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

