Академический Документы
Профессиональный Документы
Культура Документы
A captive Harper agent is being held by the criminal gang “Suldran’s Dark” in the depths of the Cormanthor forest.
Only the most stalwart and brave will be able to face this enemy and rescue the imprisoned Harper. Part Three of
the Gamehole Con 2016 adventure arc.
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.
©2016 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
Not for resale. Permission granted to print or photocopy this document for personal use only. Facing the Dark 1
Introduction
Welcome to “Facing The Dark,” a D&D Expeditions
adventure, part of the official D&D Adventurers
League organized play system and the Gamehole Con Preparing the Adventure
2016 adventure arc. This adventure is designed for Before you show up to Dungeon Master this
three to seven 5th-10th level characters, and is adventure for a group of players, you should do the
optimized for six 7th-level characters. Characters following to prepare.
outside this level range cannot participate in this
adventure. The adventure is set in the Moonsea region Make sure to have a copy of the most current
of the Forgotten Realms. version of the D&D Basic Rules or the Player’s
Handbook.
Read through the adventure, taking notes of
The D&D Adventurers anything you’d like to highlight or remind yourself
while running the adventure, such as a way you’d
League like to portray an NPC or a tactic you’d like to use in
a combat.
This adventure is official for D&D Adventurers
League play. The D&D Adventurers League is the Get familiar with the monster statistics in the
official organized play system for DUNGEONS & Appendix.
DRAGONS®. Players can create characters and Gather together any resources you’d like to use to
participate in any adventure allowed as a part of the aid you in running this adventure--such as
D&D Adventurers League. As they adventure, players notecards, a DM screen, miniatures, and battlemaps.
track their characters’ experience, treasure, and other If you know the composition of the group
rewards, and can take those characters through other beforehand, you can make adjustments as noted
adventures that continues their story. throughout the adventure.
If you’re running this adventure as a part of a store
event or at certain conventions, you’ll need a DCI
number. This number is your official Wizards of the
Coast organized play identifier. If you don’t have a
Before Play at the Table
number, you can obtain one at a store event. Check Ask the players to provide you with relevant
with your organizer for details. character information:
D&D Adventurers League play is broken up into Character name and level
storyline seasons. When players create characters, Character race and class
they attach those characters to a storyline season,
Passive Wisdom (Perception)—the most common
which determines what rules they’re allowed to use to passive ability check
create and advance their characters. Players can
Anything notable as specified by the adventure
continue to play their characters after the storyline
(such as backgrounds, traits, flaws, and so on
season has finished, possibly participating in a second
or third storyline with those same characters. A
character’s level is the only limitation for adventure Players that have characters outside the adventure’s
play. A player cannot use a character of a level higher level range cannot participate in the adventure
or lower than the level range of a D&D Adventurers with those characters. Players with ineligible
League adventure. characters can make a new 1st-level character or use a
For more information on playing, running games as pregenerated character. Players can play an adventure
a Dungeon Master, and organizing games for the D&D they previously played or ran as a Dungeon Master,
Adventurers League, please visit the D&D Adventurers but not with the same character.
League home at: Ensure that each player has an official adventure
logsheet for his or her character (if not, get one from
www.dndadventurersleague.org the organizer). The player fills out the adventure
name, session number, date, and your name and DCI
number. In addition, the player also fills in the starting
values for experience, gold, downtime, renown, and
number of permanent magic items. He or she fill in the
Not for resale. Permission granted to print or photocopy this document for personal use only. Facing the Dark 2
other values and write notes at the conclusion of the Determining Party Strength
session. Each player is responsible for maintaining an Party Composition Party Strength
accurate logsheet.
If you have time, you can do a quick scan of a 3-4 characters, APL less than Very weak
player’s character sheet to ensure that nothing looks 3-4 characters, APL equivalent Weak
out of order. If you see magic items of very high 3-4 characters, APL greater than Average
rarities or strange arrays of ability scores, you can ask 5 characters, APL less than Weak
players to provide documentation for the 5 characters, APL equivalent Average
irregularities. If they cannot, feel free to restrict item 5 characters, APL greater than Strong
use or ask them to use a standard ability score array. 6-7 characters, APL less than Average
Point players to the D&D Adventurers League Player’s 6-7 characters, APL equivalent Strong
Guide for reference. 6-7 characters, APL greater than Very strong
If players wish to spend downtime days and it’s the
beginning of an adventure or episode, they can declare Average party strength indicates no recommended
their activity and spend the days now. Alternatively, adjustments to the adventure. Each sidebar may or
they can do so at the end of the adventure or episode. may not offer suggestions for certain party strengths.
Players should select their characters’ spells and other If a particular recommendation is not offered for your
daily options prior to the start of the adventure, unless group, you don’t have to make adjustments.
the adventure specifies otherwise. Feel free to reread
the adventure description to help give players hints
about what they might face. Running the Adventure
As the Dungeon Master of the session, you have the
Adjusting the Adventure most important role in facilitating the enjoyment of
the game for the players. You help guide the narrative
Throughout this adventure, sidebars provide and bring the words on these pages to life. The
information to assist you in making adjustments for outcome of a fun game session often creates stories
smaller or larger groups and characters of higher or that live well beyond the play at the table. Always
lower levels than the adventure is optimized for. This follow this golden rule when you DM for a group:
is typically used exclusively for combat encounters.
You may adjust the adventure beyond the guidelines Make decisions and adjudications that enhance the
given in the adventure, or for other reasons. For fun of the adventure when possible.
example, if you’re playing with a group of
inexperienced players, you might want to make the To reinforce this golden rule, keep in mind the
adventure a little easier; for very experienced players, following:
you might want to make it a little harder. Therefore,
five categories of party strength have been created for You are empowered to make adjustments to the
you to use as a guide. Use these as a guide, and feel adventure and make decisions about how the group
free to use a different adjustment during the interacts with the world of this adventure. Doing so
adventure if the recommended party strength feels off is especially important and applicable outside of
for the group. combat, but feel free to adjust the adventure for
This adventure is optimized for a party of seven groups that are having too easy or too hard of a
5th to 10th level characters. To figure out whether time.
you need to adjust the adventure, do the following: Don’t make the adventure too easy or too difficult
for a group. Never being challenged makes for a
Add up the total levels of all the characters boring game and being overwhelmed makes for a
Divide the total by the number of characters frustrating one. Gauge the experience of the players
Round fractions of .5 or greater up; round fractions (not the characters) with the game, try to feel out
of less than .5 down (or ask) what they like in a game, and attempt to
You’ve now determined the average party level give each of them the experience they’re after when
(APL) for the adventure. To figure out the party they play D&D. Give everyone a chance to shine.
strength for the adventure, consult the following Be mindful of pacing, and keep the game session
table. moving along appropriately. Watch for stalling, since
play loses momentum when this happens. At the
same time, make sure that the players don’t finish
Not for resale. Permission granted to print or photocopy this document for personal use only. Facing the Dark 3
too early; provide them with a full play experience. Spell services generally available include healing
Try to be aware of running long or short. Adjust the and recovery spells, as well as information-gathering
pacing accordingly spells. Other spell services might be available as
Read-aloud text is just a suggestion; feel free to specified in the adventure. The number of spells
modify the text as you see fit, especially when available to be cast as a service is limited to a
dialogue is present. maximum of three per day total, unless otherwise
Give the players appropriate hints so they can make noted.
informed choices about how to proceed. Players
should be given clues and hints when appropriate so SPELLCASTING SERVICES
they can tackle puzzles, combat, and interactions Spell Cost
without getting frustrated over lack of information. Cure wounds (1st level) 10 gp
Doing so helps to encourage immersion in the Identify 20 gp
adventure and gives players “little victories” for Lesser restoration 40 gp
figuring out good choices from clues. Prayer of healing (2nd level) 40 gp
In short, being the DM isn’t about following the Remove curse 90 gp
adventure’s text word-for-word; it’s about facilitating Speak with dead 90 gp
a fun, challenging game environment for the players. Divination 210 gp
The Dungeon Master’s Guide™ has more information on Greater restoration 450 gp
the art of running a D&D game. Raise dead 1,250 gp
Not for resale. Permission granted to print or photocopy this document for personal use only. Facing the Dark 5
Part 1: Gone But Not
occasional flitting bird or small, furry, scuttling thing.
It’s all very beautiful and peaceful.
Wise adventurers will trust none of this.
Without A Trace If and only if a character tries to examine one of the
This adventure begins in the forest, immediately after spiked skeletons close up (and discover they are
the events of Skulljaw Hill (DDALGHC-02), with the human skeletons, neither animated nor undead), that
adventurers having used the last gate to emerge from character should make a DC 17 Dexterity save; if
the elfhold. They likely brought the prisoners with failed, a large (20 feet x 30 feet) section of forest floor
them, but their passage through the last gate was a between the skeleton-tree roots will collapse under
shuddering, tingling, blindingly golden moment quite their feet, spilling them into a waiting pit trap. If a
different from all of their earlier gate journeys, and it player says their character is looking for anything
has left them in the peak of health (restored to full hit suspicious or amiss underfoot, allow a Perception DC
points, with all weariness and any poison effects or 17 to spot, and if successful, and they proceed anyway,
lasting injuries—such as lopped-off fingers—wiped modify their Dexterity save down to DC 13 to escape.
away). No spells have been restored, but they face no
The pit is 30 feet deep and its bottom is lined with a vicious
immediate threat, and can, if they want to, rest right
array of fire-hardened wooden spikes (10 (3d6) bludgeoning
on the spot and ready themselves magically and make
damage plus 11 (2d10) piercing damage).
plans before they rush off into danger again.
Fortunately, it is a short walk back to Elventree so If no character approaches the skeletons closely (gets
giving the rescued prisoners directions to town is easy near to the trees they are stapled to), they will avoid
and gratefully received. these pit traps entirely.
Not for resale. Permission granted to print or photocopy this document for personal use only. Facing the Dark 6
Adjusting the Encounter
Here are the recommendations for adjusting these combat
encounters. They are not cumulative.
Very Weak Party: Remove grick alpha and lizardfolk; replace
with a grick.
Weak Party: Remove lizardfolk.
Strong Party: Remove lizardfolk; replace with owlbear.
Very Strong Party: Add second grick alpha.
The second monster onslaught comes from a troll and
an ogre.
Not for resale. Permission granted to print or photocopy this document for personal use only. Facing the Dark 7
Part 2: The Old Tower The trapdoor seems to be of ash, cross-banded in stout-looking
oak, and sports a large iron ring opposite a set of well-
After the escaping the hazards of the Bone Trail, the lubricated hinges. Beyond the floor, the duskwood soars to the
party encounters a clearing in the forest that the forest
sky, letting in only dappled light. You see nothing up there that
is beginning to reclaim; small saplings are plentiful. In
isn’t part of wild nature; any upper floors or other features of
their midst stands an ancient and overgrown stone
keep: a tower surrounded by a simple wall that has the tower have long since succumbed to history. All is quiet.
largely fallen; tumbled stone blocks are strewn
everywhere. The lone tower has been broken open by The trapdoor is heavy but any character can lift it; it
duskwoods growing up through it. moves easily and quietly, revealing a stone-lined shaft,
with a ladder of hand- and footholds worked into all of
After a couple of tense hours on the Bone Trail, you see at last the four stone walls. The shaft descends only twenty
what appears to be a clearing ahead. As you emerge from the feet, then opens out into a dark, stone-floored space.
deeper gloom of the full forest, you see what must have once
Main Cellar
been some sort of small stone keep. It seems ancient, and is all
but completely overgrown. Blocks of some unfamiliar sort of
mottled black stone jut here and there out of the undergrowth, The main cellar room seems to be a thirty-foot-square
almost certainly once part of the keep. The only portion of the room, dank and smelling strongly of earth, with a
keep still standing is a small tower some twenty feet tall. flagstone floor and a stone tile-and-massive beam
However, “standing” seems to be its temporary condition, for ceiling. “Seems to be” because the north and south
the ruin looks like it could lose its battle with gravity at any walls (the shaft descends the south wall) are bare
moment. It remains upright seemingly due to a large duskwood stone, but the east and west walls are made up of
that has grown right up through the middle of it, so what’s left
heavy, opaque curtains that look like black sails from a
ship (i.e. oiled canvas, which is what they are).
of the tower looks like a shabby suit of armor for the tree.
So the real dimensions of this room are thirty feet
As you take in the scene, you notice a faint trail threading
north to south, and ninety feet east to west (there’s a
through and around the fallen stonework and undergrowth, to thirty-foot-wide section of room behind each curtain).
what appears to be a door at the base of the tower. The curtains aren’t continuous, but rather are
overlapping panels, with a “split” every ten feet that
Nothing will menace the party as they approach the has a 5-foot overlap. Aside from any light sources the
tower. Despite its decrepit appearance, the door to the adventurers kindle or bring along, the room is in
tower seems to be intact. It is a heavy wooden darkness.
ironbound door that while heavily rusted and The two secret doors in the Main Cellar require a
weathered, appears quite functional. Listening at the successful DC 17 perception check to find. From
door will reveal nothing beyond the ordinary small inside the Prison Room, the nine secret doors require
sounds of nature, coming from all around. a DC 15 perception check to discover, but once one is
found the rest are easy to spot.
The door has a lock, but proves to be unlocked. Once Waiting behind the east curtain is Drassauva, in her
the door is opened, the adventurers will see a splendid Tiger form. If the adventurers discover her, she will
view of the roots and base of the flourishing duskwood spring to the attack. If the adventurers investigate the
tree. Tall grasses and creeping vines are plentiful, as west curtain first, she will burst through the curtains
the interior of the keep has long been open to the sky, and attack them from behind (she knows how the
and they form a thick, undisturbed tangle, except curtains are hung, and can readily pull them down to
where a scrap of surviving board floor has thus far shroud certain adventurers like a net: treat like a net
resisted their incursions. Set into the middle of this trap (adventurers caught under a curtain are
remnant of floor is a 4-foot-square trapdoor of fairly restrained if failing a DC 15 Dexterity save, and
recent construction. knocked prone). Trapped adventurers can use an
action to make a DC 10 Strength check to free
themselves or another within-reach creature. A
curtain panel is AC 11 and has 18 hp (dealing the net 5
hp of slashing damage destroys a 5-foot-square
section, freeing anyone in that section).
Not for resale. Permission granted to print or photocopy this document for personal use only. Facing the Dark 8
whorl of swirling light. It’s a one-way exit back to
Elventree, specifically to Drassauva’s bedchamber in
Drassauva will fight adventurers in tiger form; if the Den of Delights, where Ehrendil awaits (no matter
sorely wounded, she will escape through a secret door what the adventurers may have done to her in
in the back wall of “her” section of curtained-off main Skulljaw Hill, she’s whole and unharmed), behind a
cellar, bar it to give herself time (DC 18 strength check line of twenty armed and armored thugs, who are all
to force), drink a potion of supreme healing (restoring holding loaded, ready heavy crossbows aimed at the
10d4+20 lost hp) waiting in the room beyond, change adventurers.
to human form there, use a disguise self spell (on a “If you’re contemplating making trouble,” she tells
scroll, cached there with the potion) to take on the the adventurers calmly, “the crossbow bolts are all
likeness of Tharaera, and rush along a passage that poisoned.”
goes around the main cellar, to the prison room She adds that she can speak for the Dark, being as
located beyond the west side of the main cellar she leads it (“Yes, I am the infamous Suldran.”), and
(reached through a secret door in the back wall of that tells the adventurers, “We of the Dark have no desire
curtained-off section of cellar), where she will sit to make enemies of Those Who Harp; acquiring a
down and act dejected, pretending to be Tharaera. Harper agent was a simple accident; she and you are
If the adventurers rescue her, the bandits (hiding free to depart in peace, if peace you will have. Though I
behind secret doors all around the prison room) will admit to idle curiosity concerning the fate of
rush out to attack the adventurers—and Drassauva Drassauva . . .”
will attack adventurers at the same time. Ehrendil/Suldran really doesn’t care if the
If the adventurers don’t believe Drassauva is adventurers killed Drassauva, and really means what
Tharaera, and say so or reveal their disbelief by their she says: they are free to go, with the rescued Harper.
actions, Drassauva will cry out a signal, and the If the adventurers can’t resist an attack, the
bandits will rush out and attack. crossbows all loose at once—20 swiftsleep-poisoned
Rothtor is a bandit captain and the six thugs are bolts (Swiftsleep (Injury). Creatures subjected to this
Culdur, Draeven, Hothrun, Ingrar, Morvarr, and blend of three spider venoms must make a DC 17
Torsk. Constitution saving throw or fall asleep instantly, their
unconsciousness lasting 1 hour unless wounded
Rothtor wants any adventurers who look like spell casters awake; mere shaking won’t rouse). Then trapdoors
killed as fast as possible, and then wants one character
open in the floor under the adventurers, spilling them
captured alive for interrogation (who hired them? What’s their
only 2 feet down but onto oil of taggit-poison-tipped
business here, hunting members of the Dark?). Otherwise, they
will fight to the death.
spikes (1d2 piercing damage plus DC 13 Constitution
saving throw or be unconscious for 24 hours), and
Treasure – Rothtor carries 3 amethysts in his belt more trapdoors open in the ceiling above them,
pouch along with 100gp. The thugs carry a total of showering them with some 200 oil of taggit-coated
300gp on them. Finally, there is Drassauva’s +1 Ring of stones (for each stone that hits a character, 1 point of
Protection. bludgeoning damage plus DC 13 Constitution saving
throw or be unconscious for 24 hours).
Adjusting the Encounter As a result of this “overkill onslaught,” the
Here are the recommendations for adjusting these combat adventurers all sink into oblivion.
encounters. They are not cumulative. Only to awaken, a day later, unharmed and with all
Very Weak Party: Remove the bandit captain their gear—and an unbound and intact Tharaera—in a
Weak Party: Remove three of the bandits ditch beside the coast road, half a day’s ride toward
Strong Party: Remove the six bandits and add two additional Hillsfar from Elventree. They can then continue to
bandit captains. Hillsfar and arrive at the Cloverwall Roadhouse to
Very Strong Party: Remove bandit captain; replace with a collect the balance of their reward from Furjur (50 gp
gladiator. each).
Treasure
The characters receive the following treasure, divided
up amongst the party. Characters should attempt to
divide treasure evenly whenever possible. Gold piece
values listed for sellable gear are calculated at their
selling price, not their purchase price.
Consumable magic items should be divided up
however the group sees fit. If more than one character
is interested in a specific consumable magic item, the
DM can determine who gets it randomly should the
group be unable to decide.
Permanent magic items are divided according to a
system. See the sidebar if the adventure awards
permanent magic items.
Not for resale. Permission granted to print or photocopy this document for personal use only. Facing the Dark 10
Appendix: Monster/NPC Claw (Tiger or Hybrid Form Only). Melee Weapon Attack:
Statistics
+5 to hit, reach 5ft., one target. Hit: 7 (1d8+3) slashing
damage.
Actions
Multiattack (Humanoid of Hybrid Form Only). In
humanoid form, the Weretiger makes two dagger
attacks. In hybrid form, it can attack like a humanoid or
make two claw attacks.
Bite (Tiger or Hybrid Form Only). Melee Weapon Attack:
+5 to hit, reach 5ft., one target. Hit: 8 (1d10+3) piercing
damage. If the target is a humanoid, it must succeed on a
DC 13 Constitution saving throw or be cursed with
weretiger lycanthropy.
Not for resale. Permission granted to print or photocopy this document for personal use only. Facing the Dark 11
Ehrendil (Assassin) Grick Alpha
Medium humanoid, neutral Large monstrosity, neutral
Armor Class: 15 (studded leather) Armor Class: 18 (natural armor)
Hit Points: 78 Hit Points: 75 (10d10+20)
Speed: 30ft. Speed: 30ft., climb 30ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
11 (+0) 16 (+3) 14 (+2) 13 (+1) 11 (+0) 10 18 (+4) 16 (+3) 15 (+2) 4 (-3) 14 (+2) 9 (-1)
Saving Throws: Dex +7, Int +5 Damage Resistances: bludgeoning, piercing and slashing
Skills: Acrobatics +7, Deception +4, Perception +4, damage from nonmagical weapons.
Stealth +11 Senses: darkvision 60ft., passive Perception 12
Damage Resistances: poison Languages: ---
Senses: passive Perception 14
Languages: Common, Thieves’ Cant
Stone Camouflage. The grick has advantage on Dexterity
Challenge: 8 (3900 XP)
(Stealth) checks made to hide in rocky terrain.
Sneak Attack (1/Turn). Ehrendil deals an extra 13 (4d6) Tentacles. Melee Weapon Attack: +7 to hit, reach 10ft.,
damage when it hits a target with a weapon attack and one target. Hit: 22 (4d8+4) slashing damage.
has advantage on the attack roll, or when the target is
within 5 feet of an ally of her that isn't incapacitated and Beak. Melee Weapon Attack: +7 to hit, reach 10ft., one
she doesn't have disadvantage on the attack roll. target. Hit: 13 (2d8+4) piercing damage.
Actions
Lizardfolk
Multiattack. Ehrendil makes two shortsword attacks. Medium humanoid (lizardfolk), neutral
Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., Armor Class: 15 (natural armor, shield)
one target. Hit: 6 (1d6 + 3) piercing damage, and the Hit Points: 22
target must make a DC 15 Constitution saving throw, Speed: 30ft., swim 30ft.
taking 24 (7d6) poison damage on a failed save, or half as
much damage on a successful one. STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 13 (+1) 7 (-2) 12 (+1) 7 (-2)
Light Crossbow. Ranged Weapon Attack: +7 to hit, range
80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage, Skills: Perception +3, Stealth +4, Survival +5
and the target must make a DC 15 Constitution saving Senses: passive Perception 13
throw, taking 24 (7d6) poison damage on a failed save, or Languages: Draconic
half as much damage on a successful one
Not for resale. Permission granted to print or photocopy this document for personal use only. Facing the Dark 12
Actions Ogre
Multiattack. The lizardfolk makes two melee attacks, Large giant, chaotic evil
each one with a different weapon. Armor Class: 11 (natural armor)
Bite. Melee Weapon Attack: +4 to hit, reach 5ft., one Hit Points: 59
target. Hit: 5 (1d6+2) piercing damage. Speed: 40ft.
Heavy Club. Melee Weapon Attack: +4 to hit, reach 5ft., STR DEX CON INT WIS CHA
one target. Hit: 5 (1d6+2) bludgeoning damage. 19 (+4) 8 (-1) 16 (+3) 5 (-3) 7 (-2) 7 (-2)
Javelin. Melee Weapon Attack: +4 to hit, reach 5ft. or Senses: darkvision 60ft., passive Perception 8
range 30/120ft., one target. Hit: 5 (1d6+2) piercing Languages: Common, Giant
damage.
Actions
Spiked Shield. Melee Weapon Attack: +4 to hit, reach Greatclub. Melee Weapon Attack: +6 to hit, reach 5ft.,
5ft., one target. Hit: 5 (1d6+2) piercing damage. one target. Hit: 13 (2d8+4) bludgeoning damage.
Armor Class: 15 (natural armor) Javelin. Melee Weapon Attack: +6 to hit, reach 5ft. or
Hit Points: 84 range 30/120ft., one target. Hit: 11 (2d6+4) piercing
Speed: 30ft. damage.
Not for resale. Permission granted to print or photocopy this document for personal use only. Facing the Dark 13
Hooves. Melee Weapon Attack: +8 to hit, reach 5ft., one Languages: Common
target. Hit: 16 (2d10+5) bludgeoning damage.
Actions
Petrifying Breath (Recharge 5-6). The gorgon exhales Scimitar. Melee Weapon Attack: +3 to hit, reach 5ft., one
petrifying gas in a 30-foot cone. Each creature in that target. Hit: 4 (1d6+1) slashing damage.
area must succeed on a DC 13 Constitution saving throw.
On a failed save, a target begins to turn to stone and is Light Crossbow. Ranged Weapon Attack: +3 to hit, range
restrained. The restrained target must repeat the saving 80/320ft., one target. Hit: 5 (1d8+1) piercing damage.
throw at the end of its next turn. On a success, the effect
ends on the target. On a failure, the target is petrified
until freed by the greater restoration spell or other Bandit Captain
magic. Medium humanoid, chaotic evil
Armor Class: 15 (leather armor)
Owlbear Hit Points: 65
Large monstrosity, unaligned Speed: 30ft.
Armor Class: 13 (natural armor)
STR DEX CON INT WIS CHA
Hit Points: 59
15 (+2) 16 (+3) 14 (+2) 14 (+2) 11 (+0) 14 (+2)
Speed: 40ft.
Saving Throws: Str +4, Dex +5, Wis +2
STR DEX CON INT WIS CHA
Skills: Athletics +4, Deception +4
20 (+5) 12 (+1) 17 (+3) 3 (-4) 12 (+1) 7 (-2)
Senses: passive Perception 10
Languages: Common
Skills: Perception +3
Senses: darkvision 60ft., passive Perception 13 Actions
Languages: ----
Multiattack. The captain makes three melee attacks: two
with its scimitar and one with its dagger. Or the captain
Keen Sight and Smell. The owl bear has advantage on makes two ranged attacks with its daggers.
Wisdom (Perception) checks that rely on sight or smell.
Scimitar. Melee Weapon Attack: +5 to hit, reach 5ft., one
Actions target. Hit: 6 (1d6+3) slashing damage.
Multiattack. The owl bear makes two attacks: one with
Dagger. Melee or Ranged Weapon Attack: +5 to hit,
its beak and one with its claws.
reach 5ft. or range 20/60ft., one target. Hit: 5 (1d4+3)
Beak. Melee Weapon Attack: +7 to hit, reach 5ft., one piercing damage.
target. Hit: 10 (1d10+5) piercing damage.
Reactions
Claws. Melee Weapon Attack: +7 to hit, reach 5ft., one Parry. The captain adds 2 to its AC against one melee
target. Hit: 14 (2d8+5) slashing damage. attack that would hit it. To do so, the captain must see
the attacker and be wielding a melee weapon.
Bandit
Medium humanoid, chaotic evil
Armor Class: 12 (leather armor)
Hit Points: 11
Speed: 30ft.
Not for resale. Permission granted to print or photocopy this document for personal use only. Facing the Dark 15