The Sunless Citadel Combat Reference Document

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The Sunless Citadel Combat Reference Document Monster Statistics and Reinforcement Information Introduction: This reference document was created for DMs planning to run The Sunless Citadel from Tales from the Yawning Portal. The material contained herein has three purposes: (1) to speed combat by eliminating the need to flip back and forth between pages within the same book, (2) to organize the information about the reinforcement movements of creatures within the Sunless Citadel, and (3) to apply monster variants and adjustments to save you the time of having to do this yourself. The game is better when combat is organized, exciting, and quick. More dice rolling, less page flipping! This reference assumes you have a Monster Manual (MM) and Tales from the Yawning Portal (TYP). by Aaron Harrell DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player s Handbook, Monster Manual, Dungeon Master s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast. 2017 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. 1

Organized Existing Stat Blocks and Reinforcement Information You ll find stat blocks and reinforcement information on the following pages. In this updated (6/19/17) version of the CRD, all combat encounters involving more than one enemy can be run using the stat blocks provided in this document. I have tried to group the stat blocks according to how the enemies will be encountered (for example, the first enemy bugbear is encountered along with two giant rats, so their stat blocks are on the same page) and in roughly the order they appear. Using the provided stat blocks and the Monster Manual, you can run the combat encounters without have to flip between pages in the same document. The following stat blocks are not included in the CRD, but the encounters that include them can be run by opening the Monster Manual to a single entry: fire snake (salamander entry), mephit (ice and steam), shadow, swarm of rats (disperses after one round), and white dragon wyrmling (Calcryx). Created Stat Blocks and Noted Variants I created a stat block for Erky Timbers (an NPC who can join the party) by adding the forest gnome racial traits to the acolyte in the MM and adjusting the hit points as described. I also gave him the turn undead feature as specified in TYP. Guthash (diseased giant rat) and Grenl (goblin shaman) have likewise been created for your convenience. I have inferred stats where not explicitly stated. For example, why do the kobold commoners have 3 hit points and 1 less hit and damage? I inferred that a kobold commoner s hit die is a 1d6 and that it has a Dexterity score of 13 to account for these changes. I occasionally fixed apparent inconsistencies in the MM or the TYP. For example, Erky Timbers is an acolyte. An acolyte has 3 spell slots but is described as a 1st-level spellcaster in the MM. I made him a 2nd-level caster since level 2 is the point at which spellcasters get a 3rd slot. This also makes more sense for Erky since 2nd level is the point at which clerics get turn undead. Likewise, in TYP, Yusdrayl is described as a 2nd-level spellcaster, but she somehow has 4 spell slots. I changed this to 3 1st-level spell slots to clear up the inconsistency. I also included the quasit stat block in case it somehow survives so you can quickly reference it to harass the PCs at your leisure. Enjoy! Cover Page. 1 Introduction.. 2 Giant Rat, Guthash, Bugbear. 3 Skeleton, Troll.. 4 Kobold, Yusdrayl. 5 Kobold Reinforcements. 6 Goblin, Grenl. 7 Erky Timbers, Quasit 8 Hobgoblin, Durnn 9 Goblin Reinforcement Notes. 10 Sir Braford, Sharwyn Hucrele 11 Twig Blight, Belak, Giant Frog 12 Grove Level Reinforcement Notes. 13 2

Giant Rat Small beast, unaligned Armor Class 12 Hit Points 7 (2d6) 7 (-2) 15 (+2) 11 (+0) 2 (-4) 10 (+0) 4 (-3) Languages - Challenge 1/8 (25 XP) Keen Smell. The rat has advantage on Wisdom (Perception) checks that rely on smell. Pack Tactics. The rat has advantage on an attack roll against a creature if at least one of the rat s allies is within 5 feet of the creature and the ally isn t incapacitated. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Guthash, Diseased Giant Rat Medium beast, unaligned Armor Class 12 Hit Points 16 (3d10) 7 (-2) 17 (+3) 11 (+0) 2 (-4) 10 (+0) 4 (-3) Languages - Challenge 1/4 (50 XP) Keen Smell. Guthash has advantage on Wisdom (Perception) checks that rely on smell. Pack Tactics. Guthash has advantage on an attack roll against a creature if at least one of her allies is within 5 feet of the creature and the ally isn t incapacitated. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 3) piercing damage. If the target is a creature, it must succeed on a DC 10 Constitution saving throw or contract a disease. Until the disease is cured, the target can t regain hit points except by magical means, and the target s hit point maximum decreases by 3 (1d6) every 24 hours. If the target s hit point maximum drops to 0 as a result of this disease, the target dies. 3 Bugbear Medium humanoid (goblinoid), chaotic evil Armor Class 16 (hide armor, shield) Hit Points 27 (5d8 + 5) 15(+2) 14(+2) 13(+1) 8(-1) 11(+0) 9(-1) Skills Stealth +6, Survival +2 Languages Common, Goblin Challenge 1 (200 XP) Brute. A melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack). Surprise Attack. If the bugbear surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack. Morningstar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) piercing damage. Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 9 (2d6 + 2) piercing damage in melee or 5 (1d6 + 2) piercing damage at range. Note: The bugbear in the 48. Garden Galleries wields a sickle-bladed glaive (+4 to hit, 2d10 + 2 slashing damage) and has an AC of 14 (no shield).

Skeleton Medium undead, lawful evil Armor Class 13 (armor scraps) Hit Points 13 (2d8 + 4) 10(+0) 14(+2) 15(+2) 6(-2) 8(-1) 5(-3) Damage Vulnerabilities bludgeoning Damage Immunities poison Condition Immunities exhausted, poisoned Senses darkvision 60 ft., passive Perception 9 Languages understands all languages it knew in life but can t speak Challenge 1/4 (50 XP) Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Note: Skeletons on the Grove Level attack with shovels/rakes (+2 to hit, 1d6 bludgeoning damage). Troll (modified) Large giant, chaotic evil Armor Class 15 (natural armor) Hit Points 30 (max 84 [8d10 + 40]) 18(+4) 13(+1) 20(+5) 7(-2) 9(-1) 7(-2) Skills Perception +1 Senses darkvision 60 ft., passive Perception 11 Languages Elvish, Draconic, Giant Challenge 2 (450 XP) Keen Smell. The troll has advantage on Wisdom (Perception) checks that rely on smell. Regeneration. The troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage, this trait doesn t function at the start of the troll s next turn. The troll dies only if it starts its turn with 0 hit points and doesn t regenerate. Bite. Melee Weapon Attack. +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. Claw. Melee Weapon Attack. +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. Note: If the characters flee and the troll is left alive, he stays in his tomb until hunger draws him forth. When he emerges 5 days later, he starts with his maximum (84) hit points, gains multiattack, and increases its CR to 5. Multiattack. The troll makes three attacks: one with its bite and two with its claws. 4

Kobold Small humanoid (kobold), lawful evil Armor Class 12 Hit Points 5 (2d6 2) 7 (-2) 15 (+2) 9 (-1) 8 (-1) 7 (-2) 8 (--1) Senses darkvision 60 ft., passive Perception 8 Languages Challenge Common, Draconic 1/8 (25 XP) Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Pack Tactics. The kobold has advantage on an attack roll against a creature if at least one of the kobold s allies is within 5 feet of the creature and the ally isn t incapacitated. Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage. Elite Kobold 7 (-2) 15 (+2) 11 (+0) 8 (-1) 7 (-2) 8 (--1) Same as Kobold, except 7 (2d6) hit points. Yusdrayl Small humanoid (kobold), lawful evil Armor Class 12 (15 with mage armor) Hit Points 16 (3d6 + 6) 8 (-1) 15 (+2) 14 (+2) 10 (+0) 10 (+0) 16 (+3) Skills Arcana +2, Insight +2, Stealth +4 Languages Common, Draconic Challenge 1 (200 XP) Spellcasting. Yusdrayl is a 2nd-level spellcaster. Her spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). She knows the following sorcerer spells: Cantrips (at will): mage hand, ray of frost, shocking grasp 1 st level [ ][ ][ ]: burning hands, chromatic orb, mage armor Sunlight Sensitivity. While in sunlight, the Yusdrayl has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Pack Tactics. Yusdrayl has advantage on an attack roll against a creature if at least one of the kobold s allies is within 5 feet of the creature and the ally isn t incapacitated. Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Kobold Commoner 7 (-2) 13 (+1) 9 (-1) 8 (-1) 7 (-2) 8 (--1) Same as Kobold, except 3 (1d8 1) hit points and +3 to hit for 1d4 + 1 damage. Challenge 0 (10 XP). 5

Kobold General Notes The kobolds control the first half of the Fortress Level. Yusdrayl, the Kobold leader, has the key that unlocks the Dragon Door in area 6. The goblins have captured the dragon, Calcryx; the kobolds want her returned. Meepo is a potential ally, though his presence in the party will likely be short lived (Calcryx targets him first). The kobolds become hostile if attacked or if the goblins in area 18 are freed. Kobold Reinforcement Notes Area 15. Dragon Cell If combat occurs in area 15, the three kobolds from the adjacent area 16 emerge and attack. Area 19. Hall of Dragons If combat occurs in area 19, Yusdrayl and two elite kobolds from area 21 arrive at the start of the second round of combat, the three kobolds from area 16 to the southwest of area 19 arrive at the start of the fifth round, and the three kobolds from area 23 arrive at the start of the eighth round. Area 21. Dragon Throne If combat occurs in area 21, three elite kobolds from area 19 arrive at the start of the second round of combat, the three kobolds from area 16 to the southwest of area 19 arrive at the start of the fifth round, and the three kobolds from area 23 arrive at the start of the eighth round. 6