ft., one target. Hit: 7 (1d8 + 3) 
  slashing damage, or 6 (1d10 +3) slashing 
  damage if used with two hands to make a 
  melee attack. 
   
  Longbow. Ranged Weapon Attack: +7 to hit, 
  range 150/600 ft., one target. Hit: 7 (1d8 + 3) 
  piercing damage plus 9 (3d6) poison 
  damage, DC 11 Constitution saving throw for 
  half 
   
  Possessions 
  20 arrows (only 5 are currently poisoned), 
  one dose of spider venom (coats 5 arrows) 
   
   
   
  
   
   
   
   
   
   
   
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  Forest Sloth 
  Large beast, neutral 
  Armor Class 15   
  Hit Points 158 (14d10 + 70) 
  Speed 40 ft., climb 60 ft. 
  Kymzo, Advanced Steam 
  Mephit  
  Small elemental, neutral evil  
  Armor Class 13 
  Hit Points 50 (8d6 + 16)  
  Speed 30 ft., fly 50 ft. 
  Muggo, Hill Giant Guard 
  Huge giant, chaotic evil  
  Armor Class 13 (natural armor)  
  Hit Points 127 (12d12 + 48)  
  Speed 40 ft. 
  Ettin  
  Large giant, chaotic evil  
  Armor Class 12 (natural armor)  
  Hit Points 85 (10d10 + 30)  
  Speed 40 ft. 
  STR DEX CON INT 
  WIS CHA 
  STR DEX CON INT 
  WIS CHA 
  STR DEX CON INT 
  WIS CHA 
  STR DEX CON INT 
  WIS CHA 
  22(+6) 20(+5) 21(+5) 
  2(-4) 
  12(+1) 
  9(-1) 
  8 (−1) 17 (+3) 14 (+2) 12 (+1) 13 (+1) 17 (+3) 
  23 (+6) 8 (−1) 19 (+4) 5 (−3) 
  9 (−1) 
  6 (−2) 
  21 (+5) 8 (−1) 17 (+3) 6 (−2) 10 (+0) 8 (-1) 
  Saving Throws Strength +10, Constitution 
  +9 
  Skills Perception +5, Stealth +9 
  Senses darkvision 60 ft., passive Perception 
  15 
  Languages -  
  Challenge 11 (7,200 XP)  
   
  Brachiation. This creature can move through 
  the trees at its normal movement rate.  
   
  Actions  
  Multiattack. The forest sloth makes two claw 
  and one bite attack.  The sloth can swallow a 
  grappled target instead of biting. 
   
  Bite. Melee Weapon Attack: +10 to hit, reach 
  10 ft., one target. Hit: 14 (2d8 + 6) piercing 
  damage and target is grappled if small 
  (escape DC 16). 
   
  Claw. Melee Weapon Attack: +10 to hit, 
  reach 105 ft., one target. Hit: 10 (2d4 + 6) 
  slashing damage.  
   
  Swallow. A small creature that is grappled 
  can be swallowed by the sloth.  Opposed 
  grapple checks are made.  If the sloth wins, 
  the target is swallowed and takes 10 (2d4 +6) 
  points of bludgeoning damage and 4 (1d8) 
  points of acid damage per turn.  If the sloth 
  loses, the target takes bite damage.  The AC 
  of the sloth’s gullet is 13.  Dealing 25 points 
  of damage to it allows a swallowed creature 
  to escape. 
   
  Damage Immunities fire, poison  
  Damage Vulnerabilities cold 
  Condition Immunities poisoned  
  Damage Resistances bludgeoning, piercing, 
  and slashing from nonmagical attacks 
  Senses darkvision 60 ft., passive Perception 
  10 
  Languages Aquan, Ignan  
  Challenge 5 (1,800 XP)  
   
  Death Burst. When the mephit dies, it 
  explodes in a cloud of steam. Each creature 
  within 5 feet of the mephit must succeed on a 
  DC 13 Dexterity saving throw or take 8 (2d8) 
  fire damage.  
  Innate Spellcasting (1/Day). The mephit can 
  innately cast blur and burning hands (DC 14 
  Dexterity save) requiring no material 
  components. Its innate spellcasting ability is 
  Charisma.  
   
  Actions 
  Claws. Melee Weapon Attack: +4 to hit, 
  reach 5 ft., one creature. Hit: 4 (1d8) slashing 
  damage plus 3 (1d6) fire damage.  
  Steam Breath (Recharge 6). The mephit 
  exhales a 15--‐foot cone of scalding steam. 
  Each creature in that area must succeed on a 
  DC 13 Dexterity saving throw, taking 12 (3d8) 
  fire damage on a failed save, or half as much 
  damage on a successful one. 
  Skills Perception +2  
  Senses passive Perception 12  
  Languages Giant  
  Challenge 6 (2,300 XP)  
   
  Actions 
  Multiattack. The giant makes two greatclub 
  attacks.  
   
  Greatclub. Melee Weapon Attack: +9 to hit, 
  reach 10 ft., one target. Hit: 19 (3d8 + 6) 
  bludgeoning damage.  
   
  Rock. Ranged Weapon Attack: +9 to hit, 
  range 60/240 ft., one target. Hit: 22 (3d10 + 
  6) bludgeoning damage. 
   
  Skills Perception +4  
  Senses darkvision 60 ft., passive Perception 
  14  
  Languages Giant, Orc  
  Challenge 4 (1,100 XP)  
   
  Two Heads. The ettin has advantage on 
  Wisdom (Perception) checks and on saving 
  throws against being blinded, charmed, 
  deafened, frightened, stunned, and knocked 
  unconscious.  
  Wakeful. When one of the ettin’s heads is 
  asleep, its other head is awake.  
   
  Actions 
  Multiattack. The ettin makes two attacks: 
  one with its battleaxe and one with its 
  morningstar.  
   
  Battleaxe. Melee Weapon Attack: +7 to hit, 
  reach 5 ft., one target. Hit: 14 (2d8 + 5) 
  slashing damage.  
   
  Morningstar. Melee Weapon Attack: +7 to 
  hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) 
  piercing damage. 
   
  
   
   
   
   
   
   
   
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  Dugobras, Fire Giant  
  Huge giant, lawful evil  
  Armor Class 18 (plate)  
  Hit Points 227 (18d12 + 108)  
  Speed 30 ft. 
  Tribata, Sminelpa and 
  Olomasta Green Hags 
  Medium fey, neutral evil  
  Armor Class 17 (natural armor)  
  Hit Points 98 (13d8 + 39)  
  Speed 30 ft. 
  Hags continued 
   
  Gaflon, Nerra Varoot 
  (Rogue 4) 
  Medium fiend (nerra), neutral 
  Armor Class 12  
  Hit Points 33 (5d8 + 5) 
  Speed 30 ft. 
  STR DEX CON INT 
  WIS CHA 
  STR DEX CON INT 
  WIS CHA 
   
   
   
   
   
   
  STR DEX CON INT 
  WIS CHA 
  25 (+7) 9 (−1) 23 (+6) 10 (+0) 14 (+2) 13 (+1) 
  18 (+4) 12 (+1) 16 (+3) 13 (+1) 14 (+2) 14 (+2) 
   
   
   
   
   
   
  12 (+1) 15 (+2) 13 (+1) 11 (+0) 14 (+2) 17 (+3) 
  Saving Throws Dex +3, Con +10, Cha +5 
  Skills Athletics +11, Perception +6  
  Damage Immunities fire  
  Senses passive Perception 16  
  Languages Giant  
  Challenge 12 (8,400 XP)  
   
  Actions 
  Multiattack. The giant makes two 
  warhammer attacks.  
   
  +1 Warhammer. Melee Weapon Attack: +12 
  to hit, reach 10 ft., one target. Hit: 29 (6d6 + 
  8) bludgeoning damage. 
    
  Red Hot Anvil Fragment. Ranged Weapon 
  Attack: +12 to hit, range 60/240 ft., one 
  target. Hit: 23 (3d10 + 8) bludgeoning 
  damage plus 6 (2d6) fire damage 
   
  Possessions 
  Wand of cure wounds, wand of dispel magic 
   
   
  Skills Arcana +3, Deception +4, Perception +4, 
  Stealth +3 
  Senses darkvision 60 ft., passive Perception 14  
  Languages Common, Draconic, Sylvan  
  Challenge 3 (700 XP)  
   
  Amphibious. The hag can breathe air and water.  
  Innate Spellcasting. The hag’s innate spellcasting 
  ability is Charisma (spell save DC 12). She can 
  innately cast the following spells, requiring no 
  material components:  
  At will: dancing lights, minor illusion, vicious 
  mockery  
  Mimicry. The hag can mimic animal sounds and 
  humanoid voices. A creature that hears the sounds 
  can tell they are imitations with a successful DC 14 
  Wisdom (Insight) check.  
  Magic Resistance. Gain advantage on saving 
  throws against spells 
  Fey Ancestry. The green hag has advantage on 
  saving throws against being charmed, and magic 
  can’t put the green hag to sleep.  
  Sneak Attack. Once per turn can deal an extra 
  1d6 damage if you have advantage on attack or if 
  another ally is within 5 feet of creature attacked 
   
  Actions 
  Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 13 (2d8 + 4) slashing damage.  
  Illusory Appearance. The hag covers herself and 
  anything she is wearing or carrying with a magical 
  illusion that makes her look like another creature of 
  her general size and humanoid shape. The illusion 
  ends if the hag takes a bonus action to end it or if 
  she dies.  
    The changes wrought by this effect fail to hold up t
  o physical inspection. For example, the hag could 
  appear to have smooth skin, but someone touching 
  her would feel her rough flesh. Otherwise, a 
  creature must take an action to visually inspect the 
  illusion and succeed on a DC 20 Intelligence 
  (Investigation) check to discern that the hag is 
  disguised.  
   
   
  Actions (cont) 
  Invisible Passage. The hag magically turns 
  invisible until she attacks or casts a spell, or until 
  her concentration ends (as if concentrating on a 
  spell). While invisible, she leaves no physical 
  evidence of her passage, so she can be tracked 
  only by magic. Any equipment she wears or carries 
  is invisible with her. 
   
  Bonus Actions  
  Cunning Action. Dodge, Disengage, Hide 
   
  Covey Actions  
   
  Skills Stealth +4, Perception +6, Sleight of 
  Hand +4, Intimidate +5 
  Saves Dex +4, Int +2 
  Damage Resistances cold, fire, lightning 
  Damage Vulnerabilities thunder 
  Senses darkvision 60 ft., passive 
  Perception 16 
  Languages Abyssal, Common, Thieves’ 
  Cant 
  Challenge 3 (700 XP) 
   
  Sneak Attack (1/Turn). Gaflon deals an 
  extra 7 (2d6) 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 him that isn’t 
  incapacitated and he doesn’t have 
  disadvantage on the attack roll. 
   
  Spell Resistance. Gaflon has advantage on 
  saving throws against spells. 
   
  Mirror Jump. Gaflon can move through 
  mirrored and reflective surfaces as part of his 
  move action, up to one mile in distance 
   
  Actions 
  Wounding Longsword. Melee Weapon 
  Attack: +4 to hit, reach 5 ft., one creature. 
  Hit: 6 (1d8 + 2) slashing damage. 
   
  Bonus Actions 
  Dash, Disengage or Hide 
   
   
  
   
   
   
   
   
   
   
  Fold 
  Fold 
  Fold 
  Fold 
  Spell Weaver Skeleton 
  Medium undead, neutral evil  
  Armor Class 14  
  Hit Points 75 (10d8 + 20)  
  Speed 30 ft. 
  Kalareem Nerra 
  Medium fiend (nerra), neutral 
  Armor Class 12  
  Hit Points 26 (3d8 + 8) 
  Speed 30 ft. 
  Alek Tercival (Pal 6) 
  Medium humanoid (human), lawful 
  good 
  Armor Class 19 (chain, +1  shield) 
  Hit Points 46 (6d10 + 6) 
  Speed 30 ft. 
  Nabthatoron (Glabrezu) 
  Large fiend (demon), chaotic evil  
  Armor Class 17 (natural armor)  
  Hit Points 157 (15d10 + 75)  
  Speed 40 ft. 
  STR DEX CON INT 
  WIS CHA 
  STR DEX CON INT 
  WIS CHA 
  STR DEX CON INT 
  WIS CHA 
  STR DEX CON INT 
  WIS CHA 
  9 (-1) 18 (+4) 15 (+2) 6 (−2) 10 (+0) 6 (-2) 
  13 (+1) 16 (+3) 15 (+2) 10 (+0) 14 (+2) 13 (+1) 
  13 (+1) 13 (+1) 12 (+1) 13 (+1) 6 (-2) 15 (+2) 
  20 (+5)   15 (+2)   21 (+5)   19 (+4)   17 (+3)   16 (+3) 
  Damage Vulnerabilities bludgeoning  
  Damage Immunities cold  
  Condition Immunities exhaustion, 
  paralyzed, poisoned  
  Senses darkvision 60 ft., passive Perception 
  10  
  Languages understands common 
  Challenge 5 (1,800 XP)  
   
  Actions 
  Multiattack. The spell weaver skeleton can 
  make up to 4 claw attacks. 
   
  Claws. Melee Weapon Attack: +6 to hit, 
  reach 5 ft., one creature. Hit: 2 (1d4 - 1) 
  slashing damage 
   
   
  Skills Stealth +4, Perception +6 
  Saves Dex +4, Int +2 
  Damage Resistances cold, fire, lightning 
  Damage Vulnerabilities thunder 
  Senses darkvision 60 ft., passive 
  Perception 16 
  Languages Abyssal 
  Challenge 2 (450 XP) 
   
  Spell Resistance. Nerra have advantage on 
  saving throws against spells. 
   
  Mirror Jump. Nerra can move through 
  mirrored and reflective surfaces as part of 
  their move action, up to one mile in distance 
   
  Actions 
  Longsword. Melee Weapon Attack: +3 to 
  hit, reach 5 ft., one creature. Hit: 5 (1d8 + 1) 
  slashing damage. 
   
  Mirror Image (Recharge 6). As the spell. 
   
   
  Skills Persuasion +4, Religion +0 
  Saves Wis +0, Cha +4 
  Senses darkvision 120 ft., passive 
  Perception 10 
  Condition Immunities diseased 
  Languages  Common 
  Challenge 4 (1,100 XP)  
   
  Fighting Style (Dueling) 
  Divine Smite. Deal 2d8 radiant damage with 
  melee weapon hit by using 1st level spell slot 
  Lay on Hands (30 points). The kuo-toa can 
  sense the presence of any creature within 30 
  feet of it that is invisible or on the Ethereal 
  Plane. It can pinpoint such a creature that is 
  moving.  
  Aura of Protection. You and creatures 
  within 10 feet gain +2 to saving throws. 
   
  Spellcasting. Alek is a 6th-level spellcaster. 
  Its spellcasting ability is Wisdom (spell save 
  DC 10, +0 to hit with spell attacks). Has the 
  following paladin spells prepared: 
  1st level (4 slotsl): sacred flame, thaumaturgy 
  2nd level (2 slots): bane, shield of faith 
   
  Actions  
  Multiattack. Alek makes two long sword or 
  two longbow attacks. 
  Longsword. Melee Weapon Attack: +3 to 
  hit, reach 5 ft., one creature. Hit: 5 (1d8 + 1) 
  slashing damage. 
   
   
  Saving Throws Str +9, Con +9, Wis +7, Cha 
  +7  
  Damage Resistances cold, fire, lightning; 
  bludgeoning, piercing, and slashing from 
  nonmagical attacks  
  Damage Immunities poison  
  Condition Immunities poisoned  
  Senses truesight 120 ft., passive Perception 
  13  
  Languages Abyssal, telepathy 120 ft.  
  Challenge 9 (5,000 XP) 
   
  Innate Spellcasting. The glabrezu’s 
  spellcasting ability is Intelligence (spell save 
  DC 16). The glabrezu can innately cast the 
  following spells, requiring no material 
  components:  
  At will: darkness, detect magic, dispel magic  
  1/day each: confusion, fly, power word stun  
  Magic Resistance. The glabrezu has 
  advantage on saving throws against spells 
  and other magical effects.  
   
  Actions 
  Multiattack. The glabrezu makes four 
  attacks: two with its pincers and two with its 
  fists. Alternatively, it makes two attacks with 
  its pincers and casts one spell.  
  Pincer. Melee Weapon Attack: +9 to hit, 
  reach 10 ft., one target. Hit: 16 (2d10 + 5) 
  bludgeoning damage. If the target is a 
  Medium or smaller creature, it is grappled 
  (escape DC 15). The glabrezu has two 
  pincers, each of which can grapple only one 
  target.  
  Fist. Melee Weapon Attack: +9 to hit, reach 5 
  ft., one target. Hit: 7 (2d4 + 2) bludgeoning 
  damage. 
   
  
   
   
   
   
   
   
   
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Steven Stenzel/Steven Stenzel - Shackled City - Ch4 - Demonscar Legacy.pdf