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The Golden Widow

Bounty of the Month


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The Golden Widow
Medium Elf(Drow), Chatoic Evil
AC: 16 Spells Prepared:
HP: 25 (4d8)
Speed 30 ft Cantrips
Poison Spray, Ray of Frost, Chill Touch
STR DEX CON INT WIS CHA
Level 1
14(+2) 17(+3) 11(+0) 12(+1) 16(+3) 16(+3)
Protection from Good, Inflict Wounds, Detect
Good
Skills Perception +2, Stealth +4
Senses Darkvision 120 Ft., Level 2
passive Perception 12 Web, Invisibility, Spiritual Weapon (scimitar)
Languages Elvish, Undercommon
Challenge 3 (700XP)
Attacks
Fey Ancestry. Whip: melee attack, reach, +2 to hit, one target. Hit:
The drow has advantage on saving throws
(1d4 + 3) piercing damage. Creatures hit by Light’s
against being charmed, and magic can’t put the
Bane must succeed a DC13 Dex savings throw or
drow to sleep.
take 1d4 poison damage.
Innate Spellcasting. Hand Crossbow. Ranged Weapon Attack: +4 to hit,
The drow’s spellcasting ability is Charisma (spell reach 30/120 ft., one target. Hit: (1d6 + 2) piercing
save DC 11). It can innately cast the following damage. The target must succeed on a dc 13 con-
spells, requiring no material components: stitution saving throw or be poisoned for 1 hour If
the saving throw fails by 5 or more, the target is also
At will: dancing lights unconscious while poisoned in this way. The target
1/day each: darkness, faerie fire wakes up if it takes damage or if another creature
takes an action to shake it awake
Sunlight Sensitivity.
While in sunlight, the drow has disadvantage on
attack rolls, as well as on Wisdom (Perception)
checks that rely on sight. T he Golden Widow, Yarissle Darksilk, is a drow
priestess who has come to the surface to spread
the chaos of loth and seek revenge on the surface
Cleric of Loth:. elves who banished her people to the Underdark.
Cast spells as a level 3 cleric: In her service are 3 drow, all male, who serve as
sentinels. She has many spells and powers gifted to
Spell slots her by her deity, however she prizes the Chaos Spider
Cantrips: 3 Level 1: 4 Level 2: 2 Necklace above all others. The necklace, a simple
silver chain from which dangles 3 golden spiders, can
Spell Save: 13 summon 3 golden spiders to do her bidding.
Spell Attack: 5
Motivations
To prove her devotion to the spider queen and During the day Yarissle and her minions stay in a
spread chaos among the goodly surface folk she will cave system located nearby.
often send her spiders, or her sentinels out to kill
livestock, merchants, children, and pets to stir up
fear in an area. As the locals become more fearful
and distrusting she will ramp up the attacks often
setting homes on fire in the night or poisoning the
drinking water.

Tactics
She never personally engages in her constructed
chaos and instead uses her spider minions as a
conduit to cast her evil spells and magic. This
not only keeps her safe but inspires fear in the
locals who witness the spiders cast deadly spells.
Yarissle often finds joy in watching from a dark
corner of a nearby landscape such as the edge of Chaos Spider Necklace: A finely crafted necklace
a wood, from a crop of stones, or from high on a of silver from which dangles three small golden
distant hill. If spotted she will cast a web to slow charms in the shape of spiders. Each charm is inlaid
her pursuers while she makes her escape. If forced with a red ruby cut into the shape of an hourglass.
into battle she will call upon her spiders to aid her The wearer can summon 3 ethereal golden spiders to
while summoning a globe of darkness to gain an do their wielders bidding.
advantage.
If summoned by an evil-aligned character the
spiders will manifest as large monstrous fiends.
Chant
If the wearer is neutral then the spiders will
appear as large spiders 1 meter in size.
Locals have spotted large spiders roaming the
woods in the evening.
If the wearer is good aligned then the spiders
will be small, no larger than a human hand.
A local farmer complains that his livestock
have been murdered, found with their internal
Each spider can be summoned for up to 6 hours. The
organs and blood missing
summoner is telepathically linked to the spiders and
can see and hear what they see and hear. The wearer
Strang silk-like material has been seen on the
can also cast spells through the spiders, including
rooftops and in the trees at night but evapo-
touch spells.
rates when hit by the morning sun.
This item can only be worn by chaotic characters, If
touched by any character not of a chaotic nature the
necklace delivers a nasty shock dealing 1d6 arcane
damage.
Chaos Spiders
Evil Neutral Good
Medium, Chatoic Evil Medium, Chatoic Neutral Medium, Chatoic Good
AC: 13 AC: 13 AC: 12
HP: 32 (4d10) HP: 18 (3d8) HP: 4 (1d8)
Speed 45 ft Speed 30 ft Speed 20 ft

STR DEX INT STR DEX INT STR DEX INT


14(+2) 14(+2) 12(+1) 12(+1) 14(+2) 10(+0) 5(-3) 14(+2) 8(-1)
WIS CON CHA WIS CON CHA WIS CON CHA
10(+0) 10(+0) 6(-2) 6(-2) 10(+0) 6(-2) 5(-3) 10(+0) 2(-4)

Skills: Stealth +6 Skills: Stealth +7 Skills: Stealth +8


Senses Darkvision 60 Ft., Senses Darkvision 40 Ft., Senses Darkvision 30 Ft.,
passive Perception 10 passive Perception 10 passive Perception 10
Challenge 3 (700XP) Challenge 2 (450XP) Challenge 0 (10XP)

Bite Bite Bite


(melee weapon attack) (melee weapon attack) (melee weapon attack)
+4 to hit 5ft reach one target. +4 to hit 5ft reach one target. +4 to hit 5ft reach one target.
Hit 7(1d10+2) piercing dam- Hit 7(1d10+2) piercing Hit 7(1d10+2) piercing dam-
age and the target must make damage and the target must age and the target must make
a con save DC11 or take 12 make a con save DC11 or a con save DC11 or take 12
(2d8) poison damage and be- take 12 (2d8) poison damage (2d8) poison damage and be-
come paralyzed. Half damage and become paralyzed. Half come paralyzed. Half damage
on success. damage on success. on success.

Drain
A spider can use its turn to
drain a paralyzed victim of All Chaos Spiders have the following traits :
its blood. The spider must
successfully grapple its Spider Climb. The Spider can climb difficult surfaces, including upside
paralyzed victim and make down on ceilings, without needing to make an ability check
a successful bite attack. If
successful the spider deals Websense. While in contact with a web, the spider knows the exact
14(3d8+2) damage each location of any other creature in contact with the same web
round until its victim is dead,
removed from the victim, or Web Walker. The Spider ignores movement restrictions caused by
webbing.
the spider is slain.
Ethereal Jaunt. As a bonus action, the spider can magically shift from the
material plane to the ethereal plane or vice versa. The telepathic link to
the summoner is severed while the spider is in the ethereal plane.
Drow Guard
Medium elf (Drow), Chaotic Evil

Armor Class 15 (Chain Shirt)


Hit Points 18 (3d8)
Speed 30 ft.

STR10 (+0) DEX 14 (+2) CON 10 (+0)


INT 11 (+0) WIS 11 (+0) CHA 12 (+1)

Skills Perception +2, Stealth +4


Senses Darkvision 120 Ft., passive Perception 12
Languages Elvish, Undercommon
Challenge 1/4 (50 XP)

Fey Ancestry. The drow has advantage on saving


throws against being charmed, and magic can’t put
the drow to sleep.

Innate Spellcasting. The drow’s spellcasting ability is


Charisma (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

Sunlight Sensitivity. While in sunlight, the drow has


disadvantage on attack rolls, as well as on Wisdom
(Perception) checks that rely on sight.
Actions

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

Hand Crossbow. Ranged Weapon Attack: +4 to hit,


reach 30/120 ft., one target. Hit: (1d6 + 2) piercing
damage. The target must succeed on a dc 13 con-
stitution saving throw or be poisoned for 1 hour If
the saving throw fails by 5 or more, the target is also
unconscious while poisoned in this way. The target
wakes up if it takes damage or if another creature
takes an action to shake it awake
The Golden Widow’s Lair
A: Rocky Outcrop E: Secret Room
The area just outside of the Lair is a grassy area If players take this tunnel they may notice a fake
littered with large boulders. A small cave entrance can wall built into the wall (preception 17). The Door is
be seen between the rocks. trapped (preception 15 after finding the door) and
if not disarmed before opening it will fire a sleeping
dart at the intruder. The player must make a dexterity
B: Entrance save DC 13 or take 1d4 damage. Any player that takes
The cave entrance turns into a tunnel lined with
damage in this manner must make a constitution save
webbing leads into the cave complex. Bones of
DC 15 or fall unconscious for 1d12 minutes. Players
animals and humanoids are scattered throughout the
can disarm the trap DC 14.
webbing. Players passing through the webbing must
make a strength check DC 14 or become stuck in the
The Secret room contains the following loot.
webbing. Webbing counts as difficult terrain.
1800 cp, 1600 sp, 120 gp, Bolt of Silk (25 gp)
Leather Belt set with Azurite (25 gp), Feathered
C: Main Chamber Bracers (25 gp), Leather Sash (25 gp)
A large chamber stretching nearly 35 feet and a 15 ft
ceiling lays just beyond the tunnel. There are 4 tunnels
that branch out from this chamber. One to the north,
F: Barracks
This small cavern houses the drow guards. Three
one to the east, and two to the south.
bedrolls line the corners of the cavern with various
pots of foodstuffs are placed throughout the room. If
Perception 13
the players are able to get past the guard (C) they will
The echoes of water can be heard from the
encounter two drow guards.
eastern tunnel.
The room contains the following loot
Perception 17
Leather Belt with Fine Steel Buckle (25 gp),
A drow guard blends into the stone in a nook.
Potion of Climbing (common, dmg 187),
The drow will strike out at any unsuspecting
player character that gets within range. If
spotted the drow will sound the alarm and G: Golden Widow’s Chambers
attack the player characters. Elegant carpets of silk line the floors and walls of this
chamber combined with the sweet-smelling incense
give the chamber an intoxicating aura. A plush
D: Dead Waters bedroll lays atop a flat stone and if the alarm has not
Bones carpet the floor of this cavern and a pool of
been raised the Golden Widow will be in meditation.
water lap at the stone bank.
There is an escape tunnel that leads into the
underdark in the back of this chamber.
A deepwater spider (Giant Spider MM 328) lurks in
the waters of this chambers. If a player gets too close
G2: The entrance to this tunnel is magically warded.
to the water the spider will spring forth and try to
If a character crosses the threshold without removing
drag the player into the water. If the alarm is raised in
the ward the enchantment will magically alert the
the main chamber (C) the Giant spider will come out
Golden Widow and her Guards.
from its den to attack the intruders
The room contains the following loot
4 x Potion of Healing (common, dmg 187)
Notes
Player Map for Print or Roll20

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