Underdark Expeditionary Force

Formed under royal decree by King Bruenor Battlehammer of Gauntlgrym, the following Expeditionary Force is tasked with venturing deep into the Underdark to seek a way to end the demon incursion. Each of the five major Factions of the Sword Coast have pledged to support the Expeditionary Force.

Main Force

Much of the main force has been supplied by King Bruenor Battlehammer of Gauntlgrym. Others include those who have pledged their independent allegiance and are not part of any of the Factions.


Eldeth Feldrun

Medium humanoid (dwarf), lawful good


  • Armor Class 17 (splint)
  • Hit Points 42 (9d8 + 18)
  • Speed 25 ft.

STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 14 (+2) 10 (+0) 11 (+0) 10 (+0)

  • Skills Athletics +5, Perception +5
  • Damage Resistances poison
  • Senses darkvision 60 ft., passive Perception 15
  • Languages Common, Dwarvish
  • Challenge 3 (700 XP)

Dwarven Resilience. Eldeth has advantage on saving throws against poison.

Keen Hearing and Sight. Eldeth has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Brave. Eldeth has advantage on saving throws against being frightened.

Actions

Multiattack. Eldeth makes two melee attacks. If she has her hand axe drawn, she can also make a hand axe attack.

Warhammer. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage or 8 (1d10 + 3) bludgeoning damage if used with two hands.

Hand axe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage.


Gauntlgrym Guard

Medium humanoid (dwarf), lawful neutral


  • Armor Class 16 (chain shirt, shield)
  • Hit Points 15 (2d8 + 2)
  • Speed 25 ft.

STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 12 (+1) 10 (+0) 11 (+0) 10 (+0)

  • Skills Perception +2
  • Damage Resistances poison
  • Senses darkvision 60 ft., passive Perception 12
  • Languages Common, Dwarvish
  • Challenge 1/4 (50 XP)

Dwarven Resilience. The scout has advantage on saving throws against poison.

Actions

Halberd. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 7 (1d10 + 2) slashing damage.


Drik-Chikt

Small monstrosity, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 22 (4d6 + 8)
  • Speed 15 ft.

STR DEX CON INT WIS CHA
13 (+1) 8 (-1) 15 (+2) 2 (-4) 8 (-1) 7 (-2)

  • Senses darkvision 60 ft., passive Perception 9
  • Languages none
  • Challenge 1 (200 XP)

Petrifying Gaze. If a creature starts its turn within 15 feet of the basilisk and the two of them can see each other, the basilisk can force the creature to make a DC 12 Constitution saving throw if the basilisk isn't incapacitated. On a failed save, the creature magically begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic.

A creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the basilisk until the start of its next turn, when it can avert its eyes again. If it looks at the basilisk in the meantime, it must immediately make the save.

If the basilisk sees its reflection within 15 feet of it in bright light, it mistakes itself for a rival and targets itself with its gaze.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage plus 2 (1d4) poison damage.


Jorlan Duskryn

Medium humanoid (elf), neutral evil


  • Armor Class 20 (+2 studded leather, shield)
  • Hit Points 84 (11d8 + 22)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 14 (+2) 11 (+0) 13 (+1) 12 (+1)

  • Saving Throws Dex +7, Con +5, Wis +4
  • Skills Acrobatics +7, Insight +4, Perception +4, Stealth +10
  • Senses darkvision 120 ft., passive Perception 14
  • Languages Common, Elvish, Undercommon
  • Challenge 6 (2,300 XP)

Special Equipment. Duskryn carries a scimitar of speed and wears +2 studded leather.

Fey Ancestry. Duskryn has advantage on saving throws against being charmed, and magic can't put him to sleep.

Innate Spellcasting. Duskryn's innate spellcasting ability is Charisma (spell save DC 12). He can innately cast the following spells, requiring no material components:

At will: dancing lights

1/day each: darkness, faerie fire, levitate (self only)

Sunlight Sensitivity. While in sunlight, Duskryn has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Bonus Actions

Scimitar of Speed. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 6) slashing damage plus 10 (3d6) poison damage. The poison damage can only be applied once per turn.

Actions

Multiattack. Duskryn makes two scimitar attacks.

Scimitar of Speed. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 6) slashing damage plus 10 (3d6) poison damage. The poison damage can only be applied once per turn.

Hand Crossbow. Ranged Weapon Attack: +7 to hit, range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage and the target must make a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake.

Reactions

Parry. Duskryn adds 3 to his AC against one melee attack that would hit him. To do so, he must see the attacker and be wielding a melee weapon.



"Zilch"

Medium humanoid (elf), neutral evil


  • Armor Class 12 (15 with mage armor)
  • Hit Points 45 (10d8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
9 (-1) 14 (+2) 10 (+0) 18 (+4) 13 (+1) 12 (+1)

  • Saving Throws Int +7, Wis +4
  • Skills Arcana +7, Deception +5, Perception +4, Stealth +5
  • Senses darkvision 120 ft., passive Perception 14
  • Languages Elvish, Undercommon
  • Challenge 7 (2,900 XP)

Special Equipment. Zilch carries a spider staff with 10 charges, which allows him to cast spider climb (1 charge) and web (2 charges, spell save DC 15). He also carries a tentacle rod.

Fey Ancestry. Zilch has advantage on saving throws against being charmed, and magic can't put him to sleep.

Innate Spellcasting. Zilch's innate spellcasting ability is Charisma (spell save DC 12). He can innately cast the following spells, requiring no material components:

At will: dancing lights

1/day each: darkness, faerie fire, levitate (self only)

Spellcasting. Zilch is a 10th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). Zilch has the following wizard spells prepared:

Cantrips (at will): mage hand, minor illusion, poison spray, ray of frost

1st level (4 slots): mage armor, magic missile, shield, witch bolt

2nd level (3 slots): alter self, misty step, melf's acid arrow

3rd level (3 slots): counterspell, fireball, fly, lightning bolt, remove curse

4th level (3 slots): Evard's black tentacles, greater invisibility

5th level (2 slots): cloudkill

Sunlight Sensitivity. While in sunlight, Zilch has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack. Zilch makes three attacks with his tentacle rod.

Spider Staff. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d6 - 1) bludgeoning damage, or 3 (1d8 - 1) bludgeoning damage if used with two hands, plus 3 (1d6) poison damage.

Tentacle Rod. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 3 (1d6) bludgeoning damage. If Zilch hits a target with all three tentacles, it must make a DC 15 Constitution saving throw. On a failure, the creature's speed is halved, it has disadvantage on Dexterity saving throws and it can't take reactions for 1 minute. On each of its turns, it can take either an action or a bonus action, but not both. At the end of its turns, it can repeat the saving throw, ending the effects on itself on a success.

Summon Blotto (1/day). Zilch magically summons his quasit, Blotto. Blotto appears in an unoccupied space within 60 feet of Zilch, acts as his familiar, and can't summon other demons. He remains for 10 minutes, until Zilch dies, or until Zilch dismisses him.



Grin Ousstyl

Medium humanoid (elf), neutral evil


  • Armor Class 12 (15 with mage armor)
  • Hit Points 52 (10d8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
9 (-1) 14 (+2) 10 (+0) 18 (+4) 13 (+1) 12 (+1)

  • Saving Throws Int +7, Wis +4
  • Skills Arcana +7, History +7, Insight +4, Perception +4
  • Senses darkvision 120 ft., passive Perception 14
  • Languages Abyssal, Common, Elvish, Undercommon
  • Challenge 7 (2,900 XP)

Special Equipment. Grin was given a very special weapon called Fathom by his master, Vizeran DeVir. Fathom is considered a +1 whip which gives Grin a +1 to his spell attack rolls. It is further detailed in the Armory section of the Travelogue.

Fey Ancestry. Grin has advantage on saving throws against being charmed, and magic can't put him to sleep.

Innate Spellcasting. Grin's innate spellcasting ability is Charisma (spell save DC 12). He can innately cast the following spells, requiring no material components:

At will: dancing lights

1/day each: darkness, faerie fire, levitate (self only)

Spellcasting. Grin is a 10th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 15, +8 to hit with spell attacks). Grin has the following wizard spells prepared:

Cantrips (at will): mage hand, minor illusion, prestidigitation, ray of frost

1st level (4 slots): disguise self, mage armor, magic missile, shield

2nd level (3 slots): blur, misty step, web

3rd level (3 slots): fly, lightning bolt, remove curse, sending

4th level (3 slots): banishment, conjure minor elementals

5th level (2 slots): teleportation circle

Sunlight Sensitivity. While in sunlight, Grin has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Fathom. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 5 (1d4 + 3) slashing damage.

Summon Demon (1/day). Grin magically attempts to summon a shadow demon with a 50 percent chance of success. The summoned demon appears in an unoccupied space within 60 feet of Grin, acts as his ally, and can't summon other demons. The demon remains for 10 minutes, until Grin dies, or until Grin dismisses it.


Deadeye Kurr

Medium fiend (gnoll), neutral good


  • Armor Class 14 (hide armor)
  • Hit Points 65 (10d8 + 20)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 18 (+4) 15 (+2) 10 (+0) 11 (+0) 13 (+1)

  • Saving Throws Con +4, Wis +2, Cha +3
  • Skills Athletics +4, Perception +2
  • Senses darkvision 60 ft., passive Perception 12
  • Languages Abyssal, Common, Gnoll
  • Challenge 4 (1,100 XP)

Pacifism. Kurr has resistance to all non-magical damage dealt by other creatures. Whenever a creature hits Kurr with an attack, it takes psychic damage equal to half the damage Kurr takes from the attack. If Kurr attacks a creature or deals damage to it by any means other than with this feature, no benefit of this feature works against that creature until Kurr finishes a long rest.

Deadeye (3/day). As a bonus action, Kurr can add 1d10 to his next attack or damage roll with a longbow.

Actions

Multiattack. Kurr makes three attacks: one with his bite and two with his claws or three with his longbow.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or take 7 (2d6) poison damage.

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage.

Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage.



Jimjar

Small humanoid (gnome), neutral


  • Armor Class 13
  • Hit Points 33 (6d8 + 6)
  • Speed 25 ft.

STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 14 (+2) 12 (+1) 14 (+2) 16 (+3)

  • Skills Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Sleight of Hand +5, Stealth +5
  • Senses darkvision 120 ft., passive Perception 16
  • Languages Gnomish, Terran, Undercommon
  • Challenge 1 (200 XP)

Stone Camouflage. Jimjar has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

Gnome Cunning. Jimjar has advantage on Intelligence, Wisdom, and Charisma saving throws against magic.

Innate Spellcasting. Jimjar's innate spellcasting ability is Intelligence (spell save DC 11). It can innately cast the following spells, requiring no spell components:

At will: nondetection (self only)

1/day each: blindness/deafness, blur, disguise self

Cunning Action. On each of his turns, Jimjar can use a bonus action to take the Dash, Disengage, or Hide action.

Sneak Attack. Once per turn, Jimjar deals an extra 7 (2d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet on an ally of Jimjar that isn't incapacitated and Jimjar doesn't have disadvantage on the attack roll.

Actions

Multiattack. Jimjar makes two melee attacks.

Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Hand Crossbow. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.


Lug'nad

Medium humanoid (orc), chaotic evil


  • Armor Class 12 (hide armor)
  • Hit Points 30 (4d8 + 12)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 11 (+0) 16 (+3) 11 (+0) 14 (+2) 9 (-1)

  • Skills Arcana +2, Intimidation +1, Medicine +4, Religion +2
  • Senses darkvision 60 ft., passive Perception 12
  • Languages understands Common and Orc but can't speak
  • Challenge 2 (450 XP)

Aggressive. As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.

Spellcasting. Lug'nad is a 4th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). He requires no verbal components to cast his spells. Lug'nad has the following cleric spells prepared:

Cantrips (at will): guidance, mending, resistance, thaumaturgy

1st level (4 slots): bane, detect magic, inflict wounds, protection from evil and good

2nd level (3 slots): blindness/deafness, silence

Actions

Touch of the White Hand. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 9 (2d8) necrotic damage.

Harper Forces

Agents of the Harpers report to Lord Zelraun Roaringhorn, who can be reached in Waterdeep.


Shield Guardian

Large construct, unaligned


  • Armor Class 17 (natural armor)
  • Hit Points 142 (15d10 + 60)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 8 (-1) 18 (+4) 7 (-2) 10 (+0) 3 (-4)

  • Damage Immunities poison
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
  • Senses blindsight 10 ft., darkvision 60 ft., passive Perception 10
  • Languages understands commands given in any language but can't speak
  • Challenge 7 (2,900 XP)

Bound. The shield guardian is magically bound to an amulet. As long as the guardian and its amulet are on the same plane of existence, the amulet's wearer can telepathically call the guardian to travel to it, and the guardian knows the distance and direction to the amulet. If the guardian is within 60 feet of the amulet's wearer, half of any damage the wearer takes (rounded up) is transferred to the guardian.

Regeneration. The shield guardian regains 10 hit points at the start of its turn if it has at least 1 hit point.

Spell Storing. A spellcaster who wears the shield guardian's amulet can cause the guardian to store one spell of 4th level or lower. To do so, the wearer must cast the spell on the guardian. The spell has no effect but is stored within the guardian. When commanded to do so by the wearer or when a situation arises that was predefined by the spellcaster, the guardian casts the spell stored with any parameters set by the original caster, requiring no components. When the spell is cast or a new spell is stored, any previously stored spell is lost.

Actions

Multiattack. The guardian makes two fist attacks.

Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.

Reactions

Shield. When a creature makes an attack against the wearer of the guardian's amulet, the guardian grants a +2 bonus to the wearer's AC if the guardian is within 5 feet of the wearer.



Rystia Zav

Medium humanoid (human), chaotic good


  • Armor Class 12
  • Hit Points 27 (6d8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 10 (+0) 12 (+1) 14 (+2) 16 (+3)

  • Skills Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Sleight of Hand +5, Stealth +5
  • Senses passive Perception 16
  • Languages Common, Elvish, Thieves' Cant
  • Challenge 1 (200 XP)

Special Equipment. Rystia carries 4 hunting traps with her.

Cunning Action. On each of her turns, Rystia can use a bonus action to take the Dash, Disengage, or Hide action.

Sneak Attack (1/Turn). Rystia deals an extra 7 (2d6) damage when she 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 hers that isn't incapacitated and she doesn't have disadvantage on the attack roll.

Actions

Multiattack. Rystia makes two melee attacks.

Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Hand Crossbow. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Order of the Gauntlet Forces

The self-sufficient members of the Order report to Sir Lanniver Strayl, who is not always easy to find. Word sent to any major city will eventually reach him.


Veteran of the Gauntlet

Medium humanoid (human), lawful good


  • Armor Class 17 (splint)
  • Hit Points 58 (9d8 + 18)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 14 (+2) 10 (+0) 10 (+0) 10 (+0)

  • Skills Athletics +5, Perception +2
  • Senses passive Perception 12
  • Languages Common, Dwarvish
  • Challenge 3 (700 XP)

Actions

Multiattack. The veteran 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: 5 (1d10) piercing damage.

Emerald Enclave Forces

The Emerald Enclave has a small circle in Gauntlgrym, led by Morista Malkin. All Enclave members send news to her.


Emerald Enclave Scout

Medium humanoid (dwarf), lawful neutral


  • Armor Class 16 (breastplate)
  • Hit Points 19 (3d8 + 6)
  • Speed 25 ft.

STR DEX CON INT WIS CHA
11 (+0) 14 (+2) 14 (+2) 11 (+0) 13 (+1) 10 (+0)

  • Skills Nature +4, Perception +5, Stealth +6, Survival +5
  • Damage Resistances poison
  • Senses darkvision 60 ft., passive Perception 15
  • Languages Common, Dwarvish
  • Challenge 1/2 (100 XP)

Dwarven Resilience. The scout has advantage on saving throws against poison.

Keen Hearing and Sight. The scout has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Actions

Multiattack. The scout makes two melee attacks.

War Pick. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

Heavy Crossbow. Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit: 7 (1d10 + 2) piercing damage.



Giant Riding Lizard

Large beast, unaligned


  • Armor Class 12 (natural armor)
  • Hit Points 19 (3d10 + 3)
  • Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 12 (+1) 13 (+1) 2 (-4) 10 (+0) 5 (-3)

  • Senses darkvision 30 ft., passive Perception 10
  • Languages none
  • Challenge 1/4 (500 XP)

Spider Climb. The lizard can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.


Sladis Vadir

Medium humanoid (elf), neutral evil


  • Armor Class 12 (16 with barkskin)
  • Hit Points 32 (6d8 + 5)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 13 (+1) 12 (+1) 16 (+3) 11 (+0)

  • Saving Throws Int +4, Wis +6
  • Skills Medicine +6, Nature +4, Perception +6
  • Damage Immunities poison
  • Condition Immunities diseased, poisoned
  • Senses darkvision 60 ft., passive Perception 16
  • Languages Common, Elvish, Druidic, Undercommon
  • Challenge 2 (450 XP)

Special Equipment. Sladis owns a staff of swarming insects. He also carries a wand of viscid globs.

Fey Ancestry. Sladis has advantage on saving throws against being charmed, and magic can't put him to sleep.

Spellcasting. Sladis is a 6th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). Sladis has the following druid spells prepared:

Cantrips (at will): druidcraft, infestation, prestidigitation, produce flame

1st level (4 slots): absorb elements, cure wounds, entangle, thunderwave

2nd level (3 slots): barkskin, heat metal, spike growth

3rd level (3 slots): dispel magic, sleet storm

Vermin Lord. Sladis can use a bonus action to polymorph into a Medium swarm of insects (any variant), or back into his true form. Otherwise, he uses the rules for wild shape found in the Player's Handbook.

Additionally, Sladis can innately cast certain spells. His innate spellcasting ability is Wisdom (spell save DC 14). He can innately cast the following spells, requiring no material components:

At will (insects and swarms of insects only): speak with animals

1/day each (insects and swarms of insects only): animal friendship, animal messenger, conjure animals

Actions

Staff of Swarming Insects. Melee Weapon Attack: +3 to hit (+6 to hit with shillelagh), reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, 4 (1d8) bludgeoning damage if wielded with two hands, or 7 (1d8 + 3) bludgeoning damage with shillelagh.


Amaris Coppervein

Medium humanoid (dwarf), lawful good


  • Armor Class 17 (splint)
  • Hit Points 64 (9d8 + 18)
  • Speed 25 ft.

STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 14 (+2) 10 (+0) 10 (+0) 10 (+0)

  • Skills Animal Handling +2, Athletics +5, Perception +2
  • Damage Resistances poison
  • Senses passive Perception 12
  • Languages Common, Dwarvish
  • Challenge 3 (700 XP)

Dwarven Resilience. Amaris has advantage on saving throws against poison.

Actions

Multiattack. Amaris makes two longsword attacks. If she has a shortsword drawn, she 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: 5 (1d10) piercing damage.

Lords' Alliance Forces

The disciplined Lords' Alliance forces diligently report to Sir Nathaniel Strayl, a noble of Waterdeep.


Lords' Alliance Guard

Medium humanoid (dwarf), chaotic good


  • Armor Class 16 (chain shirt, shield)
  • Hit Points 11 (2d8 + 2)
  • Speed 25 ft.

STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 12 (+1) 10 (+0) 11 (+0) 10 (+0)

  • Skills Perception +2
  • Damage Resistances poison
  • Senses darkvision 60 ft., passive Perception 12
  • Languages Common, Dwarvish
  • Challenge 1/4 (50 XP)

Dwarven Resilience. The scout has advantage on saving throws against poison.

Actions

Halberd. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 7 (1d10 + 2) slashing damage.



Lords' Alliance Spy

Medium humanoid (human), neutral


  • Armor Class 13 (leather armor)
  • Hit Points 27 (6d8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 15 (+2) 10 (+0) 12 (+1) 14 (+2) 16 (+3)

  • Skills Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Sleight of Hand +4, Stealth +4
  • Senses passive Perception 16
  • Languages Common, Dwarvish, Thieves' Cant
  • Challenge 1 (200 XP)

Cunning Action. On each of its turns, the spy can use a bonus action to take the Dash, Disengage, or Hide action.

Sneak Attack (1/Turn). The spy 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 the spy that isn't incapacitated and the spy doesn't have disadvantage on the attack roll.

Actions

Multiattack. The spy makes two melee attacks.

Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.


Deneb

Medium humanoid (gith), chaotic neutral


  • Armor Class 17 (half plate)
  • Hit Points 49 (9d8 + 9)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 12 (+1) 13 (+1) 13 (+1) 10 (+0)

  • Saving Throws Con +3, Int +3, Wis +3
  • Senses passive Perception 11
  • Languages Gith
  • Challenge 3 (700 XP)

Innate Spellcasting. Deneb's innate spellcasting ability is Intelligence. She can innately cast the following spells, requiring no spell components:

At will: mage hand (the hand is invisible)

3/day each: jump, misty step, nondetection (self only)

Actions

Multiattack. Deneb makes two attacks with her flametongue.

Flametongue Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage plus 7 (2d6) fire damage.

Zhentarim Forces

The agents of the Zhentarim keep their communication subtle, and send information to Davra Jassur. Jassur keeps on the move, but the Zhentarim agents know her normal route.


Zhentarim Thug

Medium humanoid (human), neutral


  • Armor Class 11 (leather armor)
  • Hit Points 32 (5d8 + 10)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 11 (+0) 14 (+2) 10 (+0) 10 (+0) 11 (+0)

  • Skills Intimidation +2
  • Senses passive Perception 10
  • Languages Common
  • Challenge 1/2 (100 XP)

Pack Tactics. The thug has advantage on an attack roll against a creature if at least one of the thug's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Multiattack. The thug makes two melee attacks.

Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.

Heavy Crossbow. Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.

Blingdenstone Forces

The forces of Blingdenstone comprise the best of the burrow wardens, wererats from the Goldwhisker Clan, and mages from the Stoneheart Enclave. All units report to Dorbo Diggermattack back in Blingdenstone.


Stoneheart Enclave Conjurer

Small humanoid (gnome), neutral good


  • Armor Class 12 (15 with mage armor)
  • Hit Points 26 (5d6 + 5)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
9 (-1) 14 (+2) 11 (+1) 17 (+3) 12 (+1) 11 (+0)

  • Saving Throws Int +6, Wis +4
  • Skills Arcana +6, History +6, Perception +3
  • Senses darkvision 120 ft., passive Perception 13
  • Languages Gnomish, Terran, Undercommon
  • Challenge 1 (200 XP)

Stone Camouflage. The conjurer has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

Gnome Cunning. The conjurer has advantage on Intelligence, Wisdom, and Charisma saving throws against magic.

Innate Spellcasting. The conjurer's innate spellcasting ability is Intelligence (spell save DC 13). It can innately cast the following spells, requiring no spell components:

At will: nondetection (self only)

1/day each: blindness/deafness, blur, disguise self

Spellcasting. The conjurer is a 5th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The conjurer has the following wizard spells prepared:

Cantrips (at will): acid splash, mage hand, poison spray, prestidigitation

1st-level (4 slots): mage armor, magic missile, unseen servant

2nd-level (3 slots): cloud of dagger, misty step, web

3rd-level (2 slots): fireball, stinking cloud

Actions

Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.



Goldwhisker Wererat

Small humanoid (gnome, shapechanger), neutral


  • Armor Class 15 (chain shirt)
  • Hit Points 22 (3d6 + 6)
  • Speed 25 ft.

STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 14 (+2) 12 (+1) 10 (+0) 9 (-1)

  • Skills Investigation +3, Perception +2, Stealth +4
  • Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
  • Senses darkvision 120 ft., passive Perception 12
  • Languages Gnomish, Terran, Undercommon (can't speak in rat form)
  • Challenge 2 (450 XP)

Stone Camouflage (Humanoid Form Only). The wererat has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

Gnome Cunning. The wererat has advantage on Intelligence, Wisdom, and Charisma saving throws against magic.

Innate Spellcasting (Humanoid or Hybrid Form Only). The wererat's innate spellcasting ability is Intelligence (spell save DC 11). It can innately cast the following spells, requiring no spell components:

At will: nondetection (self only)

1/day each: blindness/deafness, blur, disguise self

Shapechanger. The wererat can use its action to polymorph into a rat-gnome hybrid or into a giant rat, or back into its true gnomish form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Keen Smell. The wererat has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Multiattack (Humanoid or Hybrid Form Only). The wererat makes two attacks, only one of which can be a bite.

Bite (Rat or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. If the target is humanoid, it must succeed on a DC 11 Constitution saving throw or be cursed with wererat lycanthropy.

War Pick (Humanoid or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage.

Hand Crossbow (Humanoid or Hybrid Form Only). Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Nelrindenvane Forces

The forces of the imaginary elven kingdom of Nelrindenvane report to Prince Derendil, their sovereign lord. Prince Derendil, an old companion of the adventurers, travels with the Expeditionary Force.


Prince Derendil

Medium humanoid (quaggoth), lawful neutral


  • Armor Class 13 (natural armor)
  • Hit Points 45 (6d8 + 18)
  • Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
17 (+3) 12 (+1) 16 (+3) 10 (+0) 16 (+3) 8 (-1)

  • Skills Athletics +5, Perception +5
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses darkvision 120 ft., passive Perception 16
  • Languages Elvish, telepathy 120 ft. (quaggoths only)
  • Challenge 3 (700 XP)

Innate Spellcasting (Psionics). Prince Derendil's innate spellcasting ability is Wisdom (spell save DC 13). He can innately cast the following spells, requiring no components:

At will: feather fall, mage hand (the hand is invisible)

1/day each: cure wounds, enlarge/reduce, heat metal, mirror image

Thonot Bastion. Prince Derendil can communicate telepathically with any quaggoth within 120 ft. of him that he can see or is aware of. Derendil has advantage on any Charisma check made to influence a quaggoth.

Wounded Fury. While he has 10 hit points or fewer, Prince Derendil has advantage on attack rolls. In addition, he deals an extra 7 (2d6) damage to any target he hits with a melee attack.

Actions

Multiattack. Prince Derendil makes two claw attacks.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.