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CHAPTER ONE: THE PRISON OF KROLDOR

STORY CHECKLIST
Use the following checklists to keep track of progress and revealed information during story events of Chapter One
The Prison of Kroldor. Lists include story progression, information gathering, loot, and enemies.

Progression________________________________ Information________________________________
1. Youre locked in a Drow prison called Krolkeep. - The 19 Drow of Krolkeep

2. Describe the restraints. - Three Drow watch the slave cell.

3. The Adventure Begins - Anti-magic warding in the cell.

4. Roll for days spent and their scavenged items. - Jorlans injuries and demotion.

5. Life as a Slave In the Cell - Kzekads glob wand.

6. Fellow Prisoners (Brief) - That no one knows their true fate.

7. Night 1 Suspicious Mutterings - Information on the 4 prominent Drow

8. Hard Labour - Location of their equipment

9. Acquisitions - Escape - Krolkeep General Features

10. Jorlans Gambit Jorlans Gambit____________________________


- Location of their equipment.
11. A Flight of Demons
- Escape, onto webs and into pool.
12. Passage Selection
- 20 minutes of time at shift change.
13. XP Awards (total divided among survivors)

Sariths Information_______________________
- The grey ooze in the pool.

- The late supply patrol.


CHAPTER TABLES
This page contains all roll tables asked for in chapter one.

Scavenged Possessions_________________________________________________________________________
Result Item
29 Nothing
10 12 A gold coin
13 15 A living spider the size of a tarantula
16 18 A 5 foot long strand of silk rope
19 21 A flawed gemstone worth 10gp
22 24 A rusted iron bar (club weapon)
25 27 A flint shard (dagger weapon)
A hand crossbow bolt coasted with Drow poison. (Poisons, Chapter 8
28 30
DMs Guide)

Trinkets_________________________________________________________________________________________
d20 Item
1 A diary in a foreign language
2 A large gold coin (3 gp)
3 A rope necklace from which dangles four mummified elf fingers.
4 A tooth from an unknown beast
5 A 1-pound egg with a bright red shell
6 A tiny silver icon of a raven
7 A bag containing 47 human teeth, one of which is rotten.
8 A pair of old socks
9 A glass vial filled with nail clippings
10 A scrap of cloth from an old banner
11 A small parchment with a crude sketch of a goblin

12 A silver spoon with an M engraved on the handle


13 A whistle made from gold-coloured wood
14 A petrified spider the size of your hand
15 An silver skull the size of a coin
16 A single caltrop made from bone
17 A 1-inch cube, each side painted a different colour
18 An ornate brooch of dwarven design
19 A small packet filled with pink dust
20 A rabbits foot
IMPORTANT LOOT AND ENEMIES CHECKLIST
The following checklists cover any loot throughout the keep as well as what enemies lurk throughout the chapter.

Kill List The Drow Guards________________ Loot Shrine to Lolth______________________


- Silver Candlesticks (25 gp each)
12 11 10 9 8 7

- Cursed Spider Gems (4 x 5 gp. 4 x 10 gp)


6 5 4 3 2 1
Loot Nilorils Quarters____________________
50 XP each
- Silver-framed mirror (10 gp)
Kill List The Elite Drow Guards__________
- Small shrine to Lolth (50 gp in black market)
5 4 3 2 1

- Silver and Onyx headdress (50 gp)


1,800 XP each

Kill List Quaggoth _______________________ - Drawstring bag of two healing potions

12 11 10 9 8 7 - Small leather purse of 24 gp

6 5 4 3 2 1 - Nilorils component pouch

450 XP each Loot Guard Tower________________________


- Up to 6 chain shirts
Kill List Trained Spiders _________________

6 5 4 3 2 1 - Up to 6 suits of studded leather

200 XP each - Up to 6 shields

Kill List Giant Spiders ___________________


- Up to 6 hand crossbows
5 4 3 2 1
- Up to 20 cases of 20 crossbow bolts
200 XP each
- Up to 6 shortswords and up to 10 daggers
General Loot See area reference in manual____________
- Barracks - Up to 6 bags of 20 caltrops

- Main Hall - Up to 4 100-foot coils of spider silk rope

- Elite Barracks - Up to 2 building hammers

- Kzekads Quarters - Up to 2 bags of 10 iron spikes


THE CREATURES AND INHABITANTS OF KROLKEEP
The following pages contain the stat blocks for every enemy one might encounter during the escape from Krolkeep.

Drow______________________________________ Elite Drow Warrior________________________


Medium humanoid (elf), neutral evil Medium humanoid (elf), neutral evil

Armour Class || 15 (chain shirt) Armour Class || 18 (studded leather, shield)


Hit Points || 13 Hit Points || 71
Speed || 30 feet Speed || 30 feet

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 10 (+0) 11 (+0) 11 (+0) 12 (+1) 13 (+1) 18 (+4) 14 (+2) 11 (+0) 13 (+1) 12 (+1)

Skills || Perception +2, Stealth +4 Saving Throws || DEX +7, CON +5, WIS +4
Senses || Darkvision 120 feet, passive Perception 12 Skills || Perception +4, Stealth +10
Languages || Elvish, Undercommon Senses || Darkvision 120 feet, passive Perception 14
Challenge || (50 XP) Languages || Elvish, Undercommon
Challenge || 5 (1,800 XP)
Fey Ancestry || The Drow has advantage on saving throws
against being charmed, and magic cant put it to sleep. Fey Ancestry || The Drow has advantage on saving throws
against being charmed, and magic cant put it to sleep.
Innate Spellcasting || The Drows spellcasting ability is
CHA (spell save DC 11). It can innately cast the following Innate Spellcasting || The Drows spellcasting ability is
spells, requiring no material components. CHA (spell save DC 11). It can innately cast the following
spells, requiring no material components.
At will: Dancing lights
1/day each: darkness, faerie fire At will: Dancing lights
1/day each: darkness, faerie fire, levitate (self only)
Sunlight Sensitivity || While in sunlight, the Drow has
disadvantage on attack rolls, as well as on WIS (Perception) Sunlight Sensitivity || While in sunlight, the Drow has
checks that rely on sight. disadvantage on attack rolls, as well as on WIS (Perception)
checks that rely on sight.
Actions________________________________________________
Actions________________________________________________
Shortsword || Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 1d6+2 piercing damage. Multiattack || The Drow makes two shortsword attacks.

Hand Crossbow || Ranged Weapon Attack: +4 to hit, range Shortsword || Melee Weapon Attack: +7 to hit, reach 5 ft., one
30/120 ft., one target. Hit: 1d6+2 piercing damage, and the target. Hit: 1d6+4 piercing damage plus 3d6 poison damage.
target must succeed on a DC 13 CON saving throw or be
poisoned for 1 hour. If the saving throw fails by 5 or more, the Hand Crossbow || Ranged Weapon Attack: +7 to hit, range
target is also unconscious while poisoned in this way. The 30/120 ft., one target. Hit: 1d6+4 piercing damage, and the
target wakes up if it takes damage or if another creature takes target must succeed on a DC 13 CON saving throw or be
an action to shake it awake. 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 || The Drow adds 3 to its AC against one melee attack
that would hit it. To do so, the Drow must see the attacker
and be wields a melee weapon.
Niloril, Priest of Lolth_____________________ Summoned Yochlol________________________
Medium humanoid (elf), neutral evil Medium fiend (demon), chaotic evil

Armour Class || 16 (scale mail) Armour Class || 15 (natural armour)


Hit Points || 71 Hit Points || 120
Speed || 30 feet Speed || 30 feet, climb 30 feet

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 12 (+1) 13 (+1) 17 (+3) 18 (+4) 15 (+2) 14 (+2) 18 (+4) 13 (+1) 15 (+2) 15 (+2)

Saving Throws || CON +4, WIS +6, CHA +7 Saving Throws || DEX +6, INT +5, WIS +6, CHA +6
Skills || Insight +6, Stealth +5, Perception +6, Religion +4 Skills || Insight +6, Deception +10
Senses || Darkvision 120 feet, passive Perception 16 Damage Resistances || cold, fire, lightning; bludgeoning,
Languages || Elvish, Undercommon piercing, and slashing from nonmagical weapons
Challenge || 8 (3,900 XP) Damage Immunities || poison
Condition Immunities || poisoned
Fey Ancestry || The Drow has advantage on saving throws Senses || Darkvision 120 feet, passive Perception 12
against being charmed, and magic cant put it to sleep. Languages || Abyssal, Elvish, Undercommon
Challenge || 10 (5,900 XP)
Innate Spellcasting || The Drows spellcasting ability is
CHA (spell save DC 11). It can innately cast the following Shapechanger || The yochlol can use its action to polymorph
spells, requiring no material components. into a form that resembles its Drow summoner or a giant
spider, or back into its true form. Its statistics are the same in
At will: Dancing lights each form. Any equipment it is wearing or carrying isnt
1/day each: darkness, faerie fire, levitate (self only) transformed. It reverts to its true form if it dies.

Spellcasting || The Drow is a 10th-level spellcaster. His Magic Resistance || The yochlol has advantage on saving
spellcasting ability is WIS (save DC 14, +6 to hit with spell throws against spells and other magical effects.
attacks). The Drow has the following cleric spells prepared:
Spider Climb || The yochlol can climb difficult surfaces,
Cantrips (at will): guidance, poison spray, resistance, spare the dying, including upside down on ceilings, without needing to make
thaumaturgy. an ability check.
1st level (4 slots): animal friendship, cure wounds, detect poison and
Innate Spellcasting || The yochlols spellcasting ability is
disease, ray of sickness
CHA (spell save DC 14). It can innately cast the following
2nd level (3 slots): lesser restoration, protection from poison, web
spells, requiring no material components.
3rd level (3 slots): conjure animals (2 giant spiders), dispel magic
4th level (3 slots): divination, freedom of movement At will: detect thoughts, web
5th level (2 slots): insect plague, mass cure wounds 1/day: dominate person
Sunlight Sensitivity || While in sunlight, the Drow has Web Walker || The yochlol ignores movement restrictions
disadvantage on attack rolls, as well as on WIS (Perception) cause by webbing.
checks that rely on sight.
Actions________________________________________________
Actions________________________________________________
Multiattack || The yochlol makes two melee attacks.
Multiattack || The Drow makes two scourge attacks.
Slam (Bite in Spider Form) || Melee Weapon Attack: +6 to hit,
Scourge || Melee Weapon Attack: +5 to hit, reach 5 ft., one target. reach 5 ft. (10 ft. in demon form), one target. Hit: 1d6+2
Hit: 1d6+2 piercing damage plus 5d6 poison damage. bludgeoning (piercing in spider form) damage plus 6d6
poison damage.
Summon Demon (1/day) || The Drow attempts to magically
summon a stagnant yochlol with a 30 percent (1-3 on 1d10)
chance of success. If the attempt fails, the Drow takes 1d10
psychic damage. Otherwise, the summoned demon appears
in an unoccupied space within 60 feet of its summoner, acts
as an ally of its summoner, and cant summon other demons.
It remains for 10 minutes, or until it or its summoner dies, or
until its summoner dismisses it as an action.
Quaggoth__________________________________ Trained and Giant Spiders________________
Medium humanoid (quaggoth), chaotic neutral Large beast, unaligned

Armour Class || 13 (natural armour) Armour Class || 14 (natural armour)


Hit Points || 34 Hit Points || 26
Speed || 30 feet, climb 30 feet Speed || 30 feet, climb 30 feet

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
17 (+3) 12 (+1) 16 (+3) 6 (-2) 12 (+1) 7 (-2) 14 (+2) 16 (+3) 12 (+1) 2 (-4) 11 (+0) 4 (-3)

Skills || Athletics +5 Skills || Stealth +7


Damage Immunities || poison Senses || Blindsight 10 ft., passive Perception 10
Condition Immunities || poisoned Challenge || 1 (200 XP)
Senses || Darkvision 120 feet, passive Perception 10
Languages || Undercommon Spider Climb || The spider can climb difficult surfaces,
Challenge || 2 (450 XP) including upside down on ceilings, without needing to make
an ability check.
Wounded Fury || While it has 10 hit points or fewer, the
quaggoth has advantage on attack rolls. In addition, it deals Web Sense || While in contact with a web, the spider knows
an extra 2d6 damage to any target it hits with a melee attack. the exact location of any other creature in contact with the
same web.
Actions________________________________________________
Web Walker || The spider ignores movement restrictions
cause by webbing.
Multiattack || The quaggoth makes two claw attacks.

Claw || Melee Weapon Attack: +5 to hit, reach 5ft., one target. Actions________________________________________________
Hit: 1d6+3 slashing damage.
Bite || Melee Weapon Attack: +5 to hit, reach 5ft., one creature.
Vrock______________________________________ Hit: 1d8+3 piercing damage, and the target must make a DC 11
CON saving throw, taking 2d8 poison damage on a failed
Large fiend (demon), chaotic evil
save, or half as much damage on a successful one. If the poison
damage reduces the target to 0 hit points, the target is stable
Armour Class || 15 (natural armour)
but poisoned for 1 hour, even after regaining hit points, and is
Hit Points || 104
paralysed while poisoned in this way.
Speed || 40 feet, fly 60 feet
Web (Recharge 5-6) || Ranged Weapon Attack: +5 to hit, range
STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 18 (+4) 8 (-1) 13 (+1) 8 (-1) 30/60 ft., one creature. Hit: The target is restrained by
webbing. As an action, the restrained target can make a DC
Saving Throws || DEX +5, WIS +4, CHA +2 12 STR check, bursting the webbing on a success. The
Damage Resistances || cold, fire, lightning; bludgeoning, webbing can also be attacked and destroyed (AC 10; hp 5;
piercing, and slashing from nonmagical weapons vulnerability to fire damage; immunity to bludgeoning,
Damage Immunities || poison poison, and psychic damage).
Condition Immunities || poisoned
Senses || Darkvision 120 feet, passive Perception 11
Languages || Abyssal, telepathy 120ft.
Challenge || 6 (2,300 XP)

Magic Resistance || The yochlol has advantage on saving


throws against spells and other magical effects.

Actions________________________________________________
Multiattack || The vrock makes two attacks, one talon and
one beak attack.

Talon || Melee Weapon Attack: +6 to hit, reach 5ft., one target.


Hit: 2d10+3 slashing damage.

Beak || Melee Weapon Attack: +6 to hit, reach 5ft., one creature.


Hit: 2d6+3 slashing damage.
CLASS & LEVEL BACKGROUND PLAYER NAME

CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH

ARMOR
PROFICIENCY BONUS CLASS INITIATIVE SPEED

PERSONALITY TRAITS

Hit Point Maximum


Strength
DEXTERITY
Dexterity
Constitution
CURRENT HIT POINTS IDEALS
Intelligence
Wisdom
Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS

Acrobatics (Dex) Total SUCCESSES

Animal Handling (Wis) FAILURES

Arcana (Int) HIT DICE DEATH SAVES FLAWS


INTELLIGENCE
Athletics (Str)
Deception (Cha)
NAME ATK BONUS DAMAGE/TYPE

History (Int)

Insight (Wis)
Intimidation (Cha)
WISDOM Investigation (Int)
Medicine (Wis)
Nature (Int)
Mania - When first engaged

Perception (Wis) by an enemy, roll a d6. On
Performance (Cha) a 1-2, Sarith succumbs to
CHARISMA Persuasion (Cha) his insanity and laughs

Religion (Int) maniacly at his opponent.
Sleight of Hand (Dex) Receives advantage on
Stealth (Dex) attack rolls, while his target
Survival (Wis) receives disadvantage.
SKILLS ATTACKS & SPELLCASTING

PASSIVE WISDOM (PERCEPTION)


CP

SP

EP

GP

PP

OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

TM & 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
CLASS & LEVEL BACKGROUND PLAYER NAME

CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH

ARMOR
PROFICIENCY BONUS CLASS INITIATIVE SPEED

PERSONALITY TRAITS

Hit Point Maximum


Strength
DEXTERITY
Dexterity
Constitution
CURRENT HIT POINTS IDEALS
Intelligence
Wisdom
Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS

Acrobatics (Dex) Total SUCCESSES


Animal Handling (Wis) FAILURES

Arcana (Int) HIT DICE DEATH SAVES FLAWS


INTELLIGENCE
Athletics (Str)
Deception (Cha)
NAME ATK BONUS DAMAGE/TYPE
History (Int)
Insight (Wis)
Intimidation (Cha)
WISDOM Investigation (Int)

Medicine (Wis)

Nature (Int)
Perception (Wis)
Performance (Cha)

CHARISMA Persuasion (Cha)


Religion (Int)
Sleight of Hand (Dex)

Stealth (Dex)
Survival (Wis)

SKILLS ATTACKS & SPELLCASTING

PASSIVE WISDOM (PERCEPTION)


CP
Small Knife
SP
Set of common
clothes
EP Belt Pouch
GP
2 Daggers
Longbow +20
PP Arrows
Dungeoneer's
Pack
OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

TM & 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
CLASS & LEVEL BACKGROUND PLAYER NAME

CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH

ARMOR
PROFICIENCY BONUS CLASS INITIATIVE SPEED

PERSONALITY TRAITS

Hit Point Maximum


Strength
DEXTERITY
Dexterity
Constitution
CURRENT HIT POINTS IDEALS
Intelligence
Wisdom
Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS

Acrobatics (Dex) Total SUCCESSES

Animal Handling (Wis) FAILURES



Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE
Athletics (Str)

Deception (Cha)
NAME ATK BONUS DAMAGE/TYPE
History (Int)
Insight (Wis)
Intimidation (Cha)
WISDOM Investigation (Int)
Medicine (Wis)
Nature (Int)

Perception (Wis)
Performance (Cha)

CHARISMA

Persuasion (Cha)
Religion (Int)
Sleight of Hand (Dex)
Stealth (Dex)
Survival (Wis)

SKILLS ATTACKS & SPELLCASTING

PASSIVE WISDOM (PERCEPTION)


CP

SP

EP

GP

PP

OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

TM & 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
CLASS & LEVEL BACKGROUND PLAYER NAME

CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH

ARMOR
PROFICIENCY BONUS CLASS INITIATIVE SPEED

PERSONALITY TRAITS

Hit Point Maximum


Strength
DEXTERITY
Dexterity
Constitution
CURRENT HIT POINTS IDEALS
Intelligence
Wisdom
Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS

Acrobatics (Dex) Total SUCCESSES

Animal Handling (Wis) FAILURES

Arcana (Int) HIT DICE DEATH SAVES FLAWS


INTELLIGENCE
Athletics (Str)
Deception (Cha)
NAME ATK BONUS DAMAGE/TYPE
History (Int)
Insight (Wis)

Intimidation (Cha)
WISDOM Investigation (Int)
Medicine (Wis)
Nature (Int)

Perception (Wis)
Performance (Cha)

CHARISMA Persuasion (Cha)


Religion (Int)
Sleight of Hand (Dex)
Stealth (Dex)

Survival (Wis)

SKILLS ATTACKS & SPELLCASTING

PASSIVE WISDOM (PERCEPTION)


CP

SP

EP

GP

PP

OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

TM & 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
CLASS & LEVEL BACKGROUND PLAYER NAME

CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH

ARMOR
PROFICIENCY BONUS CLASS INITIATIVE SPEED

PERSONALITY TRAITS

Hit Point Maximum


Strength
DEXTERITY
Dexterity
Constitution
CURRENT HIT POINTS IDEALS
Intelligence
Wisdom
Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS

Acrobatics (Dex) Total SUCCESSES

Animal Handling (Wis) FAILURES

Arcana (Int) HIT DICE DEATH SAVES FLAWS


INTELLIGENCE
Athletics (Str)
Deception (Cha)
NAME ATK BONUS DAMAGE/TYPE
History (Int)
Insight (Wis)

Intimidation (Cha)
WISDOM Investigation (Int)
Medicine (Wis)
Nature (Int)
Mania - When first engaged

Perception (Wis) by an enemy, roll a d6. On
Performance (Cha) a 1-2, Sarith succumbs to
CHARISMA Persuasion (Cha) his insanity and laughs
Religion (Int) maniacly at his opponent.
Sleight of Hand (Dex) Receives advantage on
Stealth (Dex) attack rolls, while his target

Survival (Wis) receives disadvantage.
SKILLS ATTACKS & SPELLCASTING

15 PASSIVE WISDOM (PERCEPTION)


CP

SP

EP

GP

PP

OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

TM & 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
CLASS & LEVEL BACKGROUND PLAYER NAME

CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH

ARMOR
PROFICIENCY BONUS CLASS INITIATIVE SPEED

PERSONALITY TRAITS

Hit Point Maximum


Strength
DEXTERITY
Dexterity
Constitution
CURRENT HIT POINTS IDEALS
Intelligence
Wisdom
Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS


Acrobatics (Dex) Total SUCCESSES

Animal Handling (Wis) FAILURES

Arcana (Int) HIT DICE DEATH SAVES FLAWS


INTELLIGENCE
Athletics (Str)

Deception (Cha)
NAME ATK BONUS DAMAGE/TYPE
History (Int)
Insight (Wis)

Intimidation (Cha)
WISDOM Investigation (Int)
Medicine (Wis)
Nature (Int)
Perception (Wis)
Performance (Cha)

CHARISMA

Persuasion (Cha)
Religion (Int)

Sleight of Hand (Dex)

Stealth (Dex)
Survival (Wis)

SKILLS ATTACKS & SPELLCASTING

PASSIVE WISDOM (PERCEPTION)


CP

SP

EP

GP

PP

OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

TM & 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
CLASS & LEVEL BACKGROUND PLAYER NAME

CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH

ARMOR
PROFICIENCY BONUS CLASS INITIATIVE SPEED

PERSONALITY TRAITS

Hit Point Maximum


Strength
DEXTERITY
Dexterity
Constitution
CURRENT HIT POINTS IDEALS
Intelligence
Wisdom
Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS

Acrobatics (Dex) Total SUCCESSES

Animal Handling (Wis) FAILURES

Arcana (Int) HIT DICE DEATH SAVES FLAWS


INTELLIGENCE
Athletics (Str)
Deception (Cha)
NAME ATK BONUS DAMAGE/TYPE
History (Int)
Insight (Wis)
Intimidation (Cha)
WISDOM Investigation (Int)
Medicine (Wis)

Nature (Int)

Perception (Wis)
Performance (Cha)

CHARISMA Persuasion (Cha)


Religion (Int)

Sleight of Hand (Dex)

Stealth (Dex)

Survival (Wis)

SKILLS ATTACKS & SPELLCASTING

PASSIVE WISDOM (PERCEPTION)


CP

SP

EP

GP

PP

OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

TM & 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.

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