```metadata title: F&H NPCs description: '' tags: [] systems: [] renderer: V3 theme: 5ePHB ``` {{toc,wide # Table Of Contents - ### [{{ Party members}}{{ 2}}](#p2) - #### [{{ Ragnvaldr}}{{ 2}}](#p2) - #### [{{ Cahara}}{{ 2}}](#p2) - #### [{{ D'arce}}{{ 3}}](#p3) - #### [{{ Enki}}{{ 3}}](#p3) - #### [{{ The Girl}}{{ 4}}](#p4) - #### [{{ Moonless}}{{ 4}}](#p4) - #### [{{ Le'garde}}{{ 5}}](#p5) - #### [{{ Demon Kid}}{{ 5}}](#p5) - ### [{{ Buckman's party}}{{ 6}}](#p6) - #### [{{ Lord Buckman}}{{ 6}}](#p6) - #### [{{ Ser Seymor}}{{ 6}}](#p6) - #### [{{ Jeanne}}{{ 7}}](#p7) - #### [{{ The Gaunt Knight, Ser Seril }}{{ 7}}](#p7) - ### [{{ Lurkers in the dungeon}}{{ 8}}](#p8) - #### [{{ trortur}}{{ 8}}](#p8) - #### [{{ Isayah}}{{ 8}}](#p8) - #### [{{ The merchant}}{{ 9}}](#p9) - #### [{{ The Forgotten One, Nosramus}}{{ 10}}](#p10) - ### [{{ Depths worshippers}}{{ 11}}](#p11) - #### [{{ The butterfly}}{{ 11}}](#p11) - #### [{{ Cockroach king}}{{ 11}}](#p11) - ### [{{ Ma'habre Figurines}}{{ 12}}](#p12) - #### [{{ Bug-eyed Figurine}}{{ 12}}](#p12) - ### [{{ NPCs who arent in the dungeon in game }}{{ 13}}](#p13) - #### [{{ Celeste}}{{ 13}}](#p13) - #### [{{ Penance Knight }}{{ 13}}](#p13) - #### [{{ Ulve}}{{ 14}}](#p14) - #### [{{ Hilde}}{{ 14}}](#p14) - ### [{{ Spells}}{{ 15}}](#p15) }} \page # Party members {{monster,frame ## Ragnvaldr *medium humanoid, neutral good* ___ **Armor Class** :: 16 (Hide Armor, shield) **Hit Points** :: 76 (8d8+40) **Speed** :: 30ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |18 (+4)|16 (+3)|20 (+5)|10 (+0)|16 (+3)|14 (+2)| ___ **Saves** :: Str +6, Con +7 **Skills** :: Nature +2, Survival +5, Perception +5, religion +2, Medicine + 5 **Senses** :: Passive Perception 15 **Languages** :: Common **Challenge** :: 3 (700 XP) ___ ***Marksman.*** Ragnvaldr has a +2 bonus to ranged weapon attacks, and has the sharpshooter feat : ***Take aim.*** At the start of his turn, as a bonus action, Ragnvaldr may give himself advantage on his next attack roll, but cannot move this turn. : ***Bloodlust.*** As a bonus action, Ragnvaldr can enter a rage. While raging, he gains the following benefits: * Ragnvaldr has advantage on Strength checks and Strength saving throws. * When Ragnvaldr makes a melee weapon attack, it gains a +2 bonus to the damage roll. * When Ragnvaldr takes bludgeoning, piercing, ot slashing damage, it is reduced by 3 points, to a minimum of 1 damage. his rage lasts for 1 minute. It only ends early if Ragnvaldr is knocked unconscious, incapacitated, or he ends his rage on his turn as a bonus action. : ***Sisu.*** If damage reduces Ragnvaldr to 0 hit points, he must make a Constitution saving throw with a DC of 5, unless the damage is from a critical hit. On a success, Ragnvaldr drops to 1 hit point instead, and the DC of Sisu increases by 5. ### Actions ***Multiattack.*** Ragnvaldr makes two melee attacks. : ***Handaxe.*** *Melee Weapon Attack:* +6 to hit, reach 5ft., one target. *Hit* 7 (1d6 + 4) slashing damage : ***Shortbow.*** *Ranged Weapon Attack:* +7 to hit, range 320 ft., one target. Hit: 6 (1d6 + 3) piercing damage. }} {{monster,frame ## Cahara *medium humanoid, chaotic neutral* ___ **Armor Class** :: 15 (Leather armor) **Hit Points** :: 55 (10d8+10) **Speed** :: 35ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |12 (+1)|16 (+3)|12 (+1)|10 (+0)|18 (+4)|12 (+1)| ___ **Saves.** :: Dex +5, Int +2, Wis +6 **Skills** :: Thieves Tools +7, Stealth +5, Sleight of Hand +7, **Senses** :: Passive Perception 14 **Languages** :: Common **Challenge** :: 3 (700 XP) ___ ***Escape plan.*** On each of his turns, Cahara can use a bonus action to take the Dash, or Disengage action. : ***En Garde.*** On his first turn in combat Cahara has advanatge on all attack rolls, and when he hits a creature who hasn't taken a turn yet, that hit is a crit. ### Actions ***Multiattack.*** Cahara attacks twice with his scimitar. : ***Scimitar.*** *Melee Weapon Attack:* +6 to hit, reach 5ft., one target. *Hit* 7 (1d6 + 3) slashing damage : ***Envenomed Dart.*** *Ranged Weapon Attack* +6 to hit, range 20/60 ft., one target. *Hit* 5 (1d4 + 3) Piercing damage + 2 (1d4) poison damage and the target must make a DC 13 constitution saving throw or be poisoned until the end of their next turn. ### Reactions ***Uncanny Dodge.*** Cahara halves the damage that he takes from an attack that hits him. Cahara must be able to see the attacker. }} \page {{monster,frame ## D'arce *medium humanoid, lawful neutral* ___ **Armor Class** :: 20 (Plate mail, shield) **Hit Points** :: 45 (7d8+14) **Speed** :: 30ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |16 (+3)|16 (+3)|14 (+2)|14 (+2)|10 (0)|14 (+2)| ___ **Saves.** :: Str +5, Con +4 **Skills** :: Religion +4, Athletics +5, History +4, Medicine +2 **Senses** :: Passive Perception 10 **Languages** :: Common **Challenge** :: 3 (700 XP) ___ ***Fast Stance.*** D'arce adds 1d8 to her initiative roll. : ### Actions ***Multiattack.*** D'arce uses shield bash and makes a longsword attack : ***Shield bash.*** *Melee Weapon Attack:* +5 to hit, reach 5ft., one target. *Hit* 5 (1d4 + 3) bludgeonig damage. on a hit the target must make a DC 13 Strength saving throw or be knocked prone. : ***longsword.*** *Melee Weapon Attack:* +5 to hit, reach 5ft., one target. *Hit* 7 (1d8 + 3) slashing damage : ***Javelin.*** *Ranged Weapon Attack:* +5 to hit, range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage. ### Reactions ***Parry.*** D'arce adds 2 to her AC against one melee attack that would hit her. To do so, D'arce must see the attacker and be wielding a melee weapon. : ***Counter .*** When missed with an attack, D'arce can make a shield bash attack against her attacker }} {{monster,frame ## Enki *medium humanoid, neutral evil* ___ **Armor Class** :: 13 (Mage armor) **Hit Points** :: 58 (9d8+18) **Speed** :: 30ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |8 (-1)|10 (0)|14 (+2)|16 (+3)|14 (+2)|18 (+4)| ___ **Saves.** :: Con +4, Int +5, Wis +4, Cha +6 **Skills** :: Religion +7, Arcana +7 **Senses** :: passive Perception 12 **Languages** :: Common, vermin **Challenge** :: 3 (700 XP) ___ ***Magic Resistance.*** Enki has advantage on saving throws against spells and other magical effects. : ***Mastery over insects.*** Enki can speak with insects as if under the spell "speak with animals". Insects will not attack Enki unless attacked by him first. : ***Spellcasting.*** Enki is a 5th-level spellcaster. His spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). He regains his expended spell slots when he finishes a short or long rest. He knows the following spells: : * At Will: Dispel Magic, Mage armor : * (Once per long rest): Animate dead (as an action) : * 1st-3rd level (2 3rd-level slots): Burning hands (5d6), Hurting (7d6), Locust Swarm (2d6), Vampiric Touch, ### Actions ***Shortsword.*** *Melee Weapon Attack:* +1 to hit, reach 5ft., one target. *Hit* 3 (1d6 - 1) slashing damage }} {{note ##### [{{ Summoner encounter difficulty }}{{ }}](#p16) }} \page {{monster,frame ## The Girl *Small Humanoid, neutral good* ___ **Armor Class** :: 13 (none) **Hit Points** :: 22 (9d6-9) **Speed** :: 25ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |5 (-3)|16 (+3)|8 (-1)|16 (+3)|20 (+5)|20 (+5)| ___ **Saves.** :: Dex +5, Int +5, Wis +7, Cha +7 **Skills** :: stealth +5, Perception +7 **Senses** :: darkvision 60 ft., passive Perception 17 **Languages** :: common, but rarely speaks **Challenge** :: 1 (200 XP) ___ ***Promising Caster.*** The girl has a hidden knack for magic. Her spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). She regains her expended spell slots when she finishes a short or long rest. She knows NO spells, but has the following spell slots: * (3 5th-level slots): : The girl can learn any spell in an hour by reading a spell scroll containing that spell. : ***Instinctual fear.*** On each of her turns, the girl can use a bonus action to take the Dash, or Disengage action. : ***Quiet as a mouse.*** While in dim light or darkness, the girl can take the Hide action as a bonus action. ### Actions ***Dagger.*** *Melee Weapon Attack:* +5 to hit, reach 5ft., one target. *Hit* 5 (1d4 + 3) piercing damage : ***Stone.*** *ranged weapon attack:* +2 to hit, range 20/60., one target. *hit* 2 (1d4) bludgeoning damage. On a hit the target must make a DC 10 Contitution Saving throw or be dazed until the end of its next turn. ### Reactions : ***Self Sacrifice.*** When a creature the girl can see targets one of the her allies, the girl can move up to her speed and force the attack to hit her instead, so long as the girl is within 5 ft. of the target }} {{note ##### Other weapons for the girl and demon kid ***Skeleton arm.*** *Melee Weapon Attack:* +5 to hit, reach 5ft., one target. *Hit* 7 (1d8 + 3) bludgeoning damage : ***Cursed Dagger.*** *Melee Weapon Attack:* +8 to hit, reach 5ft., one target. *Hit* 16 (4d4 + 6) piercing damage }} {{monster,frame ## Moonless *Medium Monstrosity, unaligned* ___ **Armor Class** :: 14 (natural armor) **Hit Points** :: 84 (13d8+26) **Speed** :: 50ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |18 (+4)|18 (+4)|15 (+2)|3 (-4)|14 (+2)|9 (-1)| ___ **Skills.** :: Perception +4, Stealth +6 **Condition immunities.** :: Poisoned, Frightened **Senses** :: darkvision 120 ft., passive Perception 14 **Languages** :: Understands a few words of common, but cannot speak **Challenge** :: 3 (700 XP) ___ ***Keen Hearing and Smell.*** Moonless has advantage on Wisdom (Perception) checks that rely on hearing, sight, or smell. : ***Pack Tactics.*** Moonless has advantage on an attack roll against a creature if at least one of Moonless' allies is within 5 feet of the creature and the ally isn't incapacitated. : ***Savage Mauling.*** Once per turn If Moonless moves at least 30 feet straight toward a target and then hits it with a grim jaw attack on the same turn, the target takes an extra 7 (2d6) slashing damage, and must suceed on a DC 14 Constitution saving Throw or begin bleeding (DC 14, 1d6) : ### Actions ***Multiattack.*** Moonless makes two grim jaw attacks : ***Grim jaw.*** *Melee Weapon Attack:* +6 to hit, reach 5ft., one target. *Hit* 11 (2d6 + 4) If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone. : }} {{note ##### moonless is a bit unbalanced She has the offense of a 5, but the defense of a 1. In other words, she's a glass cannon. If you want a more balanced moonless reduce all her daamge dice to 1d6, the bleeding dice to 1d4, and give her 91 (14d8+28) HP. }} \page {{monster,frame ## Le'garde *medium humanoid, lawful evil* ___ **Armor Class** :: 20 (plate mail, shield) **Hit Points** :: 59 (7d8+28) **Speed** :: 30ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |19 (+4)|12 (+1)|19 (+4)|19 (+4)|10 (0)|19 (+4)| ___ **Savess** :: Int +7 Wis +3, Cha +7 **Senses** :: passive Perception 10 **Languages** :: Common **Challenge** :: 5 (1,800 XP) ___ ***Determined.*** Le'Garde has advantage on saving throws against effects that would charm or frighten him, as well as any ability that would subvert his will, such as being poessessed by a sentient evil weapon. : ***Relentless (1/Day).*** If Le'Garde creature would be reduced to 0 hit points, he is instead only reduced to 1. ### Actions ***Multiattack.*** Le'Garde makes two melee attacks. He can replace one of these attacks with leg sweep : ***Longsword.*** *Melee Weapon Attack:* +7 to hit, reach 5ft., one target. *Hit* 8 (1d8 + 4) : ***Leg Sweep.*** Le'garde sweeps his blade in a 10 ft. cone, or all spaces within 5 ft. of him. Each creature in the area must make a DC 15 Dexterity saving throw taking 7 (2d6) slashing damage, and suffering a leg injury on a failed save, Or half as much damage on a success. ### Reactions ***Parry.*** Le'garde adds 3 to his AC against one melee attack that would hit him. To do so, Le'garde must see the attacker and be wielding a melee weapon. : ***Counter .*** When missed with an attack, Le'garde can make an attack against his attacker }} {{note ##### Variant: Miasma (CR 6) ***Multiattack.*** Le'garde makes two misama attacks, and can replace one with leg sweep. : ***Miasma.*** *Melee Weapon Attack:* +9 to hit, reach 5ft., one target. *Hit* 10 (1d8 + 6) + 9 (2d8) poison damage }} {{monster,frame ## Demon Kid *Small Fiend (Demon), chaotic evil* ___ **Armor Class** :: 12 (none) **Hit Points** :: 40 (9d6+9) **Speed** :: 25ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |12 (+1)|14 (+2)|12 (+1)|10 (0)|14 (+2)|12 (+1)| ___ **Saves.** :: Str +3, Dex +4, Con +3. **Skills** :: Athletics +5, Perception +4 **Senses** :: blindsight 120 ft. (blind beyond this radius), passive Perception 14 **Languages** :: The same languages as its creator. **Challenge** :: 2 (450 XP) ___ ***Blood Frenzy.*** The demon has advantage on melee attack rolls against any creature that doesn't have all its hit points. : ***Brute.*** A melee weapon deals one extra die of its damage when the demon kid hits with it (included in the dagger attack). ### Actions ***Dagger.*** *Melee Weapon Attack:* +4 to hit, reach 5ft., one target. *Hit* 7 (2d4 + 2) piercing damage : ***Stone.*** *ranged weapon attack:* +3 to hit, range 20/60., one target. *hit* 3 (1d4+1) bludgeoning damage. On a hit the target must make a DC 11 Contitution Saving throw or be dazed until the end of its next turn. ### Reactions : ***Like Father, Like Son.*** When the demon sees its creator reduce a creature to 0 hit points with a melee attack, the demon can move up to half its speed and make a melee attack. }} \page # Buckman's party {{monster,frame ## Lord Buckman *Medium humanoid, lawful good* ___ **Armor Class** :: 12 (padded armor) **Hit Points** :: 31(7d8+0) **Speed** :: 35ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |11 (0)|12 (+1)|11 (0)|14 (+2)|14 (+2)|16 (+3)| ___ **Saves** :: Cha, +5 **Skills** :: History +4, Insight +4, Religion +4 **Senses** :: passive Perception 12 **Languages** :: common **Challenge** :: 1/8 (25 XP) ___ ***Steadfast.*** Buckman cannot be frightened if he can see an allied creature within 30ft. of himself. : ***Ring of Wraiths*** Lord Buckman is attuned to a *ring of wraiths,* which ceases to function If he is killed. ### Actions ***Flashing Blade.*** *Melee Weapon Attack:* +3 to hit, reach 5ft., one target. *Hit* 5 (1d8 + 1) piercoing damage and the creature must make a DC 11 Constitution saving throw or be blinded until the end of their next turn. : ***Leadership (Recharges after a Short or Long Rest).*** For 1 minute, Lord Buckman can utter a special command or warning whenever a nonhostile creature that he can see within 30 feet of himself makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand Lord Buckman. A creature can benefit from only one Leadership die at a time. This effect ends if Lord Buckman is incapacitated. }} {{note, #### Ring of Wraiths *Wonderous item, rare (requires attunement)* A ring with a blood diamond embeded on it. The blood diamond has seen so much death that life force is leaking from it. While wearing this ring, you regain 1d6 hit points every 10 minutes, provided that you have at least 1 hit point,and are under half your hit point maximum. }} {{monster,frame ## Ser Seymor *medium humanoid, lawful neutral * ___ **Armor Class** :: 16 (Chainmail) **Hit Points** :: 84 (13d8+26) **Speed** :: 30ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |16 (+3)|12 (0)|14 (+2)|11 (0)|11 (0)|14 (+2)| ___ **Saves.** :: Con +5, Wis +2 **Skills** :: Athletics +6, Investigation +2, Insight +2 **Senses** :: Passive Perception 10 **Languages** :: Common **Challenge** :: 3 (700 XP) ___ ***Sworn Knight of Rondon.*** Seymor is a 7th-level battlemaster. His Maneuver ability is Strength (Maneuver DC 13) He regains his expended Maneuver dice when he finishes a short or long rest. He knows the following Maneuvers: : * (5d8 Maneuver dice): Ambush (TCE), Maneuvering attack, Rally, Sweeping attack, Tactical assesment (TCE) ### Actions ***Multiattack.*** Seymor makes two attacks with his Claymore. : ***Claymore.*** *Melee Weapon Attack:* +5 to hit, reach 5ft., one target. *Hit* 10 (2d6 + 3) slashing damage and if the target is a creature it must make a DC 13 Constitution saving throw or suffer and injury (arm or leg, seymor's choice) ### reactions ***Parry.*** Seymor adds 2 to his AC against one melee attack that would hit him. To do so, Seymor must see the attacker and be wielding a melee weapon. }} \page {{monster,frame ## Jeanne *medium humanoid, neutral good* ___ **Armor Class** :: 18 (Plate mail) **Hit Points** :: 75 (10d8+30) **Speed** :: 40ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |17 (+3)|12 (+1)|16 (+3)|7 (-2)|16 (+3)|12 (+1)| ___ **Saves.** :: Str +5, Con +5 **Skills** :: Athletics +7 **Senses** :: Passive Perception 13 **Languages** :: Common **Challenge** :: 3 (700 XP) ___ ***Reckless.*** At the start of her turn, Jeanne 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. ### Actions ***Multiattack.*** Jeanne makes two attacks with her greatsword, both with disadvantage. Alternatively she may make two longsword atacks without disadvantage : ***Oversized Greatsword.*** *Melee Weapon Attack:* +5 to hit, reach 5ft., one target. *Hit* 17 (4d6 + 3) slashing damage. : ***longsword.*** *Melee Weapon Attack:* +5 to hit, reach 5ft., one target. *Hit* 7 (1d8 + 3) slashing damage }} {{monster,frame ## The Gaunt Knight, Ser Seril *Medium humanoid, unaligned* ___ **Armor Class** :: 19 (Gaunt Plate) **Hit Points** :: 67 (9d8+27) **Speed** :: 40ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |18 (+4)|18 (+4)|16 (+3)|1 (-5)|16 (+3)|1 (-5)| ___ **Saves** :: Int -2, Cha -2 **Damage Resistances** :: Slashing **Condition Immunities** :: stunned, dazed, **Senses** :: darkvision 60 ft., passive Perception 18 **Languages** :: none while insane, common while sane **Challenge** :: 5 (1,800 XP) ___ ***Insanity.*** The gaunt knight has been broken by the dungeon, while insane he has advantage on saving throws against being charmed or frightened, and his int and cha scores are 1. The gaunt knight's mental state can be restored by greater restoration, or an *elixer of mind*. If his insanity is removed his Int and cha scores become 17 each. : ***Paranoid.*** The gaunt knight has advantage on perception checks. : ***Gaunt Armor.*** The Knight's masterfully crafted armor gives him anumber of benefits * Resistance to slashing damage * Imunnity to the Stunned and dazed coditions * Whenever the Gaunt knight takes bludgeoning or piercing damage it is reduced by 2. ### Actions ***Multiattack.*** The gaunt knight makes four longsword attacks. He can replace two attacks with cross slash. : ***longsword.*** *Melee Weapon Attack:* +7 to hit, reach 5ft., one target. *Hit* 8 (1d8 + 4) slashing damage. : ***Cross slash.*** *Melee Weapon Attack:* +7 to hit, reach 5ft., one target. *Hit* 18 (3d8 + 4) slashing damage. On a hit the creature must makea DC 15 Constitution saving throw, suffering an arm or leg injury on a failure. : ***Insane Flailing.*** Each creature within 5ft. of the Gaunt Knight must make a DC 15 dexterity saving throw. On a failed save a creature takes 13 (3d8) slashing damage, or half as much on a success. }} \page # Lurkers in the dungeon {{monster,frame ## trortur *Small humanoid, neutral evil* ___ **Armor Class** :: 11 (none) **Hit Points** :: 10 (3d6) **Speed** :: 30ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |8 (-1)|12 (+1)|11 (+0)|10 (0)|16 (+3)|6 (-2)| ___ **Saves** :: Wis +5 **Skills** :: Medicine +5, Deception +2 **Damage Vulnerabilities** :: radiant **Senses** :: darkvision 10 ft., passive Perception 13 **Languages** :: common **Challenge** :: 1/8 (25 XP) ___ ***Insane.*** Trortur has advantage on saving throws against being charmed or frightened. ### Actions ***Dagger.*** *Melee Weapon Attack:* or *ranged Weapon Attack:* +3 to hit, reach 5ft. or range 20/60ft., one target. *Hit:* 3 (1d4+1) piercing damage. }} {{monster,frame ## Isayah *medium humanoid, chaotic neutral* ___ **Armor Class** :: 17 (Studded Leather armor, Iron mask) **Hit Points** :: 49 (14d8-14) **Speed** :: 35ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |14 (+2)|16 (+3)|8 (-1)|10 (+0)|14 (+2)|12 (+1)| ___ **Saves.** :: Dex +5, Int +2, **Skills** :: Stealth +7, **Senses** :: Passive Perception 12 **Languages** :: Common **Challenge** :: 2 (450 XP) ___ ***Sneak attack.*** Isayah 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 of an ally of Isayah that isn't incapacitated and Isayah doesn't have disadvantage on the attack roll. : ***Hidden blade.*** On his first turn in combat Isayah has advanatge on all attack rolls, and when he hits a creature who hasn't taken a turn yet, that hit is a crit. : ***Seasoned dungeon delver.*** Isayah can perfectly recall any path he has traveled in the past 30 days : ***Coinflip.*** Isayah starts combat without Plague Touch being charged. At the end of Isayah’s turn choose a player. the player chooses heads or tails. If the player loses the coin flip, Plague Touch recharges. ### Actions ***Multiattack.*** Isayah attacks with his shortsword, and uses plague touch, if available : ***Shortsword.*** *Melee Weapon Attack:* +6 to hit, reach 5ft., one target. *Hit* 7 (1d6 + 3) piercing damage : ***Plague Touch (Recharge: Coinflip).*** Isayah touches a creature within 5 ft., which must make a DC 15 Constitution saving throw. On a failed save the target is poisoned. At the end of each of the target's turns, it makes a DC 15 Constitution save. If the target succeeds on three of these saves, it is no longer poisoned. If the target fails three of these saves, the target is no longer poisoned, but is infected with one of the diseases from the contagion spell. At the end of a long rest a diseased creature makes a DC 15 Constitution save. If the target succeeds on three of these saves, it is no longer diseased. ### Reactions ***Uncanny Dodge.*** Isayah halves the damage that he takes from an attack that hits him. Isayah must be able to see the attacker. }} \page {{monster,frame ## The merchant *Medium humanoid, chaotic evil* ___ **Armor Class** :: 12 (leather armor) **Hit Points** :: 38 (7d8+7) **Speed** :: 30ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |8 (-1)|12 (+1)|13 (+1)|12 (+1)|12 (+1)|10 (0)| ___ **Damage Resistances** :: Poison **Saves** :: Con +3 **Skills** :: Deception +4. Persuasion +4 **Senses** :: passive Perception 11 **Languages** :: common **Challenge** :: 1 (200 XP) ___ ***Poison peddler.*** The merchant has the following poisons for sale, disguised as potions: * *"Potion of Greater Healing" (8 GP):* This potion is actually a "Potion of poison". * *"Potion of Heroism" (8 GP):* This potion is actually a dose of "malice". * *"Potion of Longevity" (15 GP):* This potion is actually a does of "Midnight tears". : ***Poisoner.*** The merchant can apply poison to a weapon as a bonus action, and when he deals poison damage, he ignores poison damage resistance. He has the following poisons on his person. : * Basic poison (3 vials) * Crawler Mucus (1 vial) ### Actions ***Daggers.*** *Melee or Ranged Weapon Attack:* +3 to hit, reach 5ft./range 20/60, one target. *Hit* 3 (1d4 + 1) : ***Burnt Othur Fumes (1 Dose).*** The merchant blows a powdered poison on a creature within 5 ft. of himself. the creature must succeed on a DC 13 Constitution saving throw or take 10 (3d6) poison damage, and must repeat the saving throw at the start of each of its turns. On each successive failed save, the character takes 3 (1d6) poison damage. After three successful saves, the poison ends. }} \column {{note ##### Poisons **Burnt Othur Fumes (Inhaled):** A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or take 10 (3d6) poison damage, and must repeat the saving throw at the start of each of its turns. On each successive failed save, the character takes 3 (1d6) poison damage. After three successful saves, the poison ends. : **Crawler Mucus (Contact):** This poison must be harvested from a dead or incapacitated crawler. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. The poisoned creature is paralyzed. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. : **Malice (Inhaled):** A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 1 hour. The poisoned creature is blinded. : **Midnight Tears (Ingested):** A creature that ingests this poison suffers no effect until the stroke of midnight. If the poison has not been neutralized before then, the creature must succeed on a DC 17 Constitution saving throw, taking 31 (9d6) poison damage on a failed save, or half as much damage on a successful one. : **Basic Poison (Injury):** You can use the poison in this vial to coat one slashing or piercing weapon or up to three pieces of ammunition. Applying the poison takes an action. A creature hit by the poisoned weapon or ammunition must make a DC 10 Constitution saving throw or take 1d4 poison damage. Once applied, the poison retains potency for 1 minute before drying. : **Potion of Poison:** This concoction looks, smells, and tastes like a potion of healing or other beneficial potion. However, it is actually poison masked by illusion magic. An identify spell reveals its true nature. : If you drink it, you take 3d6 poison damage, and you must succeed on a DC 13 Constitution saving throw or be poisoned. At the start of each of your turns while you are poisoned in this way, you take 3d6 poison damage. At the end of each of your turns, you can repeat the saving throw. On a successful save, the poison damage you take on your subsequent turns decreases by 1d6. The poison ends when the damage decreases to 0. }} \page {{monster,frame,wide ## The Forgotten One, Nosramus *Medium humanoid, neutral* ___ **Armor Class** :: 15 (Mage Armor) **Hit Points** :: 188 (29d8+58) **Speed** :: 30ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |8 (-1)|14 (+2)|14 (+2)|24 (+7)|26 (+8)|22 (+6)| ___ **Saves.** :: Con +6, Int +11, Wis +12, Cha +10 **Skills** :: Arcana +15, History +15, Insight +12, Investigation +11, Medicine +12, Nature +15, Perception +12, Religion +15 **Damage resistances** :: Acid, Psychic, Poison **Senses** :: darkvision 120 ft., passive Perception 22 **Languages** :: Common, Vermin, Deep Speech **Challenge** :: 11 (7,200 XP) ___ ***Magic Resistance.*** Nosramus has advantage on saving throws against spells and other magical effects. : ***Trick of the Depths.*** Nosramus has advantage on stealth checks made to hide in dim light or darkness : ***Alchemical savant.*** Nosramus has advantage on saving throws against being blinded, deafened, poisoned, or contracting diseases. : ***Immortal.*** Nosramus cannot be aged, magicallly or non magically. : ***Spirit Anchor.*** Nosramus possesses a powerful magical artifact, the *Spirit Anchor.* It has the properties of a *Ring of Mind Shielding*. Additionally while attuned to the Spirit Anchor, Nosramus' Maximum HP cannot be reduced, and their soul cannot be removed or damaged in any way. : ***Spellcasting.*** Nosramus is a 20th-level spellcaster. Their spellcasting ability is Charisma (spell save DC 20, +10 to hit with spell attacks). They regain their expended spell slots when they finish a short or long rest. They knows the following spells: : At Will: Dispel Magic, Mage armor : (Once per long rest each): Animate dead (as an action), Greater restoration : 1st-5th level (4 5th-level slots): Burning hands (7d6), Black orb (4 attacks 8d12), Blood Golem, Blood Sword (4d8), Cure wounds (5d8+6), Create Food & Water, Hurting (9d6), Lesser restoration, Locust Swarm (5d6), Mass Cure Wounds, Misty Step, Roots that Reap (5d6), Pheremones, Vampiric Touch, Waterwalking ### Actions ***Multiattack.*** Nosramus casts a spell and uses one of their actions : ***Blasphemous Brew.*** *Ranged Weapon Attack:* +10 to hit, range 30\120ft., one target. *Hit* 20 (4d6 + 6) poison damage and if the target is a creature it must make a DC 20 Constitution saving throw or be poisoned until the end of their next turn. : ***Blinding visions.*** *Ranged Weapon Attack:* +10 to hit, range 60\180ft., one target. *Hit* 18 (5d4 + 6) radiant damage and if the target is a creature it must make a DC 20 Charisma saving throw or be blinded until the end of their next turn. : ***Taste of Enlightenment (1/day)*** *Ranged Spell Attack:* +10 to hit, range 60ft., one target. *Hit* 33 (6d8 + 6) psychic damage and if the target is a creature it must make a DC 20 Charisma saving throw or fall unconcious for a minute. a creature within 5 ft. can use their action to wake an unconcious creature wake up early. : ***Call the knight (1/Day).*** If the Old Knight still "lives", Nosramus may summon his spirit to an unnocupied space within 30 ft. of themself. The *Spirit of the Old Knight* takes his turn immediately after Nosramus. ### Reactions ***Black vial.*** As a reaction to being attacked with a melee weapon attack, Nosramus may throw a vial of mysterious growth hormone on their attacker. The attacker must make a DC 15 constitution saving throw. On a successful save, a creature becomes immune to Nosramus' Black Vial. On a failed save, the target is poisoned, which causes it to also gain 1 level of exhaustion, as its flesh grows and twists unnaturally and unevenly. While poisoned in this way, the target must repeat the saving throw at the start of each of its turns. Three successful saves against the poison end it, and ending the poison removes any levels of exhaustion caused by it. Each failed save causes the target to suffer another level of exhaustion. {{note ##### Credit: Goober145 }} }} {{note ##### [{{ Summoner encounter difficulty }}{{ }}](#p16) }} \page # Depths worshippers {{monster,frame ## The butterfly *Medium humanoid, Neutral* ___ **Armor Class** :: 16 (natural armor) **Hit Points** :: 18 (4d8) **Speed** :: 35ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |9 (-1)|15 (+2)|11 (+0)|11 (0)|10 (0)|8 (-1)| ___ **Skills** :: Persuasion +1 **Senses** :: darkvision 60 ft., passive Perception 10 **Languages** :: common, vermin **Challenge** :: 1/4 (50 XP) ___ ***Depths affinity.*** While in dim light or darkness, the Butterfly has advantage on saving throws against being blinded or poisoned. ### Actions ***Unarmed strike.*** *Melee Weapon Attack:* +1 to hit, reach 5ft., one target. *Hit:* 1 bludgeoning damage. : ***Plead for Mercy.*** The Butterfly begs his assailants to stop. So long as the targets can hear them and understand them, each creature within 30 ft. of him must succeed on a DC 12 Wisdom saving throw or take 2 (1d4) psychic damage and for the next hour take 2 (1d4) psychic damage each time they hit the butterfly for the next hour. }} {{descriptive ##### Credit Trortur, Lord Buckman, & The butterfly were made by Goober145 on the F&H Discord, placed here with his permission. : Celeste and Nosramus partially made by Goober145 : Big thanks to u/DungeonStromae on reddit for basically writing half of the Penance knight's statblock, and helping nail down 25% more of it. }} {{monster,frame ## Cockroach king *Medium Beast, lawful evil* ___ **Armor Class** :: 15 (Natural armor) **Hit Points** :: 47 (5d8+25) **Speed** :: 30ft., 30 ft.climb. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |6 (-2)|12 (+1)|20 (+5)|10 (0)|9 (-1)|15 (+2)| ___ **Senses** :: darkvision 120 ft., blindsight 60 ft., passive Perception 9 **Languages** :: Vermin **Challenge** :: 4 (1,100 XP) ___ ***Cloud of Vermin.*** Any creature, other than an insect, that starts its turn within 20 feet of the king must make a DC 12 Constitution saving throw. On a failure, the creature takes 5 (2d4) piercing damage. : ***Spellcasting.*** The king's spellcasting ability is Charisma (+4, spell save DC 12). The king can innately cast the following spells, requiring no material components: * At will: Infestation (2d6) * 3/day each: Locust Swarm * 1/Day: Conjure Animals (Swarms of Insects or maggots only) ### Legendary Actions (1 action) ***Swarm Them!!*** up to 3 swarms of insects (MM338) or maggots (VRGtR 247) that the king can see, can use its reaction to move up to its speed and make an attack. : ***Protect your king!!*** Harmless flying insects spread out in a 30-foot radius from the king. The insects remain until the end of his next turn, making the area heavily obscured for creatures other than him. The swarm moves with him, remaining centered on him. A wind of at least 10 miles per hour disperses the swarm and ends the effect. : ***Rise and Writhe!!*** Each Swarm of insects or maggots within 30 ft. of the king gains 4 temp HP, and loses the frightened condition if they have it. }} {{note ##### [{{ Summoner encounter difficulty }}{{ }}](#p16) }} \page # Ma'habre Figurines {{monster,frame ## Bug-eyed Figurine *medium construct, neutral* ___ **Armor Class** :: 13 (mage armor) **Hit Points** :: 127 (17d8+51) **Speed** :: 0ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |2 (-4)|10 (0)|16 (+3)|20 (+5)|20 (+5)|20 (+5)| ___ **Saves** :: Str -1, Dex +3, Con +3, Int +8, Wis +8, Cha +8 **Skills** :: Arcana +11, History +11, Nature +8, Religion +11 Perception +11, **Damage Vulnerabilities** :: Bludgeoning **Damage Resistances** :: Damage from spells. **Damage Immunities** :: Poison **Condition Immunities** :: bleeding, charmed, exhaustion, frightened, paralyzed, petrified, poisoned **Senses** :: truesight 120 ft., passive Perception 21 **Languages** :: common, deep speech, vermin, celestial, infernal, abyssal, sylvan, draconic **Challenge** :: 6 (2,300 XP) ___ ***Magic Resistance.*** The figurine has advantage on saving throws against spells and other magical effects. : ***Spellcasting.*** The figurine is a 7th-level spellcaster. His spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following spells: : * At will: Mage armor, Dispel magic, light, dancing lights : * (1/Day): Flame strike, soul cage : * 1st-4th level (4 4th-level slots): burning hands (6d6), hurting (8d6), Black orb, Locust swarm (3d6) Flock of crows, roots that reap (6d6) ### Actions ***Slam.*** *Melee Weapon Attack:* +2 to hit, reach 5ft., one target. *Hit* 5 (1d8) bludgeoning damage }} \page # NPCs who arent in the dungeon in game {{monster,frame ## Celeste *medium humanoid, chaotic neutral* ___ **Armor Class** :: 13(Unarmored) **Hit Points** :: 26 (4d8+8) **Speed** :: 35ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |7 (-2)|16 (+3)|14 (+2)|11 (+0)|16 (+3)|16 (+3)| ___ **Saves.** :: Dex +5, Wis +5, Cha +5 **Skills** :: Acrobatics +7, Deception +7, Perception +5, Peformance +7, Persuasion, +7, Sleight of Hand +5, **Senses** :: Passive Perception 15 **Languages** :: Common **Challenge** :: 1/2 (100 XP) ___ ***Spellcasting.*** Celeste is a 5th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). She regains his expended spell slots when she finishes a short or long rest. She knows the following spells: : 1st level (2 2nd-level slots): Cure wounds, Healing word : ***Inspiring Movement (2/Day).*** When Celeste rolls initiative she and two other creatures within 30ft. of her can move up to half their speed without provoking opportunity attacks : ***Leading evasion.*** If Celeste is subjected to an effect that allows her to make a Dexterity saving throw to take only half damage, she instead takes no damage if she succeeds on the saving throw, and only half damage if she fails. If a friendly creature within 5 ft. of her is making a saving throw agaisnt the same effect it also gains this benefit. Celestecannot use this feature if her speed is 0, or she is incapacitated. ### Actions ***Pressure Point.*** *Melee Weapon Attack:* +5 to hit, reach 5ft., one target. *Hit* 5 (1d4 + 3) bludgeoning damage. If the target is a creature, Celeste can choose one of the following additional effects: * The target must succeed on a DC 13 Dexterity saving throw or be knocked prone. * The target must succeed on a DC 13 Constitution saving throw or drop whatever it is holding * The target cannot take reactions until the end of Celeste's next turn. ### Reactions ***Fawn.*** When targeted with an attack or spell, Celeste can force the attacker to make a DC 13 Wisdom saving throw. On a failed the target is charmed until the start of their next turn. Once a target succeeds on this save they cannot be charmed by Celeste again for 24 hours. }} {{monster,frame, ## Penance Knight *Medium humanoid, Lawful neutral* ___ **Armor Class** :: 18 (Penance armor) **Hit Points** :: 47 (5d8+25) **Speed** :: 30ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |16 (+3)|8 (-1)|20 (+5)|8 (-1)|18 (+4)|16 (+3)| ___ **Saves** :: Wis +7, Cha +6 **Damage Resistances** :: Slashing, Piercing **Condition Immunities** :: stunned, dazed, blinded, **Skills** :: Religion +5, Intimidation +6 **Senses** :: passive Perception 14 **Languages** :: common **Challenge** :: 5 (1,800 XP) ___ ***Absolved.*** The knight has advantage on saving throws against being charmed or frightened. : ***Penance.*** The Knight is equipped with penance armor inflicting the following penalties * The knight cannot take the disengage action and has disadvantage on dexterity saving throws. * In combat the knight loses 1 Hit Point per turn, unless they take no actions and do not move. * At the end of a long rest the knight must make a DC 15 Constitution saving throw. On a failure their maximum hit points are reduced by 1d4. Nothing less than a heal or regenerate spell can restore this loss. : ***Spellcasting.*** The knight's spellcasting ability is Charisma (+ 7, spell save DC 15). The knight can cast the following spells: * 1/day each: Blood sword, Misty Step ### Actions ***Multiattack.*** The knight swings his warscythe twice, or makes two blood sword attacks if they are wielding it. : ***Warscythe.*** The knight swings his warscythe in a 10 ft. cone. Each creature in the area must make a DC 14 Dexterity saving throw taking 7 (2d6) slashing damage. : ***Blood Sword.*** *Melee Weapon Attack:* +6 to hit, reach 5ft., one target. *Hit* 11 (2d8 + 3) necrotic damage ### reactions ***The Burden of Penance.*** When The knight takes damage they may let out a pained wail. Each creature within 30 ft. of them must make a DC 15 wisdom saving throw. On a failed save they are frightened until the end of their next turn. On a succesful save they are not frightened. }} {{note ##### https://homebrewery.naturalcrit.com/share/MIGjHvFhrAW5 }} \page {{monster,frame ## Ulve *medium humanoid, chaotic neutral* ___ **Armor Class** :: 14 (Hide Armor) **Hit Points** :: 123 (13d8+65) **Speed** :: 30ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |18 (+4)|16 (+3)|20 (+5)|12 (+1)|16 (+3)|14 (+2)| ___ **Saves** :: Con +8, Int +4 **Skills** :: Survival +6, Perception +6, Medicine +6 **Senses** :: Passive Perception 15 **Languages** :: Common **Challenge** :: 7 (2,900 XP) ___ ***Brute.*** A melee weapon deals one extra die of its damage when the Ulve hits with it (included in the attack). : ***Brave.*** Ulve has advantage on saving throws against being frightened. : ***Blood Frenzy.*** Ulve has advantage on melee attack rolls against any creature that doesn't have all its hit points. : ***Sisu.*** If damage reduces Ulve to 0 hit points, he must make a Constitution saving throw with a DC of 5, unless the damage is from a critical hit. On a success, Ulve drops to 1 hit point instead, and the DC of Sisu increases by 5. ### Actions ***Multiattack.*** Ulve uses Warcry, and then makes two attacks. : ***Greataxe.*** *Melee Weapon Attack:* +7 to hit, reach 5ft., one target. *Hit* 17 (2d12 + 4) slashing damage and the target must make a DC 15 constitution saving throw or suffer an arm injury : ***Handaxe.*** *Ranged Weapon Attack:* +7 to hit, range 20/60ft., one target. *Hit* 7 (1d6 + 4) slashing damage : ***Warcry*** Ulve can unleash a taunting gutteral roar at a creature within 30 ft. of him. The creature must make a DC 16 Wisdom saving throw. On a failed save the creature has disadvantage on all attack rolls against any creature other than Ulve, and they cannot willingly move to a space that is more than 30 ft. from Ulve. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success : ***Leadership (Recharges after a Short or Long Rest).*** For 1 minute, Ulve can utter a special command or warning whenever a nonhostile creature that he can see within 30 feet of himself makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand Ulve. A creature can benefit from only one Leadership die at a time. This effect ends if Ulve is incapacitated. ### Reactions ***Parry.*** Ulve adds 3 to his AC against one melee attack that would hit him. To do so, Ulve must see the attacker and be wielding a melee weapon. }} {{monster,frame ## Hilde *medium humanoid, chaotic neutral* ___ **Armor Class** :: 16 (Studded Leather) **Hit Points** :: 97 (13d8+39) **Speed** :: 35ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |16 (+3)|18 (+4)|16 (+3)|15 (+2)|16 (+3)|10 (+0)| ___ **Saves** :: Dex +7, Con +6 **Skills** :: Nature +6, Perception +7, religion +6, Medicine +7, Stealth +6, Survival +7 **Senses** :: Passive Perception 17 **Languages** :: Common **Challenge** :: 6 (2,300 XP) ___ ***Marksman.*** Hilde has a +2 bonus to ranged weapon attacks : ***Take aim.*** At the start of her turn, as a bonus action, Hilde may give herself advantage on her next attack roll, but cannot move this turn. : ***Overwhelm*** Once per turn, Hilde can deal an extra 14 (4d6) damage to a creature she hits with a ***Longbow*** attack if that creature is within 5 feet of an ally of Hilde's that isn't incapacitated. : ***Sisu.*** If damage reduces Hilde to 0 hit points, she must make a Constitution saving throw with a DC of 5, unless the damage is from a critical hit. On a success, Hilde drops to 1 hit point instead, and the DC of Sisu increases by 5. ### Actions ***Multiattack.*** Hilde makes two attacks, only one of which may be a disarming attack : ***Shortsword.*** *Melee Weapon Attack:* +7 to hit, reach 5ft., one target. *Hit* 7 (1d6 + 4) slashing damage : ***Longbow.*** *Ranged Weapon Attack:* +9 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage and the target must make a DC 15 constitution saving throw or suffer a leg injury : ***Disarming shot.*** *ranged Weapon Attack:* +9 to hit, range 150/600ft., one target. *Hit* 6 (1d4 + 4) piercing damage and if the target is a creature it must make a DC 15 strength saving throw. On a failed save an object they are holding is flung 40 ft in a random direction. : ***Rain of Arrows (1/Day).*** Ulve chooses a point within 150 ft. of her. Each creature within 10 ft. of that point must make a DC 15 Dexterity saving throw, or take 17 (5d6) piercing damage on failed save or half as much on a success. }} \page # Spells #### Locust swarm *2nd-level conjuration* **Casting Time:** :: 1 action **Range:** :: 60 feet **Components:** :: M, V, S (rotting food) **Duration:** :: Instantaneous A cloud of swarming vermin are called to a 10-foot-radius sphere centered on a point you choose within range. The sphere spreads around corners. When the area appears, each creature in it must make a Constitution saving throw. A creature takes 1d6 piercing damage on a failed save, and is dazed until the end of their next turn. A creature takes half as much damage on a successful save. **At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, increase the piercing damage by 1d6 for each slot level above 2nd. {{note #### Dazed * You can Move or take one Action on your turn, not both. You also can’t take a Bonus Action or a Reaction. }} #### Hurting *2nd-level evocation* **Casting Time:** :: 1 action **Range:** :: 60 feet **Components:** :: M, S, V (an intense desire to cause pain) **Duration:** :: Instantaneous A dark red vortex appears on the body of the target and twists, rending flesh and removing it from existance. the target must make a constitution saving throw, taking 6d6 slashing damage, and suffering an arm or leg injury (casters choice) on a failed save. : **At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, increase the slashing damage by 1d6 for each slot level above 2nd. : #### Blood sword *2nd-level conjuration* **Casting Time:** 1 bonus action **Range:** Self **Components:** V, S **Duration:** Concentration, up to 1 minute : You weave together boiling sanguine tendrils to create a sword of solidified blood in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 fire damage on a hit and has the finesse, and light properties. In addition, When a creature you can see damages you, you can use your reaction to make a melee attack against that creature, with advantage on your attack roll. If you drop the weapon, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand. : **At Higher Levels.** When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d8. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8. {{note ##### Links to other funger content ***Fear & Hunger Bestiary*** https://homebrewery.naturalcrit.com/share/U7DIfhkZUy7G : ***Pocketcat*** https://homebrewery.naturalcrit.com/share/vch3PWraZsHn : ***The New Gods*** https://homebrewery.naturalcrit.com/share/VgUe1JTN0qOH : ***Sylvian*** https://homebrewery.naturalcrit.com/share/IEDJS273Pwqq : ***Gro-Goroth*** https://homebrewery.naturalcrit.com/share/u6Xky1X-lFEq : ***Rher*** https://homebrewery.naturalcrit.com/share/6IbZ4Su06OzH : ***Vinushka*** https://homebrewery.naturalcrit.com/share/qnf5I9G8VQZZ : ***The God of the Depths*** https://homebrewery.naturalcrit.com/share/QbAAcVgcjtYt : ***The God of Fear and Hunger*** https://homebrewery.naturalcrit.com/share/zSZrw2WrOioz : ***Alll-Mer*** https://homebrewery.naturalcrit.com/share/LHkV6Uu_SQzP : ***Sulfur*** https://homebrewery.naturalcrit.com/share/HzKaBL3S1YJn : ***Logic*** https://homebrewery.naturalcrit.com/share/5YFixak078bR : ***Fear & Hunger OC Creatures*** : https://homebrewery.naturalcrit.com/share/0bgV5iO7enIx : ***Termina Bestiary*** https://homebrewery.naturalcrit.com/share/EQDpwg8gD6OE : ***The Contestants*** https://homebrewery.naturalcrit.com/share/k-_VSml4SZFk https://homebrewery.naturalcrit.com/share/DP6lfGtnVM-H : }} \page # Summoner encounter difficulty {{descriptive It's been pointed out that CR is misleading when it comes to summoners. In an attempt to give a better idea of how tough an encounter with summoners might be i'm adding what encounter difficulty a summoner will be assuming they get to summon all their minions once. I'll be assuming a party of 4, and a party level equal to the CR. I'll also include the total XP so you can quickly check it against parties of other levels and sizes. }} {{note ***[{{ Enki}}{{ }}](#p3): Hard*** 1125 modified XP : ***[{{ The Forgotten One, Nosramus}}{{ }}](#p10): Hard*** 14250 modified XP : ***[{{ Cockroach king}}{{ }}](#p11): Deadly*** 3000 modified XP, Assuming he never loses concentration on *conjure animals.* }}