TEXT:  
  TWO AROMANTICS 
  SPEND AN ENTIRE DAY DOING EVERYTHING EXCEPT 
  EXPERIENCING ROMANTIC ATTRACTION 
   
   
   
  
   
  
   
   
  
   
  
   
  
   
   
  
   
   
  
   
  Running the Encounter: 
  • Your stats are as per your character sheet. The 
  ravens use the stats to the right. The broom you 
  are riding has an AC of 15 and 30 hit points. 
  • Roll initiative for you and the swarm. Marguerite 
  is busy steering 
  • On their turn, the ravens attack the broom and 
  steal sticks (HP). On your turn, you can retaliate. 
  • If you are capable of speaking to animals, you 
  can use your turn to attempt a DC10 Charisma 
  (Persuasion) check to shoo away the birds. 
  Reduce the swarm’s HP by the result of the 
  check minus the DC. 
  • Once the swarm runs out of HP, go to page 9. If 
  the broom runs out of HP first, go to page 10 – 
  or, if you are able to fly or cast the feather fall 
  spell, go to page 11. 
   
  Medium swarm of Tiny beasts 
  Armor Class 12 
  Hit Points 24 (7d8 - 7) 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  6 (-2) 
  14 (+2) 
  8 (-1) 
  3 (-4) 
  12 (+1) 
  6 (-2) 
  Skills Perception +5 
  Damage Resistances bludgeoning, piercing, slashing 
  Condition Immunities charmed, frightened, grappled, 
  paralyzed, petrified, prone, restrained, stunned 
  Senses passive Perception 15 
  Languages – 
  Swarm. The swarm can occupy another creature’s 
  space and vice versa, and the swarm can move through 
  any opening large enough for a Tiny raven. The swarm 
  can’t regain hit points or gain temporary hit points. 
  Beaks. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target in the swarm’s space. Hit: 7 (2d6) piercing 
  damage, or 3 (1d6) piercing damage if the swarm has 
  half of its hit points or fewer. 
   
  
   
   
   
  
   
   
   
  
   
   
   
  
   
   
  
   
  
   
   
  
   
   
   
  
   
   
   
  
   
  Running the encounter: 
  • As before, roll initiative for yourself and each 
  other character/creature using DEX. The stats 
  for your companions can be found on page 100. 
  • Each turn, decide where each character is and 
  what they do, remembering to consider 
  opportunity attacks and the dragon’s fly speed. 
  • The dragon does not attack on its first turn, but 
  instead attempts to speak with you in Draconic. 
  If you can understand this language and wish to 
  hear what it wants to say, go to page 20. If you 
  do not understand, but wish to try to 
  communicate anyway, go to page 33. 
  • If you attack, the dragon uses its fire breath on 
  the next turn. At the start of each turn after this, 
  roll 1d6: on a 5 or 6 it can use its breath weapon 
  again. If not, it uses his bite. It attacks whoever it 
  perceives to be the greatest threat, and attempts 
  to flee if its HP goes below 20. 
  • Once the dragon has either fled or been 
  defeated, continue as per below. If you or any 
  other character dies, this is a GAME OVER. 
  Return to page 3 if you wish to play again. 
   
  Medium dragon 
  Armor Class 17 (natural armor) 
  Hit Points 75 (10d8 + 30) 
  Speed 30 ft., climb 30 ft, fly 60 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  19 (+4) 10 (+0) 17 (+3) 12 (+1) 11 (+0) 15 (+2) 
  Saving Throws Dex +2, Con +5, Wis +2, Cha +4 
  Skills Perception +4, Stealth +2 
  Damage Immunities fire 
  Senses blindsight 10 ft., darkvision 60 ft., passive 
  Perception 14 
  Languages Draconic 
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 9 (1d10 + 4) piercing damage plus 3 (1d6) 
  fire damage. 
  Fire Breath (Recharge 5-6). The dragon exhales fire in 
  a 15-foot cone. Each creature in that area must make a 
  DC13 Dexterity saving throw, taking 24 (7d6) fire 
  damage on a failed save, or half as much on a 
  successful one. 
  
   
   
  
   
  Running the encounter: 
  • As before, roll initiative for yourself and each 
  other character/creature using DEX. 
  • Alena was first to act. She attacks before the 
  beginning of the initiative order. 
  • Each turn, decide where each character is and 
  what they do, remembering to consider 
  opportunity attacks and the dragon’s fly speed. 
  • On its first turn, the dragon uses its breath 
  weapon. At the start of each turn after this, roll a 
  d6; on a 5 or 6 it can use its breath weapon 
  again. If not, it uses his bite. It attacks whoever it 
  perceives to be the greatest threat. It attempts to 
  flee if its HP goes below 20. 
  • If you are able to speak Draconic, you can 
  choose to skip to page 20 to talk instead of 
  fighting. If you have already attacked, you must 
  succeed on a DC15 Charisma (Persuasion) 
  check to cease combat. 
  • Once the dragon has either fled or been 
  defeated, continue as per below. If you or any 
  other character dies, this is a GAME OVER. 
  Return to page 3 if you wish to play again. 
  Medium dragon 
  Armor Class 17 (natural armor) 
  Hit Points 75 (10d8 + 30) 
  Speed 30 ft., climb 30 ft, fly 60 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  19 (+4) 10 (+0) 17 (+3) 12 (+1) 11 (+0) 15 (+2) 
  Saving Throws Dex +2, Con +5, Wis +2, Cha +4 
  Skills Perception +4, Stealth +2 
  Damage Immunities fire 
  Senses blindsight 10 ft., darkvision 60 ft., passive 
  Perception 14 
  Languages Draconic 
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 9 (1d10 + 4) piercing damage plus 3 (1d6) 
  fire damage. 
  Fire Breath (Recharge 5-6). The dragon exhales fire in 
  a 15-foot cone. Each creature in that area must make a 
  DC13 Dexterity saving throw, taking 24 (7d6) fire 
  damage on a failed save, or half as much on a 
  successful one. 
  
   
   
  
   
  
   
   
  
   
  • +1 weapon (any simple or martial weapon) x 
  1 per character. This weapon has a +1 bonus to 
  attack and damage rolls.
  • Amulet of Fire Resistance x2. While wearing 
  this amulet, you have resistance to fire damage, 
  including elshe harth.
  • Potion of Heroism x2. When you drink this 
  potion, you gain 10 temporary hit points that last 
  1 hour. For the same duration, you are under the 
  effects of the bless spell. 
  • Oil of Sharpness x1. This oil can coat 1 
  slashing or piecing weapon or up to 5 arrows or 
  bolts. Applying the oil takes 1 minute. For 1 
  hour, the coated item is magical and has a +3 
  bonus to attack and damage rolls.
  • Ring of Evasion x1. This ring has 3 charges, 
  and it regains 1d3 expended charges daily at 
  dawn. When you fail a Dexterity saving throw 
  while wearing it, you can use your reaction to 
  expend 1 of its charges and succeed on that 
  saving throw instead.
  • Spell Scroll of Cure Wounds. If cure wounds is 
  on your spell list, you may read this scroll to cast 
  the spell without providing any material 
  components. Reading the scroll requires the 
  spell’s normal casting time. Once the spell is 
  cast, the words on the scroll fade, and it 
  crumbles into dust. If the casting is interrupted, 
  the scroll is not lost.
  • Work gloves x3. Allows you to touch fire or hot 
  metal items, including elshe harth, without 
  burning yourself. Finesse weapons and spells 
  with somatic components cannot be used while 
  wearing these gloves.
  • Portrait of a Princess x1. This poorly etched 
  image holds the hopes and dreams of an 
  admiring child. 
  • Knitted hat x1. Flaps on the sides keep your 
  ears warm while the loving craftsmanship keeps 
  your heart warm.
  
   
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  Running the encounter: 
  • You, Marguerite and Alena have surprise for the 
  first round. By the time you commence combat, 
  Zylverdyn has taken 15 hit points of damage and 
  the shadow beast has taken 7. Adjust their hit 
  points accordingly. 
  • The shadow creature focuses its attacks on 
  Zylverdyn in the first instance, turning its 
  attention on you and your companions once you 
  deal a significant blow. The Shadow Beast does 
  not respond to attempts at communication. 
  • As soon as at least two creatures are in range, it 
  uses Haze of Oblivion. Until this ability 
  recharges, it uses its Multiattack. 
  • If you defeat the shadow beast, go to page 57. 
   
  Large undead 
  Armor Class 13 
  Hit Points 95 (10d10 + 40) 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  14 (+2) 17 (+3) 19 (+4) 
  6 (-2) 
  12 (+1) 
  8 (-1) 
  Damage Immunities fire, necrotic, poison 
  Damage Resistances psychic 
  Condition Immunities exhaustion, charmed, frightened, 
  paralyzed, petrified, stunned 
  Senses darkvision 120 ft., passive Perception 11 
  Languages – 
  Corona of Flame. A creature that touches the shadow 
  beast or hits it with a melee attack while within 5 feet of 
  it takes 5 (1d10) fire damage. 
  Blessing of the Living Flame. The shadow beast’s 
  flame attacks ignore resistances to fire damage and deal 
  half damage to any creatures with fire immunity other 
  than itself. 
  Illumination. The shadow beast sheds bright light in a 
  30-foot radius and dim light in an additional 30 feet. 
  Turn Immunity. The shadow beast is immune to any 
  effect that turn undead. 
  Multiattack. The shadow beast makes three claw 
  attacks. 
  Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 7 (1d8 + 3) slashing damage plus 7 (2d6) fire 
  damage. 
  Haze of Oblivion (Recharge 6). Each creature within 
  30 feet of the shadow beast must make a DC14 Wisdom 
  saving throw. On a failed save, the creature is paralyzed 
  and takes 3 (1d6) psychic damage at the start of each of 
  its turns. A target can repeat the saving throw at the end 
  of each of its turns, ending the effect on itself on a 
  success. 
   
  
   
   
  
   
  
   
   
  
   
   
   
  
   
   
   
  
   
  
   
   
  
   
  Running the encounter: 
  • You, Marguerite and Alena have surprise for the 
  first round. By the time you commence combat, 
  Zylverdyn has taken 15 hit points of damage and 
  the shadow beast has taken 7. Adjust their hit 
  points accordingly. 
  • The shadow beast focuses its attacks on 
  Zylverdyn, turning its attention on you and your 
  companions once you deal a significant blow. It 
  does not respond to attempts at communication. 
  • As soon as at least two creatures are in range, it 
  uses Haze of Oblivion. Until this ability 
  recharges, it uses its Multiattack. 
  • If you defeat the shadow beast, go to page 57. 
   
  Large undead 
  Armor Class 13 
  Hit Points 95 (10d10 + 40) 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  14 (+2) 17 (+3) 19 (+4) 
  6 (-2) 
  12 (+1) 
  8 (-1) 
  Damage Immunities fire, necrotic, poison 
  Damage Resistances psychic 
  Condition Immunities exhaustion, charmed, frightened, 
  paralyzed, petrified, stunned 
  Senses darkvision 120 ft., passive Perception 11 
  Languages – 
  Corona of Flame. A creature that touches the shadow 
  beast or hits it with a melee attack while within 5 feet of 
  it takes 5 (1d10) fire damage. 
  Blessing of the Living Flame. The shadow beast’s 
  flame attacks ignore resistances to fire damage and deal 
  half damage to any creatures with fire immunity other 
  than itself. 
  Illumination. The shadow beast sheds bright light in a 
  30-foot radius and dim light in an additional 30 feet. 
  Turn Immunity. The shadow beast is immune to any 
  effect that turn undead. 
  Multiattack. The shadow beast makes three claw 
  attacks. 
  Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 7 (1d8 + 3) slashing damage plus 7 (2d6) fire 
  damage. 
  Haze of Oblivion (Recharge 6). Each creature within 
  30 feet of the shadow beast must make a DC14 Wisdom 
  saving throw. On a failed save, the creature is paralyzed 
  and takes 3 (1d6) psychic damage at the start of each of 
  its turns. A target can repeat the saving throw at the end 
  of each of its turns, ending the effect on itself on a 
  success. 
   
  
   
   
  
   
   
  
   
   
  
   
   
  
   
  Running the encounter: 
  • In the first round, the shadow beast has surprise. 
  It uses its Multiattack on Alena. On its next turn, 
  and each time the ability recharges, it uses Haze 
  of Oblivion. Otherwise, it uses its Multiattack on 
  the closest targets. It does not respond to 
  attempts at communication. 
  • You are in an unfavorable situation. If you wish 
  to flee, you can use your turn to dash towards 
  the stairs. The exit is 100 feet away. If you 
  manage to make it there and keep running, go to 
  page 46. A character that carries another 
  medium creature moves at half speed. 
  • If you defeat the shadow beast, go to page 57. 
   
  Large undead 
  Armor Class 13 
  Hit Points 95 (10d10 + 40) 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  14 (+2) 17 (+3) 19 (+4) 
  6 (-2) 
  12 (+1) 
  8 (-1) 
  Damage Immunities fire, necrotic, poison 
  Damage Resistances psychic 
  Condition Immunities exhaustion, charmed, frightened, 
  paralyzed, petrified, stunned 
  Senses darkvision 120 ft., passive Perception 11 
  Languages – 
  Corona of Flame. A creature that touches the shadow 
  beast or hits it with a melee attack while within 5 feet of 
  it takes 5 (1d10) fire damage. 
  Blessing of the Living Flame. The shadow beast’s 
  flame attacks ignore resistances to fire damage and deal 
  half damage to any creatures with fire immunity other 
  than itself. 
  Illumination. The shadow beast sheds bright light in a 
  30-foot radius and dim light in an additional 30 feet. 
  Turn Immunity. The shadow beast is immune to any 
  effect that turn undead. 
  Multiattack. The shadow beast makes three claw 
  attacks. 
  Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 7 (1d8 + 3) slashing damage plus 7 (2d6) fire 
  damage. 
  Haze of Oblivion (Recharge 6). Each creature within 
  30 feet of the shadow beast must make a DC14 Wisdom 
  saving throw. On a failed save, the creature is paralyzed 
  and takes 3 (1d6) psychic damage at the start of each of 
  its turns. A target can repeat the saving throw at the end 
  of each of its turns, ending the effect on itself on a 
  success. 
   
   
  
   
   
  
   
   
  
   
   
  
   
   
  
   
   
  
   
   
  
   
   
  
   
   
   
  
   
  • +1 weapon (any simple or martial weapon) x 
  1 per character. This weapon has a +1 bonus to 
  attack and damage rolls.
  • +1 armor (any medium or heavy armor) x 1 
  per character. You have a +1 bonus to AC 
  while wearing this armor.
  • Amulet of Fire Resistance x2. While wearing 
  this amulet, you have resistance to fire damage, 
  including elshe harth.
  • Ring of Evasion x1. This ring has 3 charges, 
  and it regains 1d3 expended charges daily at 
  dawn. When you fail a Dexterity saving throw 
  while wearing it, you can use your reaction to 
  expend 1 of its charges and succeed on that 
  saving throw instead.
  • Work gloves x3. Allows you to touch fire or hot 
  metal items, including elshe harth, without 
  burning yourself. Finesse weapons and spells 
  with somatic components cannot be used while 
  wearing these gloves.
   
  
   
   
  
   
  Running the encounter: 
  • On its first turn and each time the ability 
  recharges, the shadow beast uses Haze of 
  Oblivion. On each other turn, it uses its 
  Multiattack on the closest targets. It does not 
  respond to attempts at communication. 
  • Danylla and Alena are at the head of the group. 
  You may instruct the other guards as you wish, 
  using either the individual stats or the unit stats 
  outlined in Appendix 1 (page 100). The guards 
  quickly stabilize anyone that begin to die, and 
  auto-succeed on Medicine checks to do so.  
  • If you defeat the shadow beast, go to page 57. 
   
  Large undead 
  Armor Class 13 
  Hit Points 95 (10d10 + 40) 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  14 (+2) 17 (+3) 19 (+4) 
  6 (-2) 
  12 (+1) 
  8 (-1) 
  Damage Immunities fire, necrotic, poison 
  Damage Resistances psychic 
  Condition Immunities exhaustion, charmed, frightened, 
  paralyzed, petrified, stunned 
  Senses darkvision 120 ft., passive Perception 11 
  Languages – 
  Corona of Flame. A creature that touches the shadow 
  beast or hits it with a melee attack while within 5 feet of 
  it takes 5 (1d10) fire damage. 
  Blessing of the Living Flame. The shadow beast’s 
  flame attacks ignore resistances to fire damage and deal 
  half damage to any creatures with fire immunity other 
  than itself. 
  Illumination. The shadow beast sheds bright light in a 
  30-foot radius and dim light in an additional 30 feet. 
  Turn Immunity. The shadow creature is immune to any 
  effect that turn undead. 
  Multiattack. The shadow beast makes three claw 
  attacks. 
  Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 7 (1d8 + 3) slashing damage plus 7 (2d6) fire 
  damage. 
  Haze of Oblivion (Recharge 6). Each creature within 
  30 feet of the shadow beast must make a DC14 Wisdom 
  saving throw. On a failed save, the creature is paralyzed 
  and takes 3 (1d6) psychic damage at the start of each of 
  its turns. A target can repeat the saving throw at the end 
  of each of its turns, ending the effect on itself on a 
  success. 
  
   
   
  
   
  
   
  
   
   
  
   
   
   
  
   
   
   
  
   
   
  
   
   
  
   
   
  Running the encounter: 
  • Your friends do not attack on the first round. 
  From the second round, Jerys makes melee 
  attacks, while Marguerite casts spells from a 
  range. 
  • If you defeat both Marguerite and Jerys, go to 
  page 66. 
   
  Medium humanoid (half-elf) 
  Armor Class 15 (studded leather armor) 
  Hit Points 13 (2d8 + 4) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  12 (+1) 16 (+3) 14 (+2) 12 (+1) 15 (+2) 10 (+0) 
  Saving Throws Dex +5, Wis +4 
  Senses darkvision 60 ft., passive Perception 14 
  Skills Survival +4, Nature +3, Perception +4 
  Languages Common, Elvish, Goblin 
  Favored Enemy. Jerys has advantage on Wisdom 
  (Survival) checks to track orcs and goblins as well as 
  Intelligence checks to recall information about them. 
  Natural Explorer. Jerys has a +2 bonus to Nature and 
  Survival checks related to forests. Within this terrain, he 
  cannot become lost except by magical means, and can 
  find twice as much food as usual while foraging. 
  Multiattack. Jerys attacks twice with his shortswords. 
  Shortsword. Melee Weapon Attack: +5 to hit, reach 5 
  ft., one target. Hit: 6 (1d6 + 3) piercing damage. 
  Longbow. Ranged Weapon Attack: +5 to hit, range 
  150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage. 
  Medium humanoid (human) 
  Armor Class 13 (leather armor) 
  Hit Points 11 (2d8 + 2) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  11 (+0) 14 (+2) 12 (+1) 13 (+1) 10 (+0) 16 (+3) 
  Saving Throws Cha +5, Dex +4 
  Skills Acrobatics +4, Performance +5, Persuasion +5 
  Senses passive Perception 10 
  Languages Common, Dwarvish, Elvish 
  Bardic Inspiration (3/Day). Marguerite can use a bonus 
  action on her turn to choose one creature other than 
  herself within 60 ft. who can hear her. Once within the 
  next 10 minutes, the creature can roll 1d6 and add the 
  result to one ability check, attack roll, or saving throw 
  that it makes. The creature can wait until after it rolls the 
  d20 before deciding to use the Bardic Inspiration die. 
  Spellcasting. Marguerite is a 1st-level spellcaster. Her 
  spellcasting ability is Charisma (spell save DC 13, +5 to 
  hit with spell attacks). She has the following bard spells 
  prepared: 
  Cantrips (at will): light, vicious mockery 
  1st Level (2 slots): dissonant whispers, healing word, 
  faerie fire, thunderwave 
  Rapier. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 6 (1d8 + 2) piercing damage. 
  Shortbow. Ranged Weapon Attack: +4 to hit, range 
  80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage. 
   
   
   
   
  
   
   
   
  
   
   
   
  
   
   
  
   
   
  
   
   
  
   
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  Running the encounter: 
  • Alena deals non-lethal damage each round, and 
  expects you to do the same. If you attack in 
  earnest, Alena stops you in whatever way is 
  necessary. 
  • If you called Marguerite ‘monstrous’ before, she 
  has advantage on her attacks. If you told her she 
  was not a monster, she has disadvantage. 
  • Marguerite attacks wildly and without tactics. 
  You and Alena can draw her attacks with taunts. 
  • If you defeat Marguerite, go to page 93. 
   
  Medium humanoid (human) 
  Armor Class 12 
  Hit Points 55 (10d8 + 10) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  14 (+2) 14 (+2) 12 (+1) 13 (+1) 10 (+0) 16 (+3) 
  Damage Immunities fire 
  Damage Resistances necrotic, psychic 
  Saving Throws Cha +5, Dex +4 
  Skills Acrobatics +6, Performance +7, Persuasion +5 
  Senses passive Perception 10 
  Languages Common, Dwarvish, Elvish 
  Blessing of the Living Flame. Marguerite’s flame 
  attacks ignore resistances to fire damage and deal half 
  damage to any creatures with fire immunity other than 
  herself. 
  Multiattack. Marguerite makes two slam attacks. 
  Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 11 (2d8 + 2) bludgeoning damage plus 1d6 
  fire damage. 
  Fiery Rebuke. When a creature within 60 ft. of her that 
  Marguerite can see attacks her and deals damage, 
  Marguerite can use her reaction to cause the target to 
  make a DC13 Dexterity saving throw, taking 1d10 fire 
  damage on a failed save. 
   
  
   
   
   
  
   
   
  
   
   
  
   
  Running the encounter: 
  • Each turn, on initiative count 20 (losing initiative 
  ties), Khulgar aids you by casting your choice of 
  the following spells, requiring only verbal 
  components. His spellcasting modifier is +5. 
   
  At will: guidance, spare the dying 
   
  3/day each: cure wounds, heroism, haste 
   
  2/day each: lesser restoration, revivify 
   
  1/day each: mass cure wounds  
  • On her first turn, and each time the ability 
  recharges, Elshe Harth uses Breath of Oblivion. 
  On other turns, she uses her Multiattack on 
  whichever foe is either closest or poses the 
  greatest threat. If any character falls, she uses 
  Consume Life. 
  • If you defeat elshe harth, go to page 97. 
   
  Huge undead 
  Armor Class 16 (natural armor) 
  Hit Points 85 (10d12 + 20) 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  18 (+4) 17 (+3) 14 (+2) 22 (+6) 20 (+5) 18 (+4) 
  Damage Immunities fire, necrotic, poison 
  Condition Immunities exhaustion, charmed, frightened, 
  paralyzed, petrified, stunned 
  Senses darkvision 120 ft., passive Perception 11 
  Languages Common, Infernal, telepathy 120 ft. 
  Consume Life. As a bonus action, elshe harth can 
  target one creature she can see within 5 feet of her that 
  has 0 hit points and is still alive. The target must 
  succeed on a DC14 Constitution saving throw against 
  this magic or die. If the target dies, elshe harth regains 
  10 (3d6) hit points. 
  Illumination. Elshe harth sheds bright light in a 30-foot 
  radius and dim light in an additional 30 feet. 
  Turn Immunity. Elshe harth is immune to any effect that 
  turn undead. 
  Magic Resistance. Elshe harth has advantage on 
  saving throws against spells and other magical effects. 
  Magic Weapons. Elshe harth’s weapon attacks are 
  magical. 
  Multiattack. Elshe harth makes two spear attacks. 
  Spear. Melee or Ranged Weapon Attack: +7 to hit, 
  reach 20 ft. or range 60/180 ft., one target. Hit: 17 (3d8 + 
  4) piercing damage plus 5 (1d10) necrotic damage. 
  Breath of Oblivion (Recharge 5-6). Each creature 
  within 60 feet of elshe harth must make a DC16 Wisdom 
  saving throw. On a failed save, the creature is paralyzed 
  and takes 7 (2d6) psychic damage at the start of each of 
  its turns. A target can repeat the saving throw at the end 
  of each of its turns, ending the effect on itself on a 
  success. 
   
  
   
   
  
   
  
   
  
   
  Medium humanoid (human) 
  Armor Class 14 (studded leather armor) 
  Hit Points 31 (6d8 + 6) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  11 (+0) 14 (+2) 12 (+1) 13 (+1) 10 (+0) 16 (+3) 
  Saving Throws Cha +5, Dex +4 
  Skills Acrobatics +6, Performance +7, Persuasion +5 
  Senses passive Perception 10 
  Languages Common, Dwarvish, Elvish 
  Bardic Inspiration (3/Day). Marguerite can use a bonus 
  action on her turn to choose one creature other than 
  herself within 60 ft. who can hear her. Once within the 
  next 10 minutes, the creature can roll 1d6 and add the 
  result to one ability check, attack roll, or saving throw 
  that it makes. The creature can wait until after it rolls the 
  d20 before deciding to use the Bardic Inspiration die. 
  Spellcasting. Marguerite is a 4th-level spellcaster. Her 
  spellcasting ability is Charisma (spell save DC 13, +5 to 
  hit with spell attacks). She has the following bard spells 
  prepared: 
  Cantrips (at will): light, mending, vicious mockery 
  1st Level (4 slots): dissonant whispers, healing word, 
  faerie fire, thunderwave 
  2nd Level (3 slots): knock, lesser restoration, shatter 
  Song of Rest. Marguerite can perform a song while 
  taking a short rest. Any ally who hears the song regains 
  an extra 1d6 hit points if it spends any Hit Dice to regain 
  points at the end of that rest. She can confer this benefit 
  to herself as well. 
  Rapier. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 6 (1d8 + 2) piercing damage. 
  Shortbow. Ranged Weapon Attack: +4 to hit, range 
  80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage. 
  Cutting Words. When a creature within 60 ft. of her that 
  she can see makes an attack roll, ability check or 
  damage roll, Marguerite can expend one use of her 
  Bardic Inspiration to subtract 1d6 from the result. She 
  can choose to use this feature after the creature makes 
  its roll. The creature is immune if it can’t hear her or if it 
  is immune to being charmed. 
  Medium humanoid (dwarf) 
  Armor Class 14 (half plate) 
  Hit Points 60 (8d8 + 24) 
  Speed 25 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  18 (+4) 
  8 (-1) 
  16 (+3) 10 (+0) 12 (+1) 13 (+1) 
  Saving Throws Con +5, Dex +4 
  Skills Athletics +6, Intimidation +3, Medicine +3 
  Senses darkvision 60 ft., passive Perception 11 
  Languages Common, Dwarvish 
  Danger Sense. Alena has advantage on Dexterity 
  saving throws against effects that she can see, such as 
  traps and spells. To gain this benefit, she can’t be 
  blinded, deafened or incapacitated. 
  Rage (3/Day). Alena can use a bonus action on her turn 
  to enter a rage. While raging, she gains the following 
  benefits: advantage on Strength checks and Strength 
  saving throws, a +2 bonus to the damage roll for any 
  Strength-based melee weapon attack and resistance to 
  all damage except psychic damage. 
  Reckless. At the start of her turn, Alena can gain 
  advantage on all melee weapon attack rolls during that 
  turn, but attack rolls against her have advantage until 
  the start of her next turn. 
  Mastercraft Greataxe. Melee Weapon Attack: +7 to hit, 
  reach 5 ft., one target. Hit: 11 (1d12 + 5) slashing 
  damage. 
  Javelin. Melee or Ranged Weapon Attack: +6 to hit, 
  reach 5 ft. or range 30/120 ft., one target. Hit: 7 (1d6 + 
  4) piercing damage. 
   
   
   
   
   
   
   
   
   
  
   
  Medium dragon 
  Armor Class 17 (natural armor) 
  Hit Points 75 (10d8 + 30) 
  Speed 30 ft., climb 30 ft, fly 60 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  19 (+4) 10 (+0) 17 (+3) 12 (+1) 11 (+0) 15 (+2) 
  Saving Throws Dex +2, Con +5, Wis +2, Cha +4 
  Skills Perception +4, Stealth +2 
  Damage Immunities fire 
  Senses blindsight 10 ft., darkvision 60 ft., passive 
  Perception 14 
  Languages Draconic 
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 9 (1d10 + 4) piercing damage plus 3 (1d6) 
  fire damage. 
  Fire Breath (Recharge 5-6). The dragon exhales fire in 
  a 15-foot cone. Each creature in that area must make a 
  DC13 Dexterity saving throw, taking 24 (7d6) fire 
  damage on a failed save, or half as much on a 
  successful one. 
   
  Small humanoid (kobold) 
  Armor Class 11 
  Hit Points 5 (2d6 - 2) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  7 (-2) 
  13 (+1) 
  9 (-1) 
  12 (+1) 
  9 (-1) 
  8 (-1) 
  Senses darkvision 60 ft., passive Perception 9 
  Languages Common, Draconic, Dwarvish 
  Sunlight Sensitivity. While in sunlight, Teelor has 
  disadvantage on attack rolls, as well as Wisdom 
  (Perception) checks that rely on sight. 
  Pack Tactics. Teelor has advantage on an attack roll 
  against a creature if at least one of his allies is within 5 
  feet of the creature and the ally isn’t incapacitated. 
  Sling. Ranged Weapon Attack: +4 to hit, range 30/120 
  ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage. 
   
  Medium humanoid (dwarf) 
  Armor Class 18 (half plate, shield) 
  Hit Points 52 (8d8 + 16) 
  Speed 25 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  16 (+3) 12 (+1) 14 (+2) 12 (+1) 11 (+0) 14 (+2) 
  Saving Throws Str +5, Dex +4, Wis +2 
  Skills Athletics +4, Perception +2 
  Senses darkvision 60 ft., passive Perception 14 
  Languages Common, Dwarvish, Orcish 
  Mastercraft Longsword. Melee Weapon Attack: +6 to 
  hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing 
  damage. 
  Leadership (Recharges after a Short or Long Rest). 
  For 1 minute, the captain can utter a special command 
  or warning whenever a non-hostile creature that they 
  can see within 30 feet of them makes an attack roll or 
  saving throw. The creature can add a d4 to its roll 
  provided it can hear and understand the captain. A 
  creature can benefit from only one Leadership die at a 
  time. This effect ends if the captain is incapacitated. 
   
   
  
   
  Medium humanoid (dwarf) 
  Armor Class 15 (chain shirt, shield) 
  Hit Points 13 (2d8 + 4) 
  Speed 25 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  14 (+2) 12 (+1) 14 (+2) 10 (+0) 11 (+0) 10 (+0) 
  Skills Athletics +4, Perception +2 
  Senses darkvision 60 ft., passive Perception 14 
  Languages Common, Dwarvish 
  Longsword. Melee Weapon Attack: +4 to hit, reach 5 
  ft., one target. Hit: 6 (1d8 + 2) slashing damage. 
  Light Crossbow. Ranged Weapon Attack: +3 to hit, 
  range 80/320 ft., one target. Hit: 5 (1d8 + 1) piercing 
  damage. 
   
  Huge unit of Medium humanoids (dwarves) 
  Armor Class 15 (chain shirt, shield) 
  Hit Points 104 (16d8 + 32) 
  Speed 25 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  14 (+2) 12 (+1) 14 (+2) 10 (+0) 11 (+0) 10 (+0) 
  Skills Athletics +4, Perception +2 
  Condition Resistances prone, restrained 
  Condition Immunities grappled 
  Senses darkvision 60 ft., passive Perception 14 
  Languages Common, Dwarvish 
  Unit. The unit can occupy another creature’s space and 
  vice versa, and the unit can move through any opening 
  large enough for a Medium humanoid. 
  Strength in Numbers. The unit has advantage on all 
  saving throws. 
  Longswords. Melee Weapon Attack: +4 to hit, reach 5 
  ft., one target. Hit: 39 (6d8 + 12) slashing damage, or 19 
  (3d8 + 6) slashing damage if the unit has half its hit 
  points or fewer. 
  Light Crossbows. Ranged Weapon Attack: +3 to hit, 
  range 80/320 ft., one target. Hit: 33 (6d8 + 6) piercing 
  damage. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
  
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Two Aromantics/TwoAromantics-LetterSize.pdf