Page 59 - ghosts-of-saltmarsh
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Sunlight Sensitivity.  While in sunlight,  the wraith has
               ACTIONS
                                                                   disadvantage  on attack  rolls and on Wisdom  (Perception)  checks
               Multiattack.  The grick makes one attack with its tentacles.  If that  that rely on sight.
               attack  hits, the grick can make one beak attack  against  the same
               target.                                             ACTIONS
               Tentacles. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.  Life Drain. Melee Weapon Attack: +5 to hit, reach 5 ft., one
               Hit: 9 (2d6 + 2) slashing  damage.                  creature.  Hit: 16 (3dS + 3) necrotic  damage,  and the target  must
                                                                   succeed  on a DC 13 Constitution  saving throw or its hit point
               Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.  Hit:  maximum  is reduced  by an amount  equal to the damage  taken. If
               5 (ld6 + 2) piercing  damage.
                                                                   this attack  reduces  the target's  hit point maximum  to 0, the target
               The wormlike grick blends in with the stonework of its  dies. This reduction  to the target's  hit point maximum  lasts until
               lair. Only when prey comes near does it rear up, its four  the target  finishes  a long rest.
               tentacles unfurling to reveal a hungry, snapping beak.
                                                                   A wraith is the incorporeal  remnant  of a particularly
                                                                   hateful being. Most wraiths can transform  those they have
               HOBGOBLIN                                           slain into spectral undead servitors. Mormesk chooses not
               Medium humanoid (gohlinoid), lawful evil            to, preferring  to let the dead stay dead.

               Armor Class lS (chain mail, shield)                 NEZZNAR THE BLACK SPIDER
               Hit Points 11 (2dS + 2)
               Speed 30 ft.                                        Medium humanoid (elf), neutral evil
                                                                   Armor Class 11 (14 with mage armor)
                 STR    DEX     CON     INT    WIS    CHA
                13 (+1)  12 (+1)  12 (+1)  10 (+0)  10 (+0)  9 (-1)  Hit Points 27 (6dS)
                                                                   Speed 30 ft.
               Senses darkvision  60 ft., passive  Perception  10
                                                                     STR    DEX     CON    INT    WIS    CHA
               Languages Common,  Goblin
               Challenge 1/2 (100 XP)                               9 (-1)  13 (+1)  10 (+0)  16 (+3)  14 (+2)  13 (+1)
                                                                   Saving Throws int +5, Wis +4
               Martial Advantage.  Once per turn, the hobgoblin  can deal an  Skills Arcana +5, Perception  +4, Stealth +3
               extra 7 (2d6) damage  to a creature  it hits with a weapon  attack  if  Senses darkvision  120 ft., passive  Perception  14
               that creature  is within 5 feet of an ally of the hobgoblin  that isn't  Languages Elvish, Undercommon
               incapacitated.                                      Challenge 2 (450 XP)

               ACTIONS
                                                                   Special Equipment.  Nezznar  has a spider staff.
               Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one
               target.  Hit: 5 (ldS + 1) slashing  damage.         Fey Ancestry.  Nezznar  has advantage  on saving throws  against
                                                                   being charmed,  and magic can't  put him to sleep.
               Longbow. Melee or Ranged Weapon Attack: +3 to hit, range 150
               ft./600  ft., one target.  Hit: 5 (1dS + 1) piercing  damage.  Sunlight Sensitivity.  Nezznar  has disadvantage  on attack  rolls
                                                                   when he or his target  is in sunlight.
               Hobgoblins are cunning, disciplined warriors who crave
               conquest. They impose a strict military hierarchy and are  Innate Spellcasting.  Nezznar  can innately  cast the following
               often found in the company of goblins and bugbears.  spells,  requiring  no material  components:
                                                                   • At will: dancing lights
               MORMESK THE WRAITH                                  • 1/day each: darkness,faeriefire  (save DC 12)
               Medium undead, neutral evil
                                                                   Spellcasting.  Nezznar  is a 4th-level  spellcaster  that uses
                                                                   intelligence  as his spellcasting  ability (spell save DC 13; +5 to hit
               Armor Class 13                                      with spell attacks).  Nezznar  has the following  spells  prepared
               Hit Points 45 (6dS + lS)
               Speed 0 ft., fly 60 ft.                             from the wizard's  spell list:
                                                                   • Cantrips  (at will): mage hand, ray offrost, shocking grasp
                 STR    DEX     CON     INT    WIS    CHA           1st Level (4 slots): mage armor, magic missile, shield
                6 (-2)  16 (+3)  16 (+3)  12 (+1)  14 (+2)  15 (+2)  • 2nd Level (3 slots): invisihility, suggestion
               Damage Resistances acid, cold, fire, lightning,  thunder;
                bludgeoning,  piercing,  and slashing  from non magical  weapons  ACTIONS
                that aren't  silvered                              Spider Staff. Melee Weapon Attack: +1 to hit, reach 5 ft., one
               Damage Immunities necrotic,  poison                 target.  Hit: 2 (1d6 -1)  bludgeoning  damage  plus 3 (1d6) poison
               Condition Immunities charmed,  grappled,  paralyzed,  petrified,  damage.
                poisoned,  prone,  restrained
               Senses darkvision  60 ft., passive  Perception  12  Drow (dark elves) are a devious, scheming subterranean
               Languages Common,  Infernal                         race that worships Lolth, the Demon Queen of Spiders.
               Challenge 3 (700 XP)                                Drow society is strictly matriarchal.  Male drow are
                                                                   relegated to servitor roles, and while most train as
               Incorporeal Movement.  The wraith can move through  an object  or  warriors,  a few, such as Nezznar, become skilled wizards.
               another  creature,  but can't stop there.
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                                                                                            APPENDIX  B: MONSTERS
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