Hoard Dragon Queen Supplement.pdf

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Credits
D&D Lead Designers:
Mike Mearls, Jeremy Crawford
Design Team:
Christopher Perkins, James Wyatt, Rodney
Thompson, Robert J. Schwalb, Peter Lee, Steve Townshend,
Bruce R. Cordell
Editing Team:
Chris Sims, Michele Carter, Scott Fitzgerald Gray
Producer:
Greg Bilsland
Art Directors:
Kate Irwin, Dan Gelon, Jon Schindehette, Mari
Kolkowsky, Melissa Rapier, Shauna Narciso
Graphic Designers:
Bree Heiss, Emi Tanji
Interior Illustrator:
Jaime Jones
Additional Contributors:
Kim Mohan, Matt Sernett, Chris
Dupuis, Tom LaPille, Chris Tulach, Miranda Horner, Jennifer
Clarke Wilkes, Steve Winter, Nina Hess
Project Management:
Neil Shinkle, Kim Graham, John Hay
Production Services:
Cynda Callaway, Brian Dumas, Jefferson
Dunlap, Anita Williams
Brand and Marketing:
Nathan Stewart, Liz Schuh, Chris
Lindsay, Shelly Mazzanoble, Hilary Ross, Laura Tommervik,
Kim Lundstrom
Based on the original
D&D
game created by
E. Gary Gygax and
Dave Arneson, with Brian Blume, Rob Kuntz, James Ward,
and Don Kaye
Drawing from further development by
J. Eric Holmes, Tom Moldvay, Frank Mentzer, Aaron Allston,
Harold Johnson, David “Zeb” Cook, Ed Greenwood, Keith
Baker, Tracy Hickman, Margaret Weis, Douglas Niles, Jeff
Grubb, Jonathan Tweet, Monte Cook, Skip Williams, Richard
Baker, Peter Adkison, Bill Slavicsek, Andy Collins, and Rob
Heinsoo
Release: August 8, 2014 (version 1)
DUNGEONS & DRAGONS, D&D,
Wizards of the Coast, Forgotten Realms, the dragon
ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, 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.
Available for download at
DungeonsandDragons.com
©2014 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.
Magic Items
This section collects the magic items referenced in
the
Hoard of the Dragon Queen
adventure. For the
rules governing magic item use (including magic item
distribution, rarity, and attunement), see the D&D basic
rules.
For spells referenced by magic items in the adventure
(including spell scrolls), see the “Spells” section of this
supplement and the D&D basic rules.
Work in Progress!
This information from the
Dungeon Master’s Guide
represents
in-progress versions of the rules in that book. Updated
information will appear in future versions of the D&D basic
rules.
Bracers of Defense
+1 Armor
Wondrous item, rare, requires attunement
While you wear these bracers, you have a +3 bonus to
your AC while you wear no armor and use no shield.
Armor (any), rare
While you wear this armor, you have a +1 bonus to AC.
Dagger of Venom
Weapon (dagger), rare
You have a +1 bonus to attack rolls and damage rolls
for attacks you make with this magic weapon. If you
apply poison to the dagger, other than its own poison, its
saving throw DC increases by 2.
Once per day, you can use an action to cause thick,
black poison to coat the blade. The poison remains for 1
minute or until you hit with an attack using this weapon.
When you hit a creature with the poisoned dagger, the
target must make a DC 15 Constitution saving throw.
On a failed save, the target becomes poisoned for 1
minute and takes 2d10 poison damage.
+1 Weapon
Weapon (any), uncommon
You have a +1 bonus to attack rolls and damage rolls for
attacks you make with this magic weapon.
Arrow-Catching Shield
Armor (shield), rare, requires attunement
While wielding this shield, you have a +1 bonus to AC
against ranged attacks. In addition, whenever a creature
makes a ranged weapon attack against a target within 5
feet of you, you can use a reaction to become the target
of the attack.
Bag of Holding
Potion of Gaseous Form
Potion, rare
This potion’s container seems to hold fog that moves
and pours like water.
When you drink this potion, it casts the
gaseous form
spell on you. The effect lasts for 1 hour or until you take
a bonus action to end it.
Wondrous item, uncommon
This cloth sack, roughly 2 feet in diameter at the mouth
and 4 feet deep, has an interior space considerably
larger than its outside dimensions. The bag can hold up
to 500 pounds, not exceeding a volume of 64 cubic feet.
The bag weighs 15 pounds, regardless of its contents.
Placing an object in the bag follows the normal rules
for interacting with objects. Retrieving an item from the
bag requires you to use an action.
The bag has a few limitations. If the bag is overloaded,
or if a sharp object pierces it or tears it, the bag ruptures
and is destroyed. If the bag is destroyed, its contents are
lost forever, although an artifact always turns up again
somewhere. If the bag is turned inside out, its contents
spill forth, unharmed, but the bag must be put right
before it can be used again. If a breathing creature is
placed within the bag, the creature can survive for up to
10 minutes, after which time it begins to suffocate.
Secret.
Placing a
bag of holding
inside a
portable
hole
opens a momentary gate to the Astral Plane. Any
creatures within a 10-foot radius of the gate are drawn
to the Astral Plane, the gate closes, and the
portable
hole
and
bag of holding
are destroyed.
If a
portable hole
is placed into a
bag of holding,
a
similar gate appears. However, it leads to a random
plane of existence.
Potion of Healing
Potion, common
This liquid is red, but it briefly glimmers with light as it
is agitated.
When you drink this potion, you regain 2d4 + 2 hit
points.
Potion of Greater Healing
Potion, uncommon
With the slightest agitation, this red liquid briefly blazes
with bright light.
When you drink this potion, you regain 4d4 + 4 hit
points.
Oil of Etherealness
Potion, rare
Beads of this cloudy gray oil form on the outside of its
container and seem to quickly evaporate.
A dose is enough oil to cover a Medium creature and
the equipment it wears and carries, which takes 10
minutes. Once the oil is applied, the affected creature
travels to the border regions of the Ethereal Plane for 1
hour.
Hoard of the Dragon Queen • Magic Items
Not for resale. Permission granted to print and photocopy this document for personal use only.
2
Spell Scroll
Scroll, varies
See the “Spells” section of this supplement for
information on spell scrolls found in the adventure.
Staff of Fire
Staff, very rare, requires attunement
You must be a bard, sorcerer, warlock, or wizard to
become attuned to this staff.
While you hold this staff, you have resistance to
fire damage. In addition, you can use an action to
expend some of the staff’s 10 charges to cast one of the
following spells without using any components, using
your spell save DC:
burning hands
(1 charge),
fireball
(3
charges), or
wall of fire
(4 charges)
The staff regains 1d6 + 4 expended charges each day
at dawn. However, if you expend the last charge, roll a
d20. On a 1, the staff blackens, crumbles into cinders,
and is destroyed.
Hoard of the Dragon Queen • Magic Items
Not for resale. Permission granted to print and photocopy this document for personal use only.
3
Monsters
The section collects the stat blocks for those monsters
referenced in the
Hoard of the Dragon Queen
adventure,
excluding those found in that adventure’s appendix.
For more information on monsters and how to read
a monster’s statistics, see the D&D basic rules or the
Monster Manual.
Adult Blue Dragon
Huge dragon, lawful evil
Armor Class
19 (natural armor)
Hit Points
225 (18d12 + 108)
Speed
40 ft., burrow 30 ft., fly 80 ft.
STR
25 (+7)
DEX
10 (+0)
CON
23 (+6)
INT
16 (+3)
WIS
15 (+2)
CHA
19 (+4)
Acolyte
Medium humanoid (any race), any alignment
Armor Class
10
Hit Points
9 (2d8)
Speed
30 ft.
STR
10 (+0)
DEX
10 (+0)
CON
10 (+0)
INT
10 (+0)
WIS
14 (+2)
CHA
11 (+0)
Saving Throws
Dex +5, Con +11, Wis +7, Cha +9
Skills
Perception +12, Stealth +5
Damage Immunities
lightning
Senses
blindsight 60 ft., darkvision 120 ft., passive Perception
22
Languages
Common, Draconic
Challenge
16 (15,000 XP)
Legendary Resistance (3/Day).
If the dragon fails a saving
throw, it can choose to succeed instead.
Skills
Medicine +4, Religion +2
Senses
passive Perception 10
Languages
any one language (usually Common)
Challenge
1/4 (50 XP)
Spellcasting.
The acolyte is a 1st-level spellcaster. Its
spellcasting ability is Wisdom (spell save DC 12, +4 to hit with
spell attacks). The acolyte has following cleric spells prepared:
Cantrips (at will):
light, sacred flame, thaumaturgy
1st level (3 slots):
bless, cure wounds, sanctuary
Actions
Multiattack.
The dragon can use its Frightful Presence. It then
makes three attacks: one with its bite and two with its claws.
Bite.
Melee Weapon Attack:
+12 to hit, reach 10 ft., one target.
Hit:
18 (2d10 + 7) piercing damage plus 5 (1d10) lightning
damage.
Claw.
Melee Weapon Attack:
+12 to hit, reach 5 ft., one target.
Hit:
14 (2d6 + 7) slashing damage.
Tail.
Melee Weapon Attack:
+12 to hit, reach 15 ft., one target.
Hit:
16 (2d8 + 7) bludgeoning damage.
Frightful Presence.
Each creature of the dragon’s choice that
is within 120 feet of the dragon and aware of it must succeed
on a DC 17 Wisdom saving throw or become frightened for 1
minute. A creature can repeat the saving throw at the end of
each of its turns, ending the effect on itself on a success. If a
creature’s saving throw is successful or the effect ends for it,
the creature is immune to the dragon’s Frightful Presence for
the next 24 hours.
Lightning Breath (Recharge 5–6).
The dragon exhales lightning
in a 90-foot line that is 5 feet wide. Each creature in that line
must make a DC 19 Dexterity saving throw, taking 66 (12d10)
lightning damage on a failed save, or half as much damage on
a successful one.
Actions
Club.
Melee Weapon Attack:
+2 to hit, reach 5 ft., one target.
Hit:
2 (1d4) bludgeoning damage.
Legendary Actions
The dragon can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be used
at a time and only at the end of another creature’s turn. The
dragon regains spent legendary actions at the start of its turn.
Detect.
The dragon makes a Wisdom (Perception) check.
Tail Attack.
The dragon makes a tail attack.
Wing Attack (Costs 2 Actions).
The dragon beats its wings.
Each creature within 10 feet of the dragon must succeed
on a DC 20 Dexterity saving throw or take 14 (2d6 + 7)
bludgeoning damage and be knocked prone. The dragon can
then fly up to half its flying speed.
Hoard of the Dragon Queen • Monsters
Not for resale. Permission granted to print and photocopy this document for personal use only.
4
Adult White Dragon
Huge dragon, chaotic evil
Air Elemental
Large elemental, neutral
Armor Class
18 (natural armor)
Hit Points
200 (16d12 + 96)
Speed
40 ft., burrow 30 ft., fly 80 ft., swim 40 ft.
STR
22 (+6)
DEX
10 (+0)
CON
22 (+6)
INT
8 (−1)
WIS
12 (+1)
CHA
12 (+1)
Armor Class
15
Hit Points
90 (12d10 + 24)
Speed
0 ft., fly 90 ft. (hover)
STR
14 (+2)
DEX
20 (+5)
CON
14 (+2)
INT
6 (−2)
WIS
10 (+0)
CHA
6 (−2)
Saving Throws
Dex +5, Con +11, Wis +6, Cha +6
Skills
Perception +11, Stealth +5
Damage Immunities
cold
Senses
blindsight 60 ft., darkvision 120 ft., passive Perception 21
Languages
Common, Draconic
Challenge
13 (10,000 XP)
Ice Walk.
The dragon can move across and climb icy surfaces
without needing to make an ability check. Additionally, difficult
terrain composed of ice or snow doesn’t cost it extra moment.
Legendary Resistance (3/Day).
If the dragon fails a saving
throw, it can choose to succeed instead.
Damage Resistances
lightning, thunder; bludgeoning, piercing,
and slashing from nonmagical weapons
Damage Immunities
poison
Condition Immunities
exhaustion, grappled, paralyzed,
petrified, poisoned, prone, restrained, unconscious
Senses
darkvision 60 ft., passive Perception 10
Languages
Auran
Challenge
5 (1,800 XP)
Air Form.
The elemental can enter a hostile creature’s space
and stop there. It can move through a space as narrow as 1
inch wide without squeezing.
Actions
Multiattack.
The dragon can use its Frightful Presence. It then
makes three attacks: one with its bite and two with its claws.
Bite.
Melee Weapon Attack:
+11 to hit, reach 10 ft., one target.
Hit:
17 (2d10 + 6) piercing damage plus 4 (1d8) cold damage.
Claw.
Melee Weapon Attack:
+11 to hit, reach 5 ft., one target.
Hit:
13 (2d6 + 6) slashing damage.
Tail.
Melee Weapon Attack:
+11 to hit, reach 15 ft., one target.
Hit:
15 (2d8 + 6) bludgeoning damage.
Frightful Presence.
Each creature of the dragon’s choice that
is within 120 feet of the dragon and aware of it must succeed
on a DC 14 Wisdom saving throw or become frightened for 1
minute. A creature can repeat the saving throw at the end of
each of its turns, ending the effect on itself on a success. If a
creature’s saving throw is successful or the effect ends for it,
the creature is immune to the dragon’s Frightful Presence for
the next 24 hours.
Cold Breath (Recharge 5–6).
The dragon exhales an icy blast in
a 60-foot cone. Each creature in that area must make a DC 19
Constitution saving throw, taking 54 (12d8) cold damage on a
failed save, or half as much damage on a successful one.
Actions
Multiattack.
The elemental makes two slam attacks.
Slam.
Melee Weapon Attack:
+8 to hit, reach 5 ft., one target.
Hit:
14 (2d8 + 5) bludgeoning damage.
Whirlwind (Recharge 4–6).
Each creature in the elemental’s
space must make a DC 13 Strength saving throw. On a failure,
a target takes 15 (3d8 + 2) bludgeoning damage and is flung
up 20 feet away from the elemental in a random direction and
knocked prone. If a thrown target strikes an object, such as a
wall or floor, the target takes 3 (1d6) bludgeoning damage for
every 10 feet it was thrown. If the target is thrown at another
creature, that creature must succeed on a DC 13 Dexterity
saving throw or take the same damage and be knocked prone.
If the saving throw is successful, the target takes half the
bludgeoning damage and isn’t flung away or knocked prone.
Legendary Actions
The dragon can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be used
at a time and only at the end of another creature’s turn. The
dragon regains spent legendary actions at the start of its turn.
Detect.
The dragon makes a Wisdom (Perception) check.
Tail Attack.
The dragon makes a tail attack.
Wing Attack (Costs 2 Actions).
The dragon beats its wings.
Each creature within 10 feet of the dragon must succeed
on a DC 19 Dexterity saving throw or take 13 (2d6 + 6)
bludgeoning damage and be knocked prone. The dragon can
then fly up to half its flying speed.
Hoard of the Dragon Queen • Monsters
Not for resale. Permission granted to print and photocopy this document for personal use only.
5
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